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cbuffer GlobalConstants : register(b0) | ||
{ | ||
float4 Globals[17] : packoffset(c0); | ||
float4 LightPositions[65] : packoffset(c17); | ||
float4 LightColors[65] : packoffset(c82); | ||
} | ||
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cbuffer cbInstanceConsts : register(b1) | ||
{ | ||
float4 InstanceConsts[2] : packoffset(c0); | ||
} | ||
SamplerState DiffuseTexture_s : register(s0); | ||
SamplerState DepthTexture_s : register(s1); | ||
SamplerState SkyMaskA_s : register(s5); | ||
SamplerState SkyMaskB_s : register(s6); | ||
Texture2D<float4> DiffuseTexture : register(t0); | ||
Texture2D<float4> DepthTexture : register(t1); | ||
TextureCube<float4> SkyMaskA : register(t5); | ||
TextureCube<float4> SkyMaskB : register(t6); | ||
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Texture2D<float4> StereoParams : register(t125); | ||
Texture1D<float4> IniParams : register(t120); | ||
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void main( | ||
float4 v0 : SV_Position0, | ||
float2 v1 : TEXCOORD0, | ||
float4 v2 : COLOR0, | ||
out float4 o0 : SV_Target0) | ||
{ | ||
float4 r0,r1; | ||
uint4 bitmask, uiDest; | ||
float4 fDest; | ||
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r0.xy = saturate(InstanceConsts[0].xy); | ||
r0.x = DepthTexture.Sample(DepthTexture_s, r0.xy).x; | ||
r0.x = r0.x < InstanceConsts[0].z; | ||
r0.x = r0.x ? 0.500000 : 0; | ||
r1.xyzw = saturate(Globals[8].zwzw * float4(-3,3.5,3.5,6) + InstanceConsts[0].xyxy); | ||
r0.y = DepthTexture.Sample(DepthTexture_s, r1.xy).x; | ||
r0.z = DepthTexture.Sample(DepthTexture_s, r1.zw).x; | ||
r0.yz = r0.yz < InstanceConsts[0].zz; | ||
r0.yz = r0.yz ? float2(1.04018739e+009,1.04018739e+009) : 0; | ||
r0.x = r0.x + r0.y; | ||
r0.x = r0.x + r0.z; | ||
r1.xyzw = saturate(Globals[8].zwzw * float4(-5,-3.5,3,-3) + InstanceConsts[0].xyxy); | ||
r0.y = DepthTexture.Sample(DepthTexture_s, r1.xy).x; | ||
r0.z = DepthTexture.Sample(DepthTexture_s, r1.zw).x; | ||
r0.yz = r0.yz < InstanceConsts[0].zz; | ||
r0.yz = r0.yz ? float2(1.04018739e+009,1.04018739e+009) : 0; | ||
r0.x = r0.x + r0.y; | ||
r0.x = r0.x + r0.z; | ||
r0.y = SkyMaskB.Sample(SkyMaskB_s, InstanceConsts[1].xyz).y; | ||
r0.z = SkyMaskA.Sample(SkyMaskA_s, InstanceConsts[1].xyz).y; | ||
r0.y = r0.y + -r0.z; | ||
r0.y = InstanceConsts[1].w * r0.y + r0.z; | ||
r1.xyzw = DiffuseTexture.Sample(DiffuseTexture_s, v1.xy).xyzw; | ||
r1.xyzw = v2.xyzw * r1.xyzw; | ||
r0.z = log2(r1.w); | ||
r1.xyz = float3(4,4,4) * r1.xyz; | ||
r0.z = 1.17999995 * r0.z; | ||
r0.z = exp2(r0.z); | ||
r1.w = r0.z * r0.y; | ||
o0.xyzw = r1.xyzw * r0.xxxx; | ||
return; | ||
} | ||
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
// | ||
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 | ||
// | ||
// | ||
// Buffer Definitions: | ||
// | ||
// cbuffer GlobalConstants | ||
// { | ||
// | ||
// float4 Globals[17]; // Offset: 0 Size: 272 | ||
// float4 LightPositions[65]; // Offset: 272 Size: 1040 [unused] | ||
// float4 LightColors[65]; // Offset: 1312 Size: 1040 [unused] | ||
// | ||
// } | ||
// | ||
// cbuffer cbInstanceConsts | ||
// { | ||
// | ||
// float4 InstanceConsts[2]; // Offset: 0 Size: 32 | ||
// | ||
// } | ||
// | ||
// | ||
// Resource Bindings: | ||
// | ||
// Name Type Format Dim Slot Elements | ||
// ------------------------------ ---------- ------- ----------- ---- -------- | ||
// DiffuseTexture sampler NA NA 0 1 | ||
// DepthTexture sampler NA NA 1 1 | ||
// SkyMaskA sampler NA NA 5 1 | ||
// SkyMaskB sampler NA NA 6 1 | ||
// DiffuseTexture texture float4 2d 0 1 | ||
// DepthTexture texture float4 2d 1 1 | ||
// SkyMaskA texture float4 cube 5 1 | ||
// SkyMaskB texture float4 cube 6 1 | ||
