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- cbuffer misc_globals : register(b2)
- {
- float4 globalFade : packoffset(c0);
- float globalHeightScale : packoffset(c1);
- float globalShaderQuality : packoffset(c1.y);
- float globalReuseMe00001 : packoffset(c1.z);
- float globalReuseMe00002 : packoffset(c1.w);
- float4 POMFlags : packoffset(c2);
- float4 g_Rage_Tessellation_CameraPosition : packoffset(c3);
- float4 g_Rage_Tessellation_CameraZAxis : packoffset(c4);
- float4 g_Rage_Tessellation_ScreenSpaceErrorParams : packoffset(c5);
- float4 g_Rage_Tessellation_LinearScale : packoffset(c6);
- float4 g_Rage_Tessellation_Frustum[4] : packoffset(c7);
- float4 g_Rage_Tessellation_Epsilons : packoffset(c11);
- float4 globalScalars : packoffset(c12);
- float4 globalScalars2 : packoffset(c13);
- float4 globalScalars3 : packoffset(c14);
- float4 globalScreenSize : packoffset(c15);
- uint4 gTargetAAParams : packoffset(c16);
- float4 colorize : packoffset(c17);
- float4 gGlobalParticleShadowBias : packoffset(c18);
- float gGlobalParticleDofAlphaScale : packoffset(c19);
- float gGlobalFogIntensity : packoffset(c19.y);
- float4 gPlayerLFootPos : packoffset(c20);
- float4 gPlayerRFootPos : packoffset(c21);
- }
- cbuffer im_cbuffer : register(b5)
- {
- float4 TexelSize : packoffset(c0);
- float4 refMipBlurParams : packoffset(c1);
- float4 GeneralParams0 : packoffset(c2);
- float4 GeneralParams1 : packoffset(c3);
- float g_fBilateralCoefficient : packoffset(c4);
- float g_fBilateralEdgeThreshold : packoffset(c4.y);
- float DistantCarAlpha : packoffset(c4.z);
- float4 tonemapColorFilterParams0 : packoffset(c5);
- float4 tonemapColorFilterParams1 : packoffset(c6);
- float4 RenderTexMSAAParam : packoffset(c7);
- float4 RenderPointMapINTParam : packoffset(c8);
- }
- SamplerState DiffuseSampler_s : register(s2);
- Texture2D<float4> DiffuseSampler : register(t2);
- void main(float4 v0 : SV_Position0, float4 v1 : TEXCOORD0, float3 v2 : TEXCOORD1, out float4 o0 : SV_Target0)
- {
- float4 r0;
- r0.xyzw = DiffuseSampler.Sample(DiffuseSampler_s, v1.xy).xyzw;
- r0.y = cmp(r0.x >= 0.00392156886);
- r0.x = r0.x * r0.x;
- r0.x = r0.x * r0.x;
- r0.y = r0.y ? 1.000000 : 0;
- r0.yzw = GeneralParams1.xyz * r0.yyy;
- r0.xyz = r0.xxx * v2.xyz + r0.yzw;
- o0.xyz = globalScalars3.zzz * r0.xyz;
- o0.w = 1;
- return;
- }
- /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- //
- // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
- //
- //
- // Buffer Definitions:
- //
- // 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 [unused]
- // 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 im_cbuffer
- // {
- //
- // float4 TexelSize; // Offset: 0 Size: 16 [unused]
- // float4 refMipBlurParams; // Offset: 16 Size: 16 [unused]
- // float4 GeneralParams0; // Offset: 32 Size: 16 [unused]
- // float4 GeneralParams1; // Offset: 48 Size: 16
- // float g_fBilateralCoefficient; // Offset: 64 Size: 4 [unused]
- // float g_fBilateralEdgeThreshold; // Offset: 68 Size: 4 [unused]
- // float DistantCarAlpha; // Offset: 72 Size: 4 [unused]
- // float4 tonemapColorFilterParams0; // Offset: 80 Size: 16 [unused]
- // float4 tonemapColorFilterParams1; // Offset: 96 Size: 16 [unused]
- // float4 RenderTexMSAAParam; // Offset: 112 Size: 16 [unused]
- // float4 RenderPointMapINTParam; // Offset: 128 Size: 16 [unused]
- //
- // }
- //
- //
- // Resource Bindings:
- //
- // Name Type Format Dim Slot Elements
- // ------------------------------ ---------- ------- ----------- ---- --------
- // DiffuseSampler sampler NA NA 2 1
- // DiffuseSampler texture float4 2d 2 1
- // misc_globals cbuffer NA NA 2 1
- // im_cbuffer cbuffer NA NA 5 1
- //
- //
- //
- // Input signature:
- //
- // Name Index Mask Register SysValue Format Used
- // -------------------- ----- ------ -------- -------- ------- ------
- // SV_Position 0 xyzw 0 POS float
- // TEXCOORD 0 xy 1 NONE float xy
- // TEXCOORD 1 xyz 2 NONE float xyz
- //
- //
- // Output signature:
- //
- // Name Index Mask Register SysValue Format Used
- // -------------------- ----- ------ -------- -------- ------- ------
- // SV_Target 0 xyzw 0 TARGET float xyzw
- //
- ps_4_0
- dcl_constantbuffer cb2[15], immediateIndexed
- dcl_constantbuffer cb5[4], immediateIndexed
- dcl_sampler s2, mode_default
- dcl_resource_texture2d (float,float,float,float) t2
- dcl_input_ps linear v1.xy
- dcl_input_ps linear v2.xyz
- dcl_output o0.xyzw
- dcl_temps 1
- sample r0.xyzw, v1.xyxx, t2.xyzw, s2
- ge r0.y, r0.x, l(0.00392156886)
- mul r0.x, r0.x, r0.x
- mul r0.x, r0.x, r0.x
- and r0.y, r0.y, l(0x3f800000)
- mul r0.yzw, r0.yyyy, cb5[3].xxyz
- mad r0.xyz, r0.xxxx, v2.xyzx, r0.yzwy
- mul o0.xyz, r0.xyzx, cb2[14].zzzz
- mov o0.w, l(1.000000)
- ret
- // Approximately 10 instruction slots used
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