chore: cleaned up all of the decompiled shaders

This commit is contained in:
la
2026-03-04 03:50:31 +10:00
parent cc6aade337
commit c8abc0127b
6 changed files with 111 additions and 116 deletions

View File

@@ -357,6 +357,20 @@
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Text Include="shaders\main_PS.hlsl">
<FileType>Document</FileType>
</Text>
<Text Include="shaders\main_VS.hlsl">
<FileType>Document</FileType>
</Text>
<Text Include="shaders\screen_PS.hlsl">
<FileType>Document</FileType>
</Text>
<Text Include="shaders\screen_VS.hlsl">
<FileType>Document</FileType>
</Text>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@@ -27,6 +27,9 @@
<Filter Include="Header Files\generated">
<UniqueIdentifier>{3b83a35a-3f4e-4ae3-b7fa-17a84f509af5}</UniqueIdentifier>
</Filter>
<Filter Include="Shaders">
<UniqueIdentifier>{a7d5eaa5-01ec-4f81-93cc-0699c5eabc2c}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="stdafx.h">
@@ -191,4 +194,18 @@
<Filter>Source Files\microprofile</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Text Include="shaders\main_PS.hlsl">
<Filter>Shaders</Filter>
</Text>
<Text Include="shaders\main_VS.hlsl">
<Filter>Shaders</Filter>
</Text>
<Text Include="shaders\screen_PS.hlsl">
<Filter>Shaders</Filter>
</Text>
<Text Include="shaders\screen_VS.hlsl">
<Filter>Shaders</Filter>
</Text>
</ItemGroup>
</Project>

View File

@@ -46,54 +46,39 @@ Texture2D<float4> diffuse_texture : register(t0);
struct PS_INPUT
{
float4 v0 : SV_POSITION;
float4 v1 : COLOR0;
linear centroid float4 v2 : TEXCOORD0;
float4 position : SV_POSITION;
float4 colour : COLOR0;
linear centroid float4 texcoord : TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
float4 r0, r1;
float2 uv = input.texcoord.xy;
#ifdef TEXTURE_PROJECTION
r0.xy = input.v2.xy / input.v2.ww;
r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, r0.xy).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#ifdef TEXTURE_PROJECTION
uv /= input.texcoord.w;
#endif
#elif defined(FORCE_LOD)
r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, forcedLod.x).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#ifdef FORCE_LOD
float4 texel = diffuse_texture.SampleLevel(
diffuse_sampler_s,
uv,
forcedLod.x);
#else
float4 texel =
(uv.x > 1.0f)
? diffuse_texture.SampleLevel(diffuse_sampler_s, uv, 0)
: diffuse_texture.Sample(diffuse_sampler_s, uv);
#endif
#else
r0.x = (1 < input.v2.x) ? 1 : 0;
if (r0.x != 0)
r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, 0).xyzw;
else
r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, input.v2.xy).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#endif
float4 colour = texel * diffuse_colour;
colour.a *= input.colour.a;
if (colour.a < alphaTestRef.w)
discard;
float3 shaded = colour.rgb * input.colour.rgb;
float3 fogged = lerp(fog_colour.rgb, shaded, input.texcoord.z);
return float4(fogged, colour.a);
}

