mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-06-04 03:17:27 +00:00
chore: cleaned up all of the decompiled shaders
This commit is contained in:
@@ -357,6 +357,20 @@
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Text Include="shaders\main_PS.hlsl">
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<FileType>Document</FileType>
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</Text>
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<Text Include="shaders\main_VS.hlsl">
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<FileType>Document</FileType>
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</Text>
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<Text Include="shaders\screen_PS.hlsl">
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<FileType>Document</FileType>
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</Text>
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<Text Include="shaders\screen_VS.hlsl">
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<FileType>Document</FileType>
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</Text>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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@@ -27,6 +27,9 @@
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<Filter Include="Header Files\generated">
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<UniqueIdentifier>{3b83a35a-3f4e-4ae3-b7fa-17a84f509af5}</UniqueIdentifier>
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</Filter>
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<Filter Include="Shaders">
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<UniqueIdentifier>{a7d5eaa5-01ec-4f81-93cc-0699c5eabc2c}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="stdafx.h">
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@@ -191,4 +194,18 @@
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<Filter>Source Files\microprofile</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Text Include="shaders\main_PS.hlsl">
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<Filter>Shaders</Filter>
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</Text>
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<Text Include="shaders\main_VS.hlsl">
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<Filter>Shaders</Filter>
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</Text>
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<Text Include="shaders\screen_PS.hlsl">
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<Filter>Shaders</Filter>
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</Text>
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<Text Include="shaders\screen_VS.hlsl">
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<Filter>Shaders</Filter>
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</Text>
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</ItemGroup>
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</Project>
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@@ -46,54 +46,39 @@ Texture2D<float4> diffuse_texture : register(t0);
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struct PS_INPUT
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{
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float4 v0 : SV_POSITION;
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float4 v1 : COLOR0;
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linear centroid float4 v2 : TEXCOORD0;
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float4 position : SV_POSITION;
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float4 colour : COLOR0;
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linear centroid float4 texcoord : TEXCOORD0;
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};
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float4 main(PS_INPUT input) : SV_TARGET
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{
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float4 r0, r1;
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float2 uv = input.texcoord.xy;
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#ifdef TEXTURE_PROJECTION
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r0.xy = input.v2.xy / input.v2.ww;
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r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, r0.xy).xyzw;
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r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
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r0.w = input.v1.w * r0.w;
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r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
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if (r1.x != 0) discard;
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r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
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float4 o0;
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o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
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o0.w = r0.w;
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return o0;
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#ifdef TEXTURE_PROJECTION
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uv /= input.texcoord.w;
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#endif
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#elif defined(FORCE_LOD)
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r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, forcedLod.x).xyzw;
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r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
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r0.w = input.v1.w * r0.w;
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r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
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if (r1.x != 0) discard;
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r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
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float4 o0;
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o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
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o0.w = r0.w;
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return o0;
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#ifdef FORCE_LOD
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float4 texel = diffuse_texture.SampleLevel(
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diffuse_sampler_s,
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uv,
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forcedLod.x);
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#else
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float4 texel =
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(uv.x > 1.0f)
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? diffuse_texture.SampleLevel(diffuse_sampler_s, uv, 0)
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: diffuse_texture.Sample(diffuse_sampler_s, uv);
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#endif
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#else
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r0.x = (1 < input.v2.x) ? 1 : 0;
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if (r0.x != 0)
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r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, 0).xyzw;
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else
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r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, input.v2.xy).xyzw;
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r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
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r0.w = input.v1.w * r0.w;
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r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
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if (r1.x != 0) discard;
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r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
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float4 o0;
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o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
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o0.w = r0.w;
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return o0;
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#endif
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float4 colour = texel * diffuse_colour;
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colour.a *= input.colour.a;
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if (colour.a < alphaTestRef.w)
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discard;
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float3 shaded = colour.rgb * input.colour.rgb;
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float3 fogged = lerp(fog_colour.rgb, shaded, input.texcoord.z);
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return float4(fogged, colour.a);
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}
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@@ -132,72 +132,64 @@ VS_OUTPUT main(VS_INPUT input)
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{
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VS_OUTPUT output;
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#ifndef COMPRESSED
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#ifndef COMPRESSED
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float4 skinnedPos = mul(matWorldView2, input.position);
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float4 cameraPos = mul(matWorldView, skinnedPos);
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output.position = mul(matProjection, cameraPos);
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float4 skinnedPosition = mul(matWorldView2, input.position);
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float4 cameraSpacePos = mul(matWorldView, skinnedPosition);
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output.position = mul(matProjection, cameraSpacePos);
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float2 lightMapUV = float2((int2) input.lightMapCoord) * 0.00390625f;
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lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
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float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
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lightMapSample.w = 1.0f;
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#ifndef LIGHTING
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output.colour.xyzw = input.colour.wzyx * lightMapSample;
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#endif
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#ifdef LIGHTING
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float2 lightUV = frac(max(vecUVT2.xy, float2(input.lightMapCoord) * 0.00390625f));
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float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
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lightSample.w = 1.0f;
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#ifdef LIGHTING
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float3 skinNormal = mul((float3x3)matWorldView2, input.normal);
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float3 viewNormal = normalize(mul((float3x3)matWorldView, skinNormal));
