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PSH 1 CD2 C917

The document describes shader code for rendering graphics. It defines constants and resources used for lighting, matrices and textures. The pixel shader code uses these resources to calculate pixel colors based on lighting and textures.
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0% found this document useful (0 votes)
42 views4 pages

PSH 1 CD2 C917

The document describes shader code for rendering graphics. It defines constants and resources used for lighting, matrices and textures. The pixel shader code uses these resources to calculate pixel colors based on lighting and textures.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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//

// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111


//
//
// Buffer Definitions:
//
// cbuffer rage_matrices
// {
//
// row_major float4x4 gWorld; // Offset: 0 Size: 64 [unused]
// row_major float4x4 gWorldView; // Offset: 64 Size: 64 [unused]
// row_major float4x4 gWorldViewProj; // Offset: 128 Size: 64 [unused]
// row_major float4x4 gViewInverse; // Offset: 192 Size: 64
//
// }
//
// cbuffer misc_globals
// {
//
// float4 globalFade; // Offset: 0 Size: 16 [unused]
// float globalHeightScale; // Offset: 16 Size: 4 [unused]
// float globalShaderQuality; // Offset: 20 Size: 4 [unused]
// float globalReuseMe00001; // Offset: 24 Size: 4 [unused]
// float globalReuseMe00002; // Offset: 28 Size: 4 [unused]
// float4 POMFlags; // Offset: 32 Size: 16 [unused]
// float4 g_Rage_Tessellation_CameraPosition;// Offset: 48 Size: 16 [unused]
// float4 g_Rage_Tessellation_CameraZAxis;// Offset: 64 Size: 16 [unused]
// float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset: 80 Size: 16
[unused]
// float4 g_Rage_Tessellation_LinearScale;// Offset: 96 Size: 16 [unused]
// float4 g_Rage_Tessellation_Frustum[4];// Offset: 112 Size: 64 [unused]
// float4 g_Rage_Tessellation_Epsilons;// Offset: 176 Size: 16 [unused]
// float4 globalScalars; // Offset: 192 Size: 16 [unused]
// float4 globalScalars2; // Offset: 208 Size: 16 [unused]
// float4 globalScalars3; // Offset: 224 Size: 16
// float4 globalScreenSize; // Offset: 240 Size: 16
// uint4 gTargetAAParams; // Offset: 256 Size: 16 [unused]
// float4 colorize; // Offset: 272 Size: 16 [unused]
// float4 gGlobalParticleShadowBias; // Offset: 288 Size: 16 [unused]
// float gGlobalParticleDofAlphaScale;// Offset: 304 Size: 4 [unused]
// float gGlobalFogIntensity; // Offset: 308 Size: 4 [unused]
// float4 gPlayerLFootPos; // Offset: 320 Size: 16 [unused]
// float4 gPlayerRFootPos; // Offset: 336 Size: 16 [unused]
//
// }
//
// cbuffer lighting_locals
// {
//
// float4 deferredLightParams[14]; // Offset: 0 Size: 224
// float4 deferredLightVolumeParams[2];// Offset: 224 Size: 32 [unused]
// float4 deferredLightScreenSize; // Offset: 256 Size: 16 [unused]
// float4 deferredProjectionParams; // Offset: 272 Size: 16
// float3 deferredPerspectiveShearParams0;// Offset: 288 Size: 12 [unused]
// float3 deferredPerspectiveShearParams1;// Offset: 304 Size: 12 [unused]
// float3 deferredPerspectiveShearParams2;// Offset: 320 Size: 12 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// gbufferTexture0Global texture float4 2dMS 7 1