View File

@@ -132,72 +132,64 @@ VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
#ifndef COMPRESSED
#ifndef COMPRESSED
float4 skinnedPos = mul(matWorldView2, input.position);
float4 cameraPos = mul(matWorldView, skinnedPos);
output.position = mul(matProjection, cameraPos);
float4 skinnedPosition = mul(matWorldView2, input.position);
float4 cameraSpacePos = mul(matWorldView, skinnedPosition);
output.position = mul(matProjection, cameraSpacePos);
float2 lightMapUV = float2((int2) input.lightMapCoord) * 0.00390625f;
lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
lightMapSample.w = 1.0f;
#ifndef LIGHTING
output.colour.xyzw = input.colour.wzyx * lightMapSample;
#endif
#ifdef LIGHTING
float2 lightUV = frac(max(vecUVT2.xy, float2(input.lightMapCoord) * 0.00390625f));
float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
lightSample.w = 1.0f;
#ifdef LIGHTING
float3 skinNormal = mul((float3x3)matWorldView2, input.normal);
float3 viewNormal = normalize(mul((float3x3)matWorldView, skinNormal));
float d0 = max(0.0f, dot(vecLight0, viewNormal));
float d1 = max(0.0f, dot(vecLight1, viewNormal));
float4 litColour = saturate(vecLightAmbientCol + d0 * vecLight0Col + d1 * vecLight1Col);
float diffuse0 = max(0.0f, dot(vecLight0, viewNormal));
float diffuse1 = max(0.0f, dot(vecLight1, viewNormal));
float4 litColour = saturate(vecLightAmbientCol + diffuse0 * vecLight0Col + diffuse1 * vecLight1Col);
lightMapUV = float2((int2)input.lightMapCoord) * 0.00390625f;
lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
output.colour.xyz = litColour.xyz * (input.colour.wzy * lightMapSample.xyz);
output.colour.xyz = litColour.xyz * (input.colour.wzy * lightSample.xyz);
output.colour.w = litColour.w;
#endif
#else
output.colour = input.colour.wzyx * lightSample;
#endif
#ifdef TEXGEN
float4 texGenCoords = mul(matTexGenView, cameraSpacePos) + mul(matTexGenObj, input.position);
output.texCoord.x = dot(matUV[0], texGenCoords);
output.texCoord.y = dot(matUV[1], texGenCoords);
output.texCoord.w = dot(matUV[3], texGenCoords);
#else
#ifdef TEXGEN
float4 texGenCoords = mul(matTexGenView, cameraPos) + mul(matTexGenObj, input.position);
output.texCoord.xy = float2(dot(matUV[0], texGenCoords), dot(matUV[1], texGenCoords));
output.texCoord.w = dot(matUV[3], texGenCoords);
#else
output.texCoord.xy = float2(dot(matUV[0], input.texCoord), dot(matUV[1], input.texCoord));
output.texCoord.w = 1.0f;
#endif
#endif
output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
#else // COMPRESSED
output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
#else // COMPRESSED
float4 pos;
pos.xyz = float3((int3)input.position.xyz) * 0.0009765625f + vecWV2Trans.xyz;
pos.w = 1.0f;
int packedColor = (int)input.position.w + 32768;
float3 colour = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
float3 color = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
float4 cameraSpacePos = mul(matWorldView, pos);
output.position = mul(matProjection, cameraSpacePos);
float4 cameraPos = mul(matWorldView, pos);
output.position = mul(matProjection, cameraPos);
float4 uvs = float4((int4)input.texCoord.zwxy) * float4(0.00390625f, 0.00390625f, 0.000122070312f, 0.000122070312f);
float2 lightMapUV = frac(max(vecUVT2.xy, uvs.xy));
float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
float2 lightUV = frac(max(vecUVT2.xy, uvs.xy));
float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
output.colour.xyz = lightMapSample.xyz * colour;
output.colour.xyz = lightSample.xyz * color;
output.colour.w = 1.0f;
output.texCoord.xy = uvs.zw;
output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
output.texCoord.w = 1.0f;
#endif
#endif
return output;
}

View File

@@ -23,22 +23,18 @@ SOFTWARE.
*/
cbuffer cbuff : register(b4)
{
float4 clear_colour;
float4 clearColour;
};
SamplerState screen_sampler_s : register(s0);
Texture2D<float4> screen_texture : register(t0);
float4 PS_ScreenSpace(float4 v0 : SV_POSITION, float2 v1 : TEXCOORD0) : SV_TARGET
float4 PS_ScreenSpace(float4 position : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_TARGET
{
float4 o0;
o0.xyzw = screen_texture.Sample(screen_sampler_s, v1.xy).xyzw;
return o0;
return screen_texture.Sample(screen_sampler_s, texcoord);
}
float4 PS_ScreenClear(float4 v0 : SV_POSITION) : SV_TARGET
float4 PS_ScreenClear(float4 position : SV_POSITION) : SV_TARGET
{
float4 o0;
o0.xyzw = clear_colour.xyzw;
return o0;
return clearColour;
}

View File

@@ -26,32 +26,23 @@ cbuffer screenspace_constants : register(b9)
float4 v_scaleoffset;
};
void VS_ScreenSpace(uint v0 : SV_VertexID, out float4 o0 : SV_POSITION, out float2 o1 : TEXCOORD0)
void VS_ScreenSpace(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION, out float2 texcoord : TEXCOORD0)
{
float4 r0, r1;
float2 corner = float2(
(vertex_id << 1) & 2,
vertex_id & 2
);
o0.zw = float2(1, 1);
r0.xy = (int2)v0.xx & int2(1, -2);
r0.z = (uint)r0.x << 1;
r0.yz = (int2)r0.yz + int2(-1, -1);
r1.x = (int)r0.x;
o0.xy = (int2)r0.zy;
r0.x = (uint)v0.x >> 1;
r0.x = (int)-r0.x + 1;
r1.y = (int)r0.x;
o1.xy = r1.xy * v_scaleoffset.zw + v_scaleoffset.xy;
position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
texcoord = corner * 0.5 * v_scaleoffset.zw + v_scaleoffset.xy;
}
void VS_ScreenClear(uint v0 : SV_VertexID, out float4 o0 : SV_POSITION)
void VS_ScreenClear(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION)
{
float4 r0;
float2 corner = float2(
(vertex_id << 1) & 2,
vertex_id & 2
);
r0.x = (uint)v0.x << 1;
r0.x = (int)r0.x & 2;
r0.x = (int)r0.x + -1;
o0.x = (int)r0.x;
r0.x = (int)v0.x & -2;
r0.x = (int)r0.x + -1;
o0.y = (int)r0.x;
o0.zw = float2(1, 1);
position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
}