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- ////////// Output by d3d9 compiler without call to GetLinearizedDepth in a vertex shader:
- #pragma warning(disable: 3571)
- struct __sampler2D { sampler2D s; float2 pixelsize; };
- 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)); }
- float4 __tex2Dlodoffset(__sampler2D s, float4 c, int2 offset) { return tex2Dlod(s.s, c + float4(offset * s.pixelsize, 0, 0)); }
- float4 __tex2Doffset(__sampler2D s, float2 c, int2 offset) { return tex2D(s.s, c + offset * s.pixelsize); }
- int2 __tex2Dsize(__sampler2D s, int lod) { return int2(1 / s.pixelsize) / exp2(lod); }
- 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); }
- 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); }
- 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); }
- 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); }
- float4 __tex2Dgather0offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather0(s, c + offset * s.pixelsize); }
- float4 __tex2Dgather1offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather1(s, c + offset * s.pixelsize); }
- float4 __tex2Dgather2offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather2(s, c + offset * s.pixelsize); }
- float4 __tex2Dgather3offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather3(s, c + offset * s.pixelsize); }
- #define POSITION VPOS
- sampler2D __SamplerU__CinematicDOF__SamplerCDBuffer3 : register(s0);
- static const __sampler2D U__CinematicDOF__SamplerCDBuffer3 = { __SamplerU__CinematicDOF__SamplerCDBuffer3, float2(0.000521, 0.000833) };
- sampler2D __SamplerU__CinematicDOF__SamplerCDFocus : register(s1);
- static const __sampler2D U__CinematicDOF__SamplerCDFocus = { __SamplerU__CinematicDOF__SamplerCDFocus, float2(0.000521, 0.000833) };
- sampler2D __SamplerU__ReShade__DepthBuffer : register(s2);
- static const __sampler2D U__ReShade__DepthBuffer = { __SamplerU__ReShade__DepthBuffer, float2(0.000521, 0.000833) };
- struct S__CinematicDOF__VSFOCUSINFO
- {
- ...
- ////////////// output by d3d9 compiler wit call to GetLinearizedDepth in a vertex shader:
- #pragma warning(disable: 3571)
- struct __sampler2D { sampler2D s; float2 pixelsize; };
- 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)); }
- float4 __tex2Dlodoffset(__sampler2D s, float4 c, int2 offset) { return tex2Dlod(s.s, c + float4(offset * s.pixelsize, 0, 0)); }
- float4 __tex2Doffset(__sampler2D s, float2 c, int2 offset) { return tex2D(s.s, c + offset * s.pixelsize); }
- int2 __tex2Dsize(__sampler2D s, int lod) { return int2(1 / s.pixelsize) / exp2(lod); }
- 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); }
- 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); }
- 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); }
- 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); }
- float4 __tex2Dgather0offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather0(s, c + offset * s.pixelsize); }
- float4 __tex2Dgather1offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather1(s, c + offset * s.pixelsize); }
- float4 __tex2Dgather2offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather2(s, c + offset * s.pixelsize); }
- float4 __tex2Dgather3offset(__sampler2D s, float2 c, int2 offset) { return __tex2Dgather3(s, c + offset * s.pixelsize); }
- #define POSITION VPOS
- sampler2D __SamplerU__ReShade__DepthBuffer : register(s0);
- static const __sampler2D U__ReShade__DepthBuffer = { __SamplerU__ReShade__DepthBuffer, float2(0.000521, 0.000833) };
- sampler2D __SamplerU__CinematicDOF__SamplerCDBuffer3 : register(s1);
- static const __sampler2D U__CinematicDOF__SamplerCDBuffer3 = { __SamplerU__CinematicDOF__SamplerCDBuffer3, float2(0.000521, 0.000833) };
- sampler2D __SamplerU__ReShade__DepthBuffer : register(s2);
- static const __sampler2D U__ReShade__DepthBuffer = { __SamplerU__ReShade__DepthBuffer, float2(0.000521, 0.000833) };
- sampler2D __SamplerU__CinematicDOF__SamplerCDFocus : register(s3);
- static const __sampler2D U__CinematicDOF__SamplerCDFocus = { __SamplerU__CinematicDOF__SamplerCDFocus, float2(0.000521, 0.000833) };
- struct S__CinematicDOF__VSFOCUSINFO
- {
- ...
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