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waelwindows92

PD Shader ?

Oct 10th, 2016
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  1. //tex0 being normal image, tex1 being dark blurred image used for bloom, tex 2 seeems to be a filter or toon.
  2. //setting r0 to tex0 using tco as uv
  3.   r0 = ImageSampleImplicitLod(tex0, tc0.xy);
  4.   //uesless
  5.   r0.w = r0.w;
  6.   //setting r1 to tex0 using tco as uv
  7.   r1 = float4(ImageSampleImplicitLod(tex1, tc0.xy).xyz.xyz, r1.w);
  8.   //seting r0 to the sum of r0 and r1
  9.   r0 = float4((r0 + r1).xyz.xyz, r0.w);
  10.   //setiing r1 to the first to operands of r1 and tc1 respectivly, tc1 seems to be a buffer
  11.   r1 = float4(r1.xy, tc1.xy.xy);
  12.   //dot of r0 and a buffer value.
  13.   r0.y = float4(Dot(r0.xyz, FragmentConstantsBuffer_213.fc96.xyz)).y;
  14.   //r1 is the first operand of r0 * r1
  15.   r1.x = (r0.yyyy * r1.wwww).x;
  16.   //setting r1 to first operand of r1, x of tex2, z of r1, y of tex2;
  17.   r1 = float4(r1.x, ImageSampleImplicitLod(tex2, r1.x).yw.x, r1.z, ImageSampleImplicitLod(tex2, r1.x).yw.y);
  18.   //setting h2 to w of r1 * z of r1 and getting the x value
  19.   h2.x = (r1.wwww * r1.zzzz).x;
  20.   //setting r1 to x and y of r1, negative y of 40 + z and x of r0 nad getting the operand xy out of them
  21.   r1 = float4(r1.xy, ((-r0.yyyy) + r0.xzxz).zw.xy);
  22.   //setting h0 to x and y of h0, h2 * r1 and getting their x and y operand
  23.   h0 = float4(h0.xy, (h2.xxxx * r1).zw.xy);
  24.   //setting y of h2 to y of r1
  25.   h2.y = r1.y;
  26.   //setting r0 to z and w of h0 + y of r1 and getting the x, y of r0, same as first opperand just with y instead, w of r0
  27.   r0 = float4((h0.zzww + r1.yyyy).xz.x, r0.y, (h0.zzww + r1.yyyy).xz.y, r0.w);
  28.   //h2 set to x of h0, y of h2, y of h0 (really w), w of h2
  29.   h2 = float4(h0.zw.x, h2.y, h0.zw.y, h2.w);
  30.   //set y of r0 to dot of h2 to a buffer of constants, and getting the y operand;
  31.   r0.y = float4(Dot(h2.xyz, FragmentConstantsBuffer_213.fc256.xyz)).y;
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