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  1. ////////// Output by d3d9 compiler without call to GetLinearizedDepth in a vertex shader:
  2. #pragma warning(disable: 3571)
  3. struct __sampler2D { sampler2D s; float2 pixelsize; };
  4. float4 __tex2Dfetch(__sampler2D s, int4 c) { return tex2Dlod(s.s, float4((c.xy * exp2(c.w) + 0.5 /* half pixel offset */) * s.pixelsize, 0, c.w)); }
  5. float4 __tex2Dlodoffset(__sampler2D s, float4 c, int2 offset) { return tex2Dlod(s.s, c + float4(offset * s.pixelsize, 0, 0)); }
  6. float4 __tex2Doffset(__sampler2D s, float2 c, int2 offset) { return tex2D(s.s, c + offset * s.pixelsize); }
  7. int2 __tex2Dsize(__sampler2D s, int lod) { return int2(1 / s.pixelsize) / exp2(lod); }
  8. float4 __tex2Dgather0(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).r, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).r, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).r, tex2Dlod(s.s, float4(c, 0, 0)).r); }
  9. float4 __tex2Dgather1(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).g, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).g, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).g, tex2Dlod(s.s, float4(c, 0, 0)).g); }
  10. float4 __tex2Dgather2(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).b, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).b, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).b, tex2Dlod(s.s, float4(c, 0, 0)).b); }
  11. float4 __tex2Dgather3(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).a, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).a, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).a, tex2Dlod(s.s, float4(c, 0, 0)).a); }
  12. float4 __tex2Dgather0offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather0(s, c + offset * s.pixelsize); }
  13. float4 __tex2Dgather1offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather1(s, c + offset * s.pixelsize); }
  14. float4 __tex2Dgather2offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather2(s, c + offset * s.pixelsize); }
  15. float4 __tex2Dgather3offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather3(s, c + offset * s.pixelsize); }
  16. #define POSITION VPOS
  17. sampler2D __SamplerU__CinematicDOF__SamplerCDBuffer3 : register(s0);
  18. static const __sampler2D U__CinematicDOF__SamplerCDBuffer3 = { __SamplerU__CinematicDOF__SamplerCDBuffer3, float2(0.000521, 0.000833) };
  19. sampler2D __SamplerU__CinematicDOF__SamplerCDFocus : register(s1);
  20. static const __sampler2D U__CinematicDOF__SamplerCDFocus = { __SamplerU__CinematicDOF__SamplerCDFocus, float2(0.000521, 0.000833) };
  21. sampler2D __SamplerU__ReShade__DepthBuffer : register(s2);
  22. static const __sampler2D U__ReShade__DepthBuffer = { __SamplerU__ReShade__DepthBuffer, float2(0.000521, 0.000833) };
  23. struct S__CinematicDOF__VSFOCUSINFO
  24. {
  25. ...
  26.  
  27. ////////////// output by d3d9 compiler wit call to GetLinearizedDepth in a vertex shader:
  28. #pragma warning(disable: 3571)
  29. struct __sampler2D { sampler2D s; float2 pixelsize; };
  30. float4 __tex2Dfetch(__sampler2D s, int4 c) { return tex2Dlod(s.s, float4((c.xy * exp2(c.w) + 0.5 /* half pixel offset */) * s.pixelsize, 0, c.w)); }
  31. float4 __tex2Dlodoffset(__sampler2D s, float4 c, int2 offset) { return tex2Dlod(s.s, c + float4(offset * s.pixelsize, 0, 0)); }
  32. float4 __tex2Doffset(__sampler2D s, float2 c, int2 offset) { return tex2D(s.s, c + offset * s.pixelsize); }
  33. int2 __tex2Dsize(__sampler2D s, int lod) { return int2(1 / s.pixelsize) / exp2(lod); }
  34. float4 __tex2Dgather0(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).r, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).r, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).r, tex2Dlod(s.s, float4(c, 0, 0)).r); }
  35. float4 __tex2Dgather1(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).g, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).g, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).g, tex2Dlod(s.s, float4(c, 0, 0)).g); }
  36. float4 __tex2Dgather2(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).b, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).b, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).b, tex2Dlod(s.s, float4(c, 0, 0)).b); }
  37. float4 __tex2Dgather3(__sampler2D s, float2 c) { return float4(tex2Dlod(s.s, float4(c + float2(0, 1) * s.pixelsize, 0, 0)).a, tex2Dlod(s.s, float4(c + float2(1, 1) * s.pixelsize.xy, 0, 0)).a, tex2Dlod(s.s, float4(c + float2(1, 0) * s.pixelsize.xy, 0, 0)).a, tex2Dlod(s.s, float4(c, 0, 0)).a); }
  38. float4 __tex2Dgather0offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather0(s, c + offset * s.pixelsize); }
  39. float4 __tex2Dgather1offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather1(s, c + offset * s.pixelsize); }
  40. float4 __tex2Dgather2offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather2(s, c + offset * s.pixelsize); }
  41. float4 __tex2Dgather3offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather3(s, c + offset * s.pixelsize); }
  42. #define POSITION VPOS
  43. sampler2D __SamplerU__ReShade__DepthBuffer : register(s0);
  44. static const __sampler2D U__ReShade__DepthBuffer = { __SamplerU__ReShade__DepthBuffer, float2(0.000521, 0.000833) };
  45. sampler2D __SamplerU__CinematicDOF__SamplerCDBuffer3 : register(s1);
  46. static const __sampler2D U__CinematicDOF__SamplerCDBuffer3 = { __SamplerU__CinematicDOF__SamplerCDBuffer3, float2(0.000521, 0.000833) };
  47. sampler2D __SamplerU__ReShade__DepthBuffer : register(s2);
  48. static const __sampler2D U__ReShade__DepthBuffer = { __SamplerU__ReShade__DepthBuffer, float2(0.000521, 0.000833) };
  49. sampler2D __SamplerU__CinematicDOF__SamplerCDFocus : register(s3);
  50. static const __sampler2D U__CinematicDOF__SamplerCDFocus = { __SamplerU__CinematicDOF__SamplerCDFocus, float2(0.000521, 0.000833) };
  51. struct S__CinematicDOF__VSFOCUSINFO
  52. {
  53. ...
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