//++++++++++++++++++++++++++++++++++++++++++++ // ENBSeries effect file // visit http://enbdev.com for updates // Copyright 2010 (c) Boris Vorontsov // Using decompiled shader of GTA4 game by // Rockstar Games. //++++++++++++++++++++++++++++++++++++++++++++ float VignetteAmount = 0.0; //Çàòåìíåíèå íà óãëàõ äèñïëåÿ. #define BLEACH float BP_factor = 0.55; // sampler2D AdapLumSampler; // sampler2D BloomSampler; // float4 ColorCorrect; // float4 ColorShift; // float Exposure; // sampler2D GBufferTextureSampler2; // sampler2D GBufferTextureSampler3; // sampler2D HDRSampler; // sampler2D JitterSampler; // float PLAYER_MASK; // sampler2D StencilCopySampler; // float4 TexelSize; // float4 ToneMapParams; // float4 deSatContrastGamma; // float4 dofBlur; // float4 dofDist; // float4 dofProj; // float gDirectionalMotionBlurLength; // float4 globalScreenSize; // row_major float4x4 motionBlurMatrix; // // // Registers: // // Name Reg Size // ---------------------------- ----- ---- // globalScreenSize c44 1 // Exposure c66 1 // motionBlurMatrix c72 4 // TexelSize c76 1 // dofProj c77 1 // dofDist c78 1 // dofBlur c79 1 // gDirectionalMotionBlurLength c80 1 // ToneMapParams c81 1 // deSatContrastGamma c82 1 // ColorCorrect c83 1 // ColorShift c84 1 // PLAYER_MASK c85 1 // GBufferTextureSampler2 s0 1 // GBufferTextureSampler3 s1 1 // HDRSampler s2 1 // BloomSampler s3 1 // AdapLumSampler s4 1 // JitterSampler s5 1 // StencilCopySampler s6 1 //quad struct VS_OUTPUT_POST { float4 vpos : POSITION; float2 txcoord0 : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord0 : TEXCOORD0; }; //int4 _i0 : register(i0); /* float4 _c0 : register(c0); float4 _c1 : register(c1); float4 _c2 : register(c2); float4 _c3 : register(c3); float4 _c4 : register(c4); float4 _c5 : register(c5); float4 _c6 : register(c6); */ float4 _c44 : register(c44); float4 _c66 : register(c66); float4 _c72 : register(c72); float4 _c73 : register(c73); float4 _c74 : register(c74); float4 _c75 : register(c75); float4 _c76 : register(c76); float4 _c77 : register(c77); float4 _c78 : register(c78); float4 _c79 : register(c79); float4 _c80 : register(c80); float4 _c81 : register(c81); float4 _c82 : register(c82); float4 _c83 : register(c83); float4 _c84 : register(c84); float4 _c85 : register(c85); float maxi : register(c86); float temp : register(c87); texture2D texs0 : register(s0); texture2D texs1 : register(s1); texture2D texs2 : register(s2); texture2D texs3 : register(s3); texture2D texs4 : register(s4); texture2D texs5 : register(s5); texture2D texs6 : register(s6); texture2D texs7 : register(s7); texture2D texs13 : register(s13);//palette texture2D texs15 : register(s15); //sampler2D s0=sampler_state { Texture=; }; //sampler2D s1=sampler_state { Texture=; }; sampler2D s2=sampler_state { Texture=; }; //sampler2D s3=sampler_state { Texture=; }; sampler2D s4=sampler_state { Texture=; }; sampler2D s5=sampler_state { Texture=; }; sampler2D s6=sampler_state { Texture=; }; sampler2D s7=sampler_state { Texture=; }; //sampler2D s13=sampler_state { Texture=; }; sampler2D s15=sampler_state { Texture=; }; //next samplers states fixing problems on ATI cards sampler2D s0 = sampler_state { Texture = ; MinFilter = LINEAR;// MagFilter = LINEAR;// MipFilter = NONE;//NONE;//LINEAR; AddressU = Clamp; AddressV = Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D s1 = sampler_state { Texture = ; MinFilter = LINEAR;// MagFilter = LINEAR;// MipFilter = NONE;//NONE;//LINEAR; AddressU = Clamp; AddressV = Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D s3 = sampler_state { Texture = ; MinFilter = LINEAR;// MagFilter = LINEAR;// MipFilter = NONE;//NONE;//LINEAR; AddressU = Clamp; AddressV = Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; /* sampler2D s5 = sampler_state { Texture = ; MinFilter = GaussianQuad;// MagFilter = GaussianQuad;// MipFilter = NONE; AddressU = Wrap; AddressV = wrap; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; */ sampler2D s13 = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float4 PS_C215BE6E(VS_OUTPUT_POST IN) : COLOR { float4 _oC0=0.0; //output float4 _c0=float4(0, 0.212500006, 0.715399981, 0.0720999986); float4 _c1=float4(0.25, 1, 256, 0); float4 _c2=float4(0, 2, 4, 8); float4 _c3=float4(58.1640015, 47.1300011, 0, 0); float4 _c4=float4(-0.5, -1.5, 1.5, 0.5); float4 _c5=float4(2, -1, 0.125, 0); float4 _c6=float4(256, 2, 4, 8); //mine float4 _c7=float4(1.0, 0.1, 0.8, 1.0); float4 _c8=float4(0.0, 0.1, 0.8, 0.333); float4 _c9=float4(0.06, 0.1, 0.8, 0.1); float4 _c10=float4(0.01, 1.4, 0.0, 0.32); float4 _c11=float4(0.333333, 1.0, 0.0, 0.0); //float4 _c12=float4(0.27, 0.67, 0.06, 0.0); float4 _c12=float4(0.299, 0.587, 0.114, 0.0); float4 _c13=float4(0.0, 0.0, 0.0, 0.00001); float4 _c150=float4(0.55, 0.9, 0.85, 0.9); float4 _c195=float4(0.0, 0.0, 0.0, 0.07);//0.7 float4 r0; float4 r1; float4 r2; float4 r3; float4 r4; float4 r5; float4 r6; float4 r7; float4 r8; float4 r9; float4 r10; float4 r11; float4 _v0=0.0; _v0.xy=IN.txcoord0.xy; r1=tex2D(s2, _v0.xy); //HDRSampler r2=tex2D(s3, _v0.xy); //BloomSampler r0=tex2D(s1, _v0.xy); //GBufferTextureSampler3 r0.y=-_c77.x + _c77.y; //-dofProj.x + dofProj.y r0.y=1.0/r0.y; r0.z=r0.y * _c77.y; //dofProj.y r0.z=r0.z * -_c77.x; //dofProj.x r0.x=_c77.y * -r0.y + r0.x; r0.x=1.5/r0.x; r0.y=r0.z * r0.x; r1=tex2D(s2, _v0.xy); //HDRSampler r2=tex2D(s3, _v0.xy); //BloomSampler //r1*=10.0; r0.w=abs(_c79.w); r3=_c4; //-0.5, -1.5, 1.5, 0.5 float2 center; float distance; float focus; float farblur; float dof; distance=r0.z * r0.x - _c78.w; //dofDist.w distance+=_c78.y * -r3.w; //dofDist.y distance+=140;//offset center.x=_v0.x-0.5; center.y=0.5-_v0.y; focus=length(center.xy)*1.41; focus=pow(focus,3)*2; focus=max(focus,0.4); farblur=clamp(distance*0.10,0.2,2); if(distance*0.1>2)dof=0.9; else dof=0.0; //TEMP decrease bluriness for edge smoothing float2 off_c76=_c76.xy*(farblur); r4.xy=off_c76.xy * r3.xy + _v0.xy; //TexelSize.xy r4=tex2D(s2, r4.xy); //HDRSampler r5.xy=off_c76.xy * r3.zx + _v0.xy; //TexelSize.xy r5=tex2D(s2, r5.xy); //HDRSampler r3.xz=off_c76.xy * r3.wz + _v0.xy; //TexelSize.xy r6=tex2D(s2, r3.xz); //HDRSampler r3.xy=off_c76.xy * r3.yw + _v0; //TexelSize.xy r7=tex2D(s2, r3.xy); //HDRSampler r1.w=dot(r4.xyz, r4.xyz); r1.w=1.0/r1.w; if (-r1.w<0.0) { r3.xyz=r4.xyz; } else r3.xyz=_c0.x; r1.w=dot(r5.xyz, r5.xyz); //dp3 r1.w=1.0/r1.w; if (-r1.w<0.0) { r4.xyz=r5.xyz; } else r4.xyz=_c0.x; r1.w=dot(r6.xyz, r6.xyz); //dp3 r1.w=1.0/r1.w; if (-r1.w<0.0) { r5.xyz=r6.xyz; } else r5.xyz=_c0.x; r1.w=dot(r7.xyz, r7.xyz); //dp3 r1.w=1.0/r1.w; if (-r1.w<0.0) { r6.xyz=r7.xyz; } else r6.xyz=_c0.x; r1.w=dot(r1.xyz, r1.xyz); //dp3 r1.w=1.0/r1.w; if (-r1.w<0.0) { r7.xyz=r1.xyz; } else r7.xyz=_c0.x; r0.x=r0.z * r0.x - _c78.w; //dofDist.w r0.x=_c78.y * -r3.w + r0.x; //dofDist.y r1.w=max(r0.x, _c0.x); //0.0 r0.x=1.0/_c78.z; //dofDist.z r0.x=r1.w * r0.x; r1.w=lerp(_c79.y, _c79.z, r0.x);//dofBlur r0.x=min(_c79.z, r1.w); //dofBlur.z r0.z=dot(r7.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986 r8.x=dot(r3.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986 r8.y=dot(r4.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986 r8.z=dot(r5.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986 r8.w=dot(r6.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986 r1.w=dot(r8, _c1.xxxx); //0.25 r8=r8 - r1.w; r2.w=dot(r8, r8); r0.z=r0.z - r1.w; r0.z=r0.z * r0.z - r2.w; r0.x=r0.x*r0.x; if (r0.z<0.0) { r0.x=r0.x; } else r0.x=_c1.y; //1.0 r8=tex2D(s0, _v0.xy); //GBufferTextureSampler2 r8.yz=_c1.yz; // 1.0, 256.0 r9=r8.w * -r8.z + _c2; //0, 2, 4, 8 if (r9.w<0.0) //r9<0.0 { r9=_c1.w; //0.0 } else r9=_c1.y; //1.0 //r9 is filtered sky mask float sky = r9.x; //r10=r8.w + tempc6;//c6.yzwx; //256, 2, 4, 8 r10=r8.w * -_c6.x + _c6.yzwx; //256, 2, 4, 8 if (r10.x<0.0) { r10.x=-_c1.w; //0.0 } else r10.x=-_c1.y; //1.0 if (r10.y<0.0) { r10.y=-_c1.w; //0.0 } else r10.y=-_c1.y; //1.0 if (r10.z<0.0) { r10.z=-_c1.w; //0.0 } else r10.z=-_c1.y; //1.0 if (r10.w<0.0) { r10.w=-_c1.w; //0.0 } else r10.w=-_c1.y; //1.0 r9=r9 + r10; r9=r9 * _c4.x; //-0.5 r0.z=dot(r9, _c1.yyyy); //1.0 r0.z=r0.z + _c4.w; //0.5 r0.z=1.0/r0.z; r8.xzw=r3.xyz * r9.x; r7.xyz=r7 * _c4.w + r8.xzw; //0.5 r7.xyz=r4 * r9.y + r7; r7.xyz=r5 * r9.z + r7; r7.xyz=r6 * r9.w + r7; r7.xyz=r0.z * r7; r0.z=_c1.y - r0.x; //1.0 r1.w=r0.x * _c1.x; //0.25 r3.xyz=r3 * r1.w; r3.xyz=r7 * r0.z + r3; r3.xyz=r4 * r1.w + r3; r3.xyz=r5 * r1.w + r3; r3.xyz=r6 * r1.w + r3; r4.xyz=_v0.yxy * _c5.x + _c5.y; //2, -1 // r4.x=_v0.y * _c5.x + _c5.y; // r4.y=_v0.x * _c5.x + _c5.y; // r4.z=_v0.y * _c5.x + _c5.y; r0.z=r4.y * _c77.z; //dofProj.z r0.z=r0.y * r0.z; r1.w=-r4.x * _c77.w; //dofProj.w r1.w=r0.y * r1.w; r5.xyz=r1.w * _c73; //motionBlurMatrix.2 r5.xyz=r0.z * _c72 + r5; //motionBlurMatrix.1 r5.xyz=-r0.y * _c74 + r5; //motionBlurMatrix.3 r5.xyz=r5 + _c75; //motionBlurMatrix.4 r0.y=-r5.z * _c77.z; //dofProj.z r0.y=1/r0.y; r6.x=r5.x * r0.y; r0.y=r5.z * _c77.w; //dofProj.w r0.y=1/r0.y; r6.y=r5.y * r0.y; //r0.yz=-r4 + r6.xxyw; r0.yz=-r4.yz + r6.xy; //r0.yz=r0 * _c80.x; //gDirectionalMotionBlurLength.x r0.y=r0.y * _c80.x; r0.z=r0.z * _c80.x; r4.xy=r0.yz * _c5.z; //0.125 r5=tex2D(s6, _v0.xy); //StencilCopySampler r1.w=r5.x - _c85.x; //PLAYER_MASK.x r4.zw=r3.xy * _c2.w; //8.0 r4.zw=_v0.xy * _c3.xy + r4.zw; //58.1640015, 47.1300011 r5=tex2D(s5, r4.zw); //JitterSampler //r2.w=r5.x - 0.5; //-0.5 r4.zw=r4.xy * (r5.x - 4) + _v0.xy; //0.082 fixed r5.xyz=r3.xyz; r2.w=_c1.y; //1.0 r3.w=_c1.y; //1.0 //motion blur for (int iii=0; iii<10; iii++) { r6.x=r4.x * r3.w + r4.z; r6.y=r4.y * r3.w + r4.w; r7=tex2D(s6, r6.xy); r5.w=r7.x - _c85.x; if (r5.w<-0.3) { r5.w=_c1.y; //1.0 } else r5.w=_c1.w; //0.0 r6=tex2D(s2, r6.xy); r5.xyz=r6.xyz * r5.w + r5.xyz; r2.w=r2.w + r5.w; r3.w=r3.w + _c1.y; //1.0 } r2.w=1.0/r2.w; //r0.yz=r0 * _c44.xxyw; //globalScreenSize r0.y=r0.y * _c44.x; //globalScreenSize r0.z=r0.z * _c44.y; //globalScreenSize r0.y=dot(r0.yz, r0.yz)+_c0.x;//dp2 //r0.y=sqrt(r0.y); //r0.y=1.0/r0.y; r0.y=pow(r0.y, _c4.w); //0.5 r0.y=r0.y * _c4.w; //0.5 r0.x=r0.x + _c1.y; //1.0 r0.x=1.0/r0.x; //r0.y is wrong r0.x=saturate(r0.y * r0.x); r4.xyz=r5 * r2.w - r3; r0.xyz=r0.x * r4 + r3; //_oC0.xyz=0.5*r0.xyz; if (-r1.w<0.0) r0.xyz=r3.xyz; if (-r0.w<0.0) r0.xyz=r1.xyz; //for future use r11=r0; r1=tex2D(s4, _c0.x); //AdapLumSampler , 0.0 r0.w=1.0/r1.x; r0.w=r0.w * _c81.y; //ToneMapParams.y r1.x=1.0/r0.w; r1.x=r1.x * _c81.x; //ToneMapParams.x r1.xyz=r2 * _c66.x - r1.x; //Exposure.x r2.xyz=max(r1, _c0.x); //0.0 r1.xyz=r2 * _c81.z; //ToneMapParams.z r1.xyz=r1 * _c1.x; //0.25 r0.xyz=r0 * _c66.x + r1; //Exposure.x r1.xyz=r0.w * r0; r1.x=dot(r1.xyz, _c0.yzw); //0.212, 