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float d0 = max(0.0f, dot(vecLight0, viewNormal));
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float d1 = max(0.0f, dot(vecLight1, viewNormal));
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float4 litColour = saturate(vecLightAmbientCol + d0 * vecLight0Col + d1 * vecLight1Col);
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float diffuse0 = max(0.0f, dot(vecLight0, viewNormal));
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float diffuse1 = max(0.0f, dot(vecLight1, viewNormal));
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float4 litColour = saturate(vecLightAmbientCol + diffuse0 * vecLight0Col + diffuse1 * vecLight1Col);
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lightMapUV = float2((int2)input.lightMapCoord) * 0.00390625f;
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lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
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lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
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output.colour.xyz = litColour.xyz * (input.colour.wzy * lightMapSample.xyz);
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output.colour.xyz = litColour.xyz * (input.colour.wzy * lightSample.xyz);
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output.colour.w = litColour.w;
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#endif
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#else
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output.colour = input.colour.wzyx * lightSample;
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#endif
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#ifdef TEXGEN
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float4 texGenCoords = mul(matTexGenView, cameraSpacePos) + mul(matTexGenObj, input.position);
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output.texCoord.x = dot(matUV[0], texGenCoords);
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output.texCoord.y = dot(matUV[1], texGenCoords);
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output.texCoord.w = dot(matUV[3], texGenCoords);
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#else
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#ifdef TEXGEN
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float4 texGenCoords = mul(matTexGenView, cameraPos) + mul(matTexGenObj, input.position);
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output.texCoord.xy = float2(dot(matUV[0], texGenCoords), dot(matUV[1], texGenCoords));
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output.texCoord.w = dot(matUV[3], texGenCoords);
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#else
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output.texCoord.xy = float2(dot(matUV[0], input.texCoord), dot(matUV[1], input.texCoord));
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output.texCoord.w = 1.0f;
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#endif
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#endif
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output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
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#else // COMPRESSED
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output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
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#else // COMPRESSED
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float4 pos;
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pos.xyz = float3((int3)input.position.xyz) * 0.0009765625f + vecWV2Trans.xyz;
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pos.w = 1.0f;
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int packedColor = (int)input.position.w + 32768;
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float3 colour = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
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float3 color = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
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float4 cameraSpacePos = mul(matWorldView, pos);
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output.position = mul(matProjection, cameraSpacePos);
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float4 cameraPos = mul(matWorldView, pos);
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output.position = mul(matProjection, cameraPos);
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float4 uvs = float4((int4)input.texCoord.zwxy) * float4(0.00390625f, 0.00390625f, 0.000122070312f, 0.000122070312f);
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float2 lightMapUV = frac(max(vecUVT2.xy, uvs.xy));
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float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
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float2 lightUV = frac(max(vecUVT2.xy, uvs.xy));
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float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
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output.colour.xyz = lightMapSample.xyz * colour;
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output.colour.xyz = lightSample.xyz * color;
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output.colour.w = 1.0f;
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output.texCoord.xy = uvs.zw;
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output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
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output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
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output.texCoord.w = 1.0f;
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#endif
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#endif
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return output;
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}
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@@ -23,22 +23,18 @@ SOFTWARE.
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*/
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cbuffer cbuff : register(b4)
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{
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float4 clear_colour;
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float4 clearColour;
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};
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SamplerState screen_sampler_s : register(s0);
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Texture2D<float4> screen_texture : register(t0);
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float4 PS_ScreenSpace(float4 v0 : SV_POSITION, float2 v1 : TEXCOORD0) : SV_TARGET
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float4 PS_ScreenSpace(float4 position : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_TARGET
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{
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float4 o0;
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o0.xyzw = screen_texture.Sample(screen_sampler_s, v1.xy).xyzw;
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return o0;
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return screen_texture.Sample(screen_sampler_s, texcoord);
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}
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float4 PS_ScreenClear(float4 v0 : SV_POSITION) : SV_TARGET
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float4 PS_ScreenClear(float4 position : SV_POSITION) : SV_TARGET
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{
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float4 o0;
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o0.xyzw = clear_colour.xyzw;
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return o0;
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return clearColour;
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}
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@@ -26,32 +26,23 @@ cbuffer screenspace_constants : register(b9)
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float4 v_scaleoffset;
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};
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void VS_ScreenSpace(uint v0 : SV_VertexID, out float4 o0 : SV_POSITION, out float2 o1 : TEXCOORD0)
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void VS_ScreenSpace(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION, out float2 texcoord : TEXCOORD0)
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{
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float4 r0, r1;
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float2 corner = float2(
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(vertex_id << 1) & 2,
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vertex_id & 2
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);
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o0.zw = float2(1, 1);
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r0.xy = (int2)v0.xx & int2(1, -2);
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r0.z = (uint)r0.x << 1;
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r0.yz = (int2)r0.yz + int2(-1, -1);
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r1.x = (int)r0.x;
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o0.xy = (int2)r0.zy;
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r0.x = (uint)v0.x >> 1;
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r0.x = (int)-r0.x + 1;
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r1.y = (int)r0.x;
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o1.xy = r1.xy * v_scaleoffset.zw + v_scaleoffset.xy;
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position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
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texcoord = corner * 0.5 * v_scaleoffset.zw + v_scaleoffset.xy;
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}
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void VS_ScreenClear(uint v0 : SV_VertexID, out float4 o0 : SV_POSITION)
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void VS_ScreenClear(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION)
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{
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float4 r0;
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float2 corner = float2(
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(vertex_id << 1) & 2,
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vertex_id & 2
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);
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r0.x = (uint)v0.x << 1;
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r0.x = (int)r0.x & 2;
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r0.x = (int)r0.x + -1;
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o0.x = (int)r0.x;
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r0.x = (int)v0.x & -2;
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r0.x = (int)r0.x + -1;
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o0.y = (int)r0.x;
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o0.zw = float2(1, 1);
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position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
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}
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