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May 22nd, 2019
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  1. cbuffer misc_globals : register(b2)
  2. {
  3. float4 globalFade : packoffset(c0);
  4. float globalHeightScale : packoffset(c1);
  5. float globalShaderQuality : packoffset(c1.y);
  6. float globalReuseMe00001 : packoffset(c1.z);
  7. float globalReuseMe00002 : packoffset(c1.w);
  8. float4 POMFlags : packoffset(c2);
  9. float4 g_Rage_Tessellation_CameraPosition : packoffset(c3);
  10. float4 g_Rage_Tessellation_CameraZAxis : packoffset(c4);
  11. float4 g_Rage_Tessellation_ScreenSpaceErrorParams : packoffset(c5);
  12. float4 g_Rage_Tessellation_LinearScale : packoffset(c6);
  13. float4 g_Rage_Tessellation_Frustum[4] : packoffset(c7);
  14. float4 g_Rage_Tessellation_Epsilons : packoffset(c11);
  15. float4 globalScalars : packoffset(c12);
  16. float4 globalScalars2 : packoffset(c13);
  17. float4 globalScalars3 : packoffset(c14);
  18. float4 globalScreenSize : packoffset(c15);
  19. uint4 gTargetAAParams : packoffset(c16);
  20. float4 colorize : packoffset(c17);
  21. float4 gGlobalParticleShadowBias : packoffset(c18);
  22. float gGlobalParticleDofAlphaScale : packoffset(c19);
  23. float gGlobalFogIntensity : packoffset(c19.y);
  24. float4 gPlayerLFootPos : packoffset(c20);
  25. float4 gPlayerRFootPos : packoffset(c21);
  26. }
  27.  
  28. cbuffer im_cbuffer : register(b5)
  29. {
  30. float4 TexelSize : packoffset(c0);
  31. float4 refMipBlurParams : packoffset(c1);
  32. float4 GeneralParams0 : packoffset(c2);
  33. float4 GeneralParams1 : packoffset(c3);
  34. float g_fBilateralCoefficient : packoffset(c4);
  35. float g_fBilateralEdgeThreshold : packoffset(c4.y);
  36. float DistantCarAlpha : packoffset(c4.z);
  37. float4 tonemapColorFilterParams0 : packoffset(c5);
  38. float4 tonemapColorFilterParams1 : packoffset(c6);
  39. float4 RenderTexMSAAParam : packoffset(c7);
  40. float4 RenderPointMapINTParam : packoffset(c8);
  41. }
  42.  
  43. SamplerState DiffuseSampler_s : register(s2);
  44. Texture2D<float4> DiffuseSampler : register(t2);
  45.  
  46. void main(float4 v0 : SV_Position0, float4 v1 : TEXCOORD0, float3 v2 : TEXCOORD1, out float4 o0 : SV_Target0)
  47. {
  48. float4 r0;
  49. r0.xyzw = DiffuseSampler.Sample(DiffuseSampler_s, v1.xy).xyzw;
  50. r0.y = cmp(r0.x >= 0.00392156886);
  51. r0.x = r0.x * r0.x;
  52. r0.x = r0.x * r0.x;
  53. r0.y = r0.y ? 1.000000 : 0;
  54. r0.yzw = GeneralParams1.xyz * r0.yyy;
  55. r0.xyz = r0.xxx * v2.xyz + r0.yzw;
  56. o0.xyz = globalScalars3.zzz * r0.xyz;
  57. o0.w = 1;
  58. return;
  59. }
  60.  