0.715, 0.072 r0.xyz=r0 * r0.w - r1.x; r0.xyz=_c82.x * r0 + r1.x; //deSatContrastGamma.x r0.w=r1.x * _c84.w; //ColorShift.w r1.yzw=r0.w * _c84.xxyz; //ColorShift //darken as DarkeningAmount, but keeps colors r2.x=saturate(r0.w); r0.xyz=r0.xyz - _c84.xyz * r0.w; //ColorShift r0.xyz=r2.x * r0.xyz + r1.yzww; //coloring (green, brown, ...) r0.xyz=2.0 * r0.xyz * _c83.xyz; //ColorCorrect //keeps colors, changes luma r1.x=saturate(r1.x);//luma r0.w=_c82.z - _c1.y; //deSatContrastGamma.z - 1.0 r2.x=pow(r1.x, r0.w); _oC0.xyz=r0.xyz * r2.x; //orig _oC0.w=_c1.y; //1.0 //MY CODE BEGINS HERE //tonemap of brightness //float grayorig=dot(c, c8.w); //float gray=pow(grayorig, c199.z); //c=c*gray/grayorig; //TODO make adapration r5=tex2D(s4, _c0.x);//adaptation luminance //r5=1.0; //DISABLED //r0=tex2D(s2, _v0.xy);//hdr color r0=r11; //FROM ORIGINAL CODE AFTER BLUR //adaptation r5.w=r5.x; r5.w=1.0/r5.w; r0.xyz=r0 * r5.w; r3.xy=_c10.xwxw; r3.xy=r3.xy * r5.w; r7=tex2D(s3, _v0.xy); //bloom //mad r0, r7, c199.y, r0 //r0=r7 * _c10.w + r0; //HERE 0.15 is bloom factor 1, soft bloom r0=r7 *0.05 + r0; //0.05 //TEMP DISABLED //power from intensity //dp3 r10, r0.xyz, c8.www //0.333 //dp3 r10, r0.xyz, c8.www //r10=dot(r0.xyz, _c8.www); r10=dot(r0.xyz, _c12.xyz); //luminance float Defog=0.1; float4 FogColor={0.4, 0.2, 0.15, 0.0}; // float4 FogColor2={0.09, 0.1, 0.02, 0.0};// float Exposure=1.1; float Gamma=1.2; float BlueShift=0.005; r0.rgb = max(0, r0.rgb - Defog * FogColor.rgb); r0.rgb *= pow(2.0f, Exposure); float3 d = r0.rgb * float3(1.05f, 0.97f, 1.27f); r0.rgb = lerp(r0.rgb, d, BlueShift); //HERE 1.5 is brightness r9.x=r10.x * 1.5;//c199.x; //pow r9.x, r10.x, c10.y //c199.w r10.x=1.0/r10.x; r10=r10 * r9.x; r0=r0 * r10.x; r0=r0 * _c7.y; //pre multiply r1=r0 * _c7.z; //e multiply r1=r1 + _c7.w; r1.xyz=1.0/r1.xyz; r0=r0 * r1; //mul r0, r0, c8.z //post multiply //texld r7, v0, s3 //bloom float middlegray=(r0.r+r0.g+r0.b)*0.333; //dot(r0.xyz, 0.333); //dot(r0.xyz, float3(0.27, 0.67, 0.06)); float3 diffcolor=r0.rgb-middlegray; r0.rgb+=diffcolor*-0.10; //HERE 0.8 is bloom for additive mix r0=0.95*r7 * r3.x + r0; //c10.x //r0=r7 * 0.015 + r0; //mad r0, r7, c199.y, r0 //mul r0, r2, c199.w #ifdef BLEACH float luma = dot(r0.xyz, _c12.xyz); float3 blend = luma.xxx; float L = min(1, max(0, 10*(luma - 0.45))); float3 result1 = 2.0 * r0.xyz * blend; float3 result2 = 1.0 - 2.0*(1.0 - blend)*(1.0 - r0.xyz); float3 newColor = lerp(result1.xyz, result2.xyz, L); float3 mixRGB = BP_factor * newColor.xyz; mixRGB += ((1.0f - BP_factor) * r0.xyz); r0.xyz = mixRGB; #endif focus=length(center.xy)*1.41; focus=pow(focus, 4); r0.xyz-=focus * VignetteAmount; _oC0.xyz=r0.xyz; //_oC0.w=1.0; return _oC0; } //mine temporary post process technique Shader_C215BE6E { pass p0 { PixelShader = compile ps_3_0 PS_C215BE6E(); } } //original shader of post processing technique Shader_ORIGINALPOSTPROCESS { pass p0 { PixelShader= asm { // // Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378 // // Parameters: // // sampler2D AdapLumSampler; // sampler2D BloomSampler; // float4 ColorCorrect; // float4 ColorShift; // float Exposure; // sampler2D GBufferTextureSampler2; // sampler2D GBufferTextureSampler3; // sampler2D HDRSampler; // sampler2D JitterSampler; // float PLAYER_MASK; // sampler2D StencilCopySampler; // float4 TexelSize; // float4 ToneMapParams; // float4 deSatContrastGamma; // float4 dofBlur; // float4 dofDist; // float4 dofProj; // float gDirectionalMotionBlurLength; // float4 globalScreenSize; // row_major float4x4 motionBlurMatrix; // // // Registers: // // Name Reg Size // ---------------------------- ----- ---- // globalScreenSize c44 1 // Exposure c66 1 // motionBlurMatrix c72 4 // TexelSize c76 1 // dofProj c77 1 // dofDist c78 1 // dofBlur c79 1 // gDirectionalMotionBlurLength c80 1 // ToneMapParams c81 1 // deSatContrastGamma c82 1 // ColorCorrect c83 1 // ColorShift c84 1 // PLAYER_MASK c85 1 // GBufferTextureSampler2 s0 1 // GBufferTextureSampler3 s1 1 // HDRSampler s2 1 // BloomSampler s3 1 // AdapLumSampler s4 1 // JitterSampler s5 1 // StencilCopySampler s6 1 // ps_3_0 def c0, 0, 0.212500006, 0.715399981, 0.0720999986 def c1, 0.25, 1, 256, 0 def c2, 0, 2, 4, 8 def c3, 58.1640015, 47.1300011, 0, 0 def c4, -0.5, -1.5, 1.5, 0.5 def c5, 2, -1, 0.125, 0 def c6, 256, 2, 4, 8 def c180, 0.0, 0.0, 0.0, 100.5 def c181, 1.0, 0.0, 0.0, 20.01 def c183, 800.0, 600.0, 0.0, 100.5 defi i0, 7, 0, 0, 0 dcl_texcoord v0.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 dcl_2d s6 texld r0, v0, s1 add r0.y, -c77.x, c77.y rcp r0.y, r0.y mul r0.z, r0.y, c77.y mul r0.z, r0.z, -c77.x mad r0.x, c77.y, -r0.y, r0.x rcp r0.x, r0.x mul r0.y, r0.z, r0.x texld r1, v0, s2 texld r2, v0, s3 abs r0.w, c79.w mov r3, c4 mad r4.xy, c76, r3, v0 texld r4, r4, s2 mad r5.xy, c76, r3.zxzw, v0 texld r5, r5, s2 mad r3.xz, c76.xyyw, r3.wyzw, v0.xyyw texld r6, r3.xzzw, s2 mad r3.xy, c76, r3.ywzw, v0 texld r7, r3, s2 dp3 r1.w, r4, r4 rcp r1.w, r1.w cmp r3.xyz, -r1.w, c0.x, r4 dp3 r1.w, r5, r5 rcp r1.w, r1.w cmp r4.xyz, -r1.w, c0.x, r5 dp3 r1.w, r6, r6 rcp r1.w, r1.w cmp r5.xyz, -r1.w, c0.x, r6 dp3 r1.w, r7, r7 rcp r1.w, r1.w cmp r6.xyz, -r1.w, c0.x, r7 dp3 r1.w, r1, r1 rcp r1.w, r1.w cmp r7.xyz, -r1.w, c0.x, r1 mad r0.x, r0.z, r0.x, -c78.w mad r0.x, c78.y, -r3.w, r0.x max r1.w, r0.x, c0.x rcp r0.x, c78.z mul r0.x, r1.w, r0.x lrp r1.w, r0.x, c79.z, c79.y min r0.x, c79.z, r1.w dp3 r0.z, r7, c0.yzww dp3 r8.x, r3, c0.yzww dp3 r8.y, r4, c0.yzww dp3 r8.z, r5, c0.yzww dp3 r8.w, r6, c0.yzww dp4 r1.w, r8, c1.x add r8, r8, -r1.w dp4 r2.w, r8, r8 add r0.z, r0.z, -r1.w mad r0.z, r0.z, r0.z, -r2.w mul r0.x, r0.x, r0.x cmp r0.x, r0.z, c1.y, r0.x texld r8, v0, s0 mov r8.yz, c1 mad r9, r8.w, -r8.z, c2 cmp r9, r9, c1.y, c1.w mad r10, r8.w, -c6.x, c6.yzwx cmp r10, r10, -c1.y, -c1.w add r9, r9, r10 mul r9, r9, c4.x dp4 r0.z, r9, c1.y add r0.z, r0.z, c4.w rcp r0.z, r0.z mul r8.xzw, r3.xyyz, r9.x mad r7.xyz, r7, c4.w, r8.xzww mad r7.xyz, r4, r9.y, r7 mad r7.xyz, r5, r9.z, r7 mad r7.xyz, r6, r9.w, r7 mul r7.xyz, r0.z, r7 add r0.z, -r0.x, c1.y mul r1.w, r0.x, c1.x mul r3.xyz, r3, r1.w mad r3.xyz, r7, r0.z, r3 mad r3.xyz, r4, r1.w, r3 mad r3.xyz, r5, r1.w, r3 mad r3.xyz, r6, r1.w, r3 mad r4.xyz, v0.yxyw, c5.x, c5.y mul r0.z, r4.y, c77.z mul r0.z, r0.y, r0.z mul r1.w, -r4.x, c77.w mul r1.w, r0.y, r1.w mul r5.xyz, r1.w, c73 mad r5.xyz, r0.z, c72, r5 mad r5.xyz, -r0.y, c74, r5 add r5.xyz, r5, c75 mul r0.y, -r5.z, c77.z rcp r0.y, r0.y mul r6.x, r5.x, r0.y mul r0.y, r5.z, c77.w rcp r0.y, r0.y mul r6.y, r5.y, r0.y add r0.yz, -r4, r6.xxyw mul r0.yz, r0, c80.x mul r4.xy, r0.yzzw, c5.z texld r5, v0, s6 add r1.w, r5.x, -c85.x mul r4.zw, r3.xyxy, c2.w mad r4.zw, v0.xyxy, c3.xyxy, r4 texld r5, r4.zwzw, s5 add r2.w, r5.x, c4.x mad r4.zw, r4.xyxy, r2.w, v0.xyxy mov r5.xyz, r3 mov r2.w, c1.y mov r3.w, c1.y rep i0 mad r6.xy, r4, r3.w, r4.zwzw texld r7, r6, s6 add r5.w, r7.x, -c85.x cmp r5.w, r5.w, c1.w, c1.y texld r6, r6, s2 mad r5.xyz, r6, r5.w, r5 add r2.w, r2.w, r5.w add r3.w, r3.w, c1.y endrep rcp r2.w, r2.w mul r0.yz, r0, c183.xxyw//c44.xxyw dp2add r0.y, r0.yzzw, r0.yzzw, c0.x rsq r0.y, r0.y rcp r0.y, r0.y mul r0.y, r0.y, c4.w add r0.x, r0.x, c1.y rcp r0.x, r0.x mul_sat r0.x, r0.y, r0.x mad r4.xyz, r5, r2.w, -r3 mad r0.xyz, r0.x, r4, r3 cmp r0.xyz, r1.w, r3, r0 cmp r0.xyz, -r0.w, r0, r1 texld r1, c0.x, s4 rcp r0.w, r1.x mul r0.w, r0.w, c81.y rcp r1.x, r0.w mul r1.x, r1.x, c81.x mad r1.xyz, r2, c66.x, -r1.x max r2.xyz, r1, c0.x mul r1.xyz, r2, c81.z mul r1.xyz, r1, c1.x mad r0.xyz, r0, c66.x, r1 mul r1.xyz, r0.w, r0 dp3 r1.x, r1, c0.yzww mad r0.xyz, r0, r0.w, -r1.x mad r0.xyz, c82.x, r0, r1.x mul r0.w, r1.x, c84.w mul r1.yzw, r0.w, c84.xxyz mov_sat r2.x, r0.w mad r0.xyz, c84, -r0.w, r0 mad r0.xyz, r2.x, r0, r1.yzww mul r0.xyz, r0, c83 add r0.xyz, r0, r0 mov_sat r1.x, r1.x add r0.w, -r8.y, c82.z pow r2.x, r1.x, r0.w //mul r2.x, r2.x, c181.x mul oC0.xyz, r0, r2.x mov oC0.w, c1.y //texld r1, v0, s2 //mul oC0.xyz, r1, c199.z }; } }