// gbufferTexture1Global texture float4 2dMS 8 1
// gbufferTexture2Global texture float4 2dMS 9 1
// gbufferStencilTextureGlobal texture uint2 2dMS 11 1
// gbufferTextureDepthGlobal texture float 2dMS 12 1
// rage_matrices cbuffer NA NA 1 1
// misc_globals cbuffer NA NA 2 1
// lighting_locals cbuffer NA NA 12 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy w
// TEXCOORD 1 xyzw 2 NONE float xyzw
// SV_SampleIndex 0 x 3 SAMPLE uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
// Pixel Shader runs at sample frequency
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[16], immediateIndexed
dcl_constantbuffer cb12[18], immediateIndexed
dcl_resource_texture2dms(0) (float,float,float,float) t7
dcl_resource_texture2dms(0) (float,float,float,float) t8
dcl_resource_texture2dms(0) (float,float,float,float) t9
dcl_resource_texture2dms(0) (uint,uint,uint,uint) t11
dcl_resource_texture2dms(0) (float,float,float,float) t12
dcl_input_ps linear sample v1.xyw
dcl_input_ps linear v2.xyzw
dcl_input_ps_sgv v3.x, sampleIndex
dcl_output o0.xyzw
dcl_temps 5
div r0.xy, v1.xyxx, v1.wwww
mul r0.xy, r0.xyxx, cb2[15].xyxx
ftoi r0.xy, r0.xyxx
mov r0.zw, l(0,0,0,0)
ldms r1.x, r0.xyww, t12.xyzw, v3.x
add r1.x, -r1.x, cb12[17].w
add r1.x, r1.x, l(1.000000e+000)
div r1.x, cb12[17].z, r1.x
div r1.yzw, v2.xxyz, v2.wwww
mad r2.xyz, r1.yzwy, r1.xxxx, cb1[15].xyzx
add r3.xyz, -r2.xyzx, cb12[0].xyzx
dp3 r1.x, r3.xyzx, r3.xyzx
rsq r3.w, r1.x
mul r3.xyz, r3.wwww, r3.xyzx
mad_sat r1.x, -r1.x, cb12[4].z, l(1.000000e+000)
add r3.w, -cb12[7].x, l(1.000000e+000)
mad r3.w, r3.w, r1.x, cb12[7].x
div r1.x, r1.x, r3.w
dp3 r3.w, r3.xyzx, -cb12[1].xyzx
mad_sat r3.w, r3.w, cb12[5].w, cb12[5].z
mul r1.x, r1.x, r3.w
mov r2.w, l(1.000000)
dp4 r2.x, r2.xyzw, cb12[6].xyzw
ge r2.x, r2.x, l(0.000000e+000)
and r2.x, r2.x, l(0x3f800000)
mul r1.x, r1.x, r2.x
lt r2.x, r1.x, l(1.000000e-006)
discard_nz r2.x
ldms r2.x, r0.xyww, t11.yxzw, v3.x
and r2.x, r2.x, l(8)
utof r2.x, r2.x
ge r2.x, r2.x, l(7.900000e+000)
ldms r2.yzw, r0.xyww, t7.wxyz, v3.x
mul r2.yzw, r2.yyzw, r2.yyzw
ldms r4.xy, r0.xyww, t9.xzyw, v3.x
mul r3.w, r4.x, r4.x
ldms r0.xyzw, r0.xyzw, t8.xyzw, v3.x
mul r4.xzw, r0.wwww, l(9.980469e-001, 0.000000e+000, 7.984375e+000, 6.387500e+001)
frc r4.xzw, r4.xxzw
mad r4.xz, -r4.zzwz, l(1.250000e-001, 0.000000e+000, 1.250000e-001, 0.000000e+000),
r4.xxzx
mad r0.xyz, r0.xyzx, l(2.560000e+002, 2.560000e+002, 2.560000e+002, 0.000000e+000),
r4.xzwx
add r0.xyz, r0.xyzx, l(-1.280000e+002, -1.280000e+002, -1.280000e+002,
0.000000e+000)
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
min r0.w, r3.w, l(1.000000e+000)
dp3 r3.w, r1.yzwy, r1.yzwy
rsq r3.w, r3.w
mul r1.yzw, r1.yyzw, r3.wwww
movc r2.x, r2.x, l(0), l(1.000000)
mul r1.x, r1.x, r2.x
mul r4.xzw, cb12[3].wwww, cb12[3].xxyz
dp3_sat r2.x, r0.xyzx, r3.xyzx
dp3_sat r0.x, -r1.yzwy, r0.xyzx
add r0.x, -r0.x, l(1.000000e+000)
mul r0.y, r0.x, r0.x
mul r0.y, r0.y, r0.y
mul r0.x, r0.x, r0.y
add r0.y, -r4.y, l(1.000000e+000)
mad r0.x, r4.y, r0.x, r0.y
mad r0.x, -r0.w, r0.x, l(1.000000e+000)
mul r0.x, r0.x, r2.x
mul r0.xyz, r0.xxxx, r2.yzwy
mul r0.xyz, r4.xzwx, r0.xyzx
mul r0.xyz, r1.xxxx, r0.xyzx
mul o0.xyz, r0.xyzx, cb2[14].zzzz
mov o0.w, l(1.000000)
ret
// Approximately 68 instruction slots used

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