  61. /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  62. //
  63. // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
  64. //
  65. //
  66. // Buffer Definitions:
  67. //
  68. // cbuffer misc_globals
  69. // {
  70. //
  71. // float4 globalFade; // Offset: 0 Size: 16 [unused]
  72. // float globalHeightScale; // Offset: 16 Size: 4 [unused]
  73. // float globalShaderQuality; // Offset: 20 Size: 4 [unused]
  74. // float globalReuseMe00001; // Offset: 24 Size: 4 [unused]
  75. // float globalReuseMe00002; // Offset: 28 Size: 4 [unused]
  76. // float4 POMFlags; // Offset: 32 Size: 16 [unused]
  77. // float4 g_Rage_Tessellation_CameraPosition;// Offset: 48 Size: 16 [unused]
  78. // float4 g_Rage_Tessellation_CameraZAxis;// Offset: 64 Size: 16 [unused]
  79. // float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset: 80 Size: 16 [unused]
  80. // float4 g_Rage_Tessellation_LinearScale;// Offset: 96 Size: 16 [unused]
  81. // float4 g_Rage_Tessellation_Frustum[4];// Offset: 112 Size: 64 [unused]
  82. // float4 g_Rage_Tessellation_Epsilons;// Offset: 176 Size: 16 [unused]
  83. // float4 globalScalars; // Offset: 192 Size: 16 [unused]
  84. // float4 globalScalars2; // Offset: 208 Size: 16 [unused]
  85. // float4 globalScalars3; // Offset: 224 Size: 16
  86. // float4 globalScreenSize; // Offset: 240 Size: 16 [unused]
  87. // uint4 gTargetAAParams; // Offset: 256 Size: 16 [unused]
  88. // float4 colorize; // Offset: 272 Size: 16 [unused]
  89. // float4 gGlobalParticleShadowBias; // Offset: 288 Size: 16 [unused]
  90. // float gGlobalParticleDofAlphaScale;// Offset: 304 Size: 4 [unused]
  91. // float gGlobalFogIntensity; // Offset: 308 Size: 4 [unused]
  92. // float4 gPlayerLFootPos; // Offset: 320 Size: 16 [unused]
  93. // float4 gPlayerRFootPos; // Offset: 336 Size: 16 [unused]
  94. //
  95. // }
  96. //
  97. // cbuffer im_cbuffer
  98. // {
  99. //
  100. // float4 TexelSize; // Offset: 0 Size: 16 [unused]
  101. // float4 refMipBlurParams; // Offset: 16 Size: 16 [unused]
  102. // float4 GeneralParams0; // Offset: 32 Size: 16 [unused]
  103. // float4 GeneralParams1; // Offset: 48 Size: 16
  104. // float g_fBilateralCoefficient; // Offset: 64 Size: 4 [unused]
  105. // float g_fBilateralEdgeThreshold; // Offset: 68 Size: 4 [unused]
  106. // float DistantCarAlpha; // Offset: 72 Size: 4 [unused]
  107. // float4 tonemapColorFilterParams0; // Offset: 80 Size: 16 [unused]
  108. // float4 tonemapColorFilterParams1; // Offset: 96 Size: 16 [unused]
  109. // float4 RenderTexMSAAParam; // Offset: 112 Size: 16 [unused]
  110. // float4 RenderPointMapINTParam; // Offset: 128 Size: 16 [unused]
  111. //
  112. // }
  113. //
  114. //
  115. // Resource Bindings:
  116. //
  117. // Name Type Format Dim Slot Elements
  118. // ------------------------------ ---------- ------- ----------- ---- --------
  119. // DiffuseSampler sampler NA NA 2 1
  120. // DiffuseSampler texture float4 2d 2 1
  121. // misc_globals cbuffer NA NA 2 1
  122. // im_cbuffer cbuffer NA NA 5 1
  123. //
  124. //
  125. //
  126. // Input signature:
  127. //
  128. // Name Index Mask Register SysValue Format Used
  129. // -------------------- ----- ------ -------- -------- ------- ------
  130. // SV_Position 0 xyzw 0 POS float
  131. // TEXCOORD 0 xy 1 NONE float xy
  132. // TEXCOORD 1 xyz 2 NONE float xyz
  133. //
  134. //
  135. // Output signature:
  136. //
  137. // Name Index Mask Register SysValue Format Used
  138. // -------------------- ----- ------ -------- -------- ------- ------
  139. // SV_Target 0 xyzw 0 TARGET float xyzw
  140. //
  141. ps_4_0
  142. dcl_constantbuffer cb2[15], immediateIndexed
  143. dcl_constantbuffer cb5[4], immediateIndexed
  144. dcl_sampler s2, mode_default
  145. dcl_resource_texture2d (float,float,float,float) t2
  146. dcl_input_ps linear v1.xy
  147. dcl_input_ps linear v2.xyz
  148. dcl_output o0.xyzw
  149. dcl_temps 1
  150. sample r0.xyzw, v1.xyxx, t2.xyzw, s2
  151. ge r0.y, r0.x, l(0.00392156886)
  152. mul r0.x, r0.x, r0.x
  153. mul r0.x, r0.x, r0.x
  154. and r0.y, r0.y, l(0x3f800000)
  155. mul r0.yzw, r0.yyyy, cb5[3].xxyz
  156. mad r0.xyz, r0.xxxx, v2.xyzx, r0.yzwy
  157. mul o0.xyz, r0.xyzx, cb2[14].zzzz
  158. mov o0.w, l(1.000000)
  159. ret
  160. // Approximately 10 instruction slots used
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