// GlobalConstants cbuffer NA NA 0 1 | ||
// cbInstanceConsts cbuffer NA NA 1 1 | ||
// | ||
// | ||
// | ||
// Input signature: | ||
// | ||
// Name Index Mask Register SysValue Format Used | ||
// -------------------- ----- ------ -------- -------- ------- ------ | ||
// SV_Position 0 xyzw 0 POS float | ||
// TEXCOORD 0 xy 1 NONE float xy | ||
// COLOR 0 xyzw 2 NONE float xyzw | ||
// | ||
// | ||
// Output signature: | ||
// | ||
// Name Index Mask Register SysValue Format Used | ||
// -------------------- ----- ------ -------- -------- ------- ------ | ||
// SV_Target 0 xyzw 0 TARGET float xyzw | ||
// | ||
ps_5_0 | ||
dcl_globalFlags refactoringAllowed | ||
dcl_constantbuffer cb0[9], immediateIndexed | ||
dcl_constantbuffer cb1[2], immediateIndexed | ||
dcl_sampler s0, mode_default | ||
dcl_sampler s1, mode_default | ||
dcl_sampler s5, mode_default | ||
dcl_sampler s6, mode_default | ||
dcl_resource_texture2d (float,float,float,float) t0 | ||
dcl_resource_texture2d (float,float,float,float) t1 | ||
dcl_resource_texturecube (float,float,float,float) t5 | ||
dcl_resource_texturecube (float,float,float,float) t6 | ||
dcl_input_ps linear v1.xy | ||
dcl_input_ps linear v2.xyzw | ||
dcl_output o0.xyzw | ||
dcl_temps 2 | ||
mov_sat r0.xy, cb1[0].xyxx | ||
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1 | ||
lt r0.x, r0.x, cb1[0].z | ||
and r0.x, r0.x, l(0x3f000000) | ||
mad_sat r1.xyzw, cb0[8].zwzw, l(-3.000000, 3.500000, 3.500000, 6.000000), cb1[0].xyxy | ||
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.xyxx, t1.yxzw, s1 | ||
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.zwzz, t1.yzxw, s1 | ||
lt r0.yz, r0.yyzy, cb1[0].zzzz | ||
and r0.yz, r0.yyzy, l(0, 0x3e000000, 0x3e000000, 0) | ||
add r0.x, r0.y, r0.x | ||
add r0.x, r0.z, r0.x | ||
mad_sat r1.xyzw, cb0[8].zwzw, l(-5.000000, -3.500000, 3.000000, -3.000000), cb1[0].xyxy | ||
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.xyxx, t1.yxzw, s1 | ||
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.zwzz, t1.yzxw, s1 | ||
lt r0.yz, r0.yyzy, cb1[0].zzzz | ||
and r0.yz, r0.yyzy, l(0, 0x3e000000, 0x3e000000, 0) | ||
add r0.x, r0.y, r0.x | ||
add r0.x, r0.z, r0.x | ||
sample_indexable(texturecube)(float,float,float,float) r0.y, cb1[1].xyzx, t6.xyzw, s6 | ||
sample_indexable(texturecube)(float,float,float,float) r0.z, cb1[1].xyzx, t5.xzyw, s5 | ||
add r0.y, -r0.z, r0.y | ||
mad r0.y, cb1[1].w, r0.y, r0.z | ||
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0 | ||
mul r1.xyzw, r1.xyzw, v2.xyzw | ||
log r0.z, r1.w | ||
mul r1.xyz, r1.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000) | ||
mul r0.z, r0.z, l(1.180000) | ||
exp r0.z, r0.z | ||
mul r1.w, r0.y, r0.z | ||
mul o0.xyzw, r0.xxxx, r1.xyzw | ||
ret | ||
// Approximately 31 instruction slots used | ||
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,151 @@ | ||
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cbuffer GlobalConstants : register(b0) | ||
{ | ||
float4 Globals[17] : packoffset(c0); | ||
float4 LightPositions[65] : packoffset(c17); | ||
float4 LightColors[65] : packoffset(c82); | ||
} | ||
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cbuffer cbInstanceConsts : register(b1) | ||
{ | ||
float4 InstanceConsts[2] : packoffset(c0); | ||
} | ||
SamplerState DiffuseTexture_s : register(s0); | ||
SamplerState DepthTexture_s : register(s1); | ||
Texture2D<float4> DiffuseTexture : register(t0); | ||
Texture2D<float4> DepthTexture : register(t1); | ||
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Texture2D<float4> StereoParams : register(t125); | ||
Texture1D<float4> IniParams : register(t120); | ||
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void main( | ||
float4 v0 : SV_Position0, | ||
float2 v1 : TEXCOORD0, | ||
float4 v2 : COLOR0, | ||
