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Dolphin Beyond Good and Evil bad_ps_0000.txt D3D9

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May 8th, 2013
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  1. //Pixel Shader for TEV stages
  2. //2 TEV stages, 2 texgens, XXX IND stages
  3. uniform sampler2D samp0 : register(s0), samp1 : register(s1), samp2 : register(s2), samp3 : register(s3), samp4 : register(s4), samp5 : register(s5), samp6 : register(s6), samp7 : register(s7);
  4.  
  5. uniform float4 color[4] : register(c0);
  6. uniform float4 k[4] : register(c4);
  7. uniform float4 alphaRef[1] : register(c8);
  8. uniform float4 texdim[8] : register(c9);
  9. uniform float4 czbias[2] : register(c17);
  10. uniform float4 cindscale[2] : register(c19);
  11. uniform float4 cindmtx[6] : register(c21);
  12. uniform float4 cfog[3] : register(c27);
  13. uniform float4 cPLights[40] : register(c30);
  14. uniform float4 cPmtrl[4] : register(c70);
  15. void main(
  16. out float4 ocol0 : COLOR0,
  17. in float4 rawpos : VPOS,
  18. in float4 colors_0 : COLOR0,
  19. in float4 colors_1 : COLOR1,
  20. in float3 uv0 : TEXCOORD0,
  21. in float3 uv1 : TEXCOORD1,
  22. in float4 clipPos : TEXCOORD2,
  23. in float4 Normal : TEXCOORD3 ) {
  24. float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
  25. float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
  26. float alphabump=0.0f;
  27. float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
  28. float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
  29. float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
  30. float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
  31. float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
  32.  
  33. float3 _norm0 = normalize(Normal.xyz);
  34.  
  35. float3 pos = float3(clipPos.x,clipPos.y,Normal.w);
  36. float4 mat, lacc;
  37. float3 ldir, h;
  38. float dist, dist2, attn;
  39. {
  40. mat = colors_0;
  41. lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);
  42. lacc.w = 1.0f;
  43. colors_0 = mat * clamp(lacc, 0.0, 1.0);
  44. }
  45. {
  46. mat = cPmtrl[3];
  47. lacc = cPmtrl[1];
  48. lacc.w = cPmtrl[1].w;
  49. ldir = cPLights[0 + 3].xyz - pos.xyz;
  50. dist2 = dot(ldir, ldir);
  51. dist = sqrt(dist2);
  52. ldir = ldir / dist;
  53. attn = max(0.0f, dot(ldir, cPLights[0 + 4].xyz));
  54. attn = max(0.0f, dot(cPLights[0 + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(cPLights[0 + 2].xyz, float3(1.0f,dist,dist2));
  55. lacc.xyzw += attn * max(0.0f,dot(ldir, _norm0)) * cPLights[0].xyzw;
  56.  
  57. ldir = cPLights[5 + 3].xyz - pos.xyz;
  58. dist2 = dot(ldir, ldir);
  59. dist = sqrt(dist2);
  60. ldir = ldir / dist;
  61. attn = max(0.0f, dot(ldir, cPLights[5 + 4].xyz));
  62. attn = max(0.0f, dot(cPLights[5 + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(cPLights[5 + 2].xyz, float3(1.0f,dist,dist2));
  63. lacc.xyzw += attn * max(0.0f,dot(ldir, _norm0)) * cPLights[5].xyzw;
  64.  
  65. colors_1 = mat * clamp(lacc, 0.0, 1.0);
  66. }
  67. clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
  68. uv0.xy = uv0.xy * texdim[0].zw;
  69. uv1.xy = uv1.xy * texdim[1].zw;
  70. // TEV stage 0
  71. rastemp = colors_0.rgba;
  72. crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
  73. tevcoord.xy = uv0.xy;
  74. textemp=tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
  75. // color combine
  76. prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0, 1.0);
  77. // alpha combine
  78. prev.a = clamp(textemp.a*crastemp.a, 0.0, 1.0);
  79.  
  80. // TEV done
  81. // TEV stage 1
  82. tevcoord.xy = uv1.xy;
  83. textemp=tex2D(samp1,tevcoord.xy * texdim[1].xy).rgba;
  84. konsttemp = float4(0.25f,0.25f,0.25f, ERROR9);
  85. ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);
  86. cprev = prev;
  87. // color combine
  88. prev.rgb = clamp((prev.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0, 1.0);
  89. // alpha combine
  90. prev.a = clamp(textemp.a+cprev.a*(1.0f-ckonsttemp.a), 0.0, 1.0);
  91.  
  92. // TEV done
  93. if(!( (true) && (abs( prev.a - alphaRef[0].g ) >= (0.5f/255.0f)))) {
  94. ocol0 = float4(0.0f, 0.0f, 0.0f, 0.0f);
  95. discard;
  96. return;
  97. }
  98. float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
  99. float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
  100. float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
  101. x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
  102. ze *= x_adjust;
  103. float fog = clamp(ze - cfog[1].z, 0.0, 1.0);
  104. prev.rgb = lerp(prev.rgb, cfog[0].rgb, fog);
  105. ocol0 = prev;
  106. }
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