out float4 o0 : SV_Target0) | ||
{ | ||
float4 r0,r1; | ||
uint4 bitmask, uiDest; | ||
float4 fDest; | ||
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r0.xy = saturate(InstanceConsts[0].xy); | ||
r0.x = DepthTexture.Sample(DepthTexture_s, r0.xy).x; | ||
r0.x = r0.x < InstanceConsts[0].z; | ||
r0.x = r0.x ? 0.500000 : 0; | ||
r1.xyzw = saturate(Globals[8].zwzw * float4(-3,3.5,3.5,6) + InstanceConsts[0].xyxy); | ||
r0.y = DepthTexture.Sample(DepthTexture_s, r1.xy).x; | ||
r0.z = DepthTexture.Sample(DepthTexture_s, r1.zw).x; | ||
r0.yz = r0.yz < InstanceConsts[0].zz; | ||
r0.yz = r0.yz ? float2(1.04018739e+009,1.04018739e+009) : 0; | ||
r0.x = r0.x + r0.y; | ||
r0.x = r0.x + r0.z; | ||
r1.xyzw = saturate(Globals[8].zwzw * float4(-5,-3.5,3,-3) + InstanceConsts[0].xyxy); | ||
r0.y = DepthTexture.Sample(DepthTexture_s, r1.xy).x; | ||
r0.z = DepthTexture.Sample(DepthTexture_s, r1.zw).x; | ||
r0.yz = r0.yz < InstanceConsts[0].zz; | ||
r0.yz = r0.yz ? float2(1.04018739e+009,1.04018739e+009) : 0; | ||
r0.x = r0.x + r0.y; | ||
r0.x = r0.x + r0.z; | ||
r1.xyzw = DiffuseTexture.Sample(DiffuseTexture_s, v1.xy).xyzw; | ||
r1.xyzw = v2.xyzw * r1.xyzw; | ||
r0.y = log2(r1.w); | ||
r1.xyz = float3(4,4,4) * r1.xyz; | ||
r0.y = 1.17999995 * r0.y; | ||
r1.w = exp2(r0.y); | ||
o0.xyzw = r1.xyzw * r0.xxxx; | ||
return; | ||
} | ||
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ||
// | ||
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 | ||
// | ||
// | ||
// Buffer Definitions: | ||
// | ||
// cbuffer GlobalConstants | ||
// { | ||
// | ||
// float4 Globals[17]; // Offset: 0 Size: 272 | ||
// float4 LightPositions[65]; // Offset: 272 Size: 1040 [unused] | ||
// float4 LightColors[65]; // Offset: 1312 Size: 1040 [unused] | ||
// | ||
// } | ||
// | ||
// cbuffer cbInstanceConsts | ||
// { | ||
// | ||
// float4 InstanceConsts[2]; // Offset: 0 Size: 32 | ||
// | ||
// } | ||
// | ||
// | ||
// Resource Bindings: | ||
// | ||
// Name Type Format Dim Slot Elements | ||
// ------------------------------ ---------- ------- ----------- ---- -------- | ||
// DiffuseTexture sampler NA NA 0 1 | ||
// DepthTexture sampler NA NA 1 1 | ||
// DiffuseTexture texture float4 2d 0 1 | ||
// DepthTexture texture float4 2d 1 1 | ||
// GlobalConstants cbuffer NA NA 0 1 | ||
// cbInstanceConsts cbuffer NA NA 1 1 | ||
// | ||
// | ||
// | ||
// Input signature: | ||
// | ||
// Name Index Mask Register SysValue Format Used | ||
// -------------------- ----- ------ -------- -------- ------- ------ | ||
// SV_Position 0 xyzw 0 POS float | ||
// TEXCOORD 0 xy 1 NONE float xy | ||
// COLOR 0 xyzw 2 NONE float xyzw | ||
// | ||
// | ||
// Output signature: | ||
// | ||
// Name Index Mask Register SysValue Format Used | ||
// -------------------- ----- ------ -------- -------- ------- ------ | ||
// SV_Target 0 xyzw 0 TARGET float xyzw | ||
// | ||
ps_5_0 | ||
dcl_globalFlags refactoringAllowed | ||
dcl_constantbuffer cb0[9], immediateIndexed | ||
dcl_constantbuffer cb1[1], immediateIndexed | ||
dcl_sampler s0, mode_default | ||
dcl_sampler s1, mode_default | ||
dcl_resource_texture2d (float,float,float,float) t0 | ||
dcl_resource_texture2d (float,float,float,float) t1 | ||
dcl_input_ps linear v1.xy | ||
dcl_input_ps linear v2.xyzw | ||
dcl_output o0.xyzw | ||
dcl_temps 2 | ||
mov_sat r0.xy, cb1[0].xyxx | ||
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1 | ||
lt r0.x, r0.x, cb1[0].z | ||
and r0.x, r0.x, l(0x3f000000) | ||
mad_sat r1.xyzw, cb0[8].zwzw, l(-3.000000, 3.500000, 3.500000, 6.000000), cb1[0].xyxy | ||
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.xyxx, t1.yxzw, s1 | ||
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.zwzz, t1.yzxw, s1 | ||
lt r0.yz, r0.yyzy, cb1[0].zzzz | ||
and r0.yz, r0.yyzy, l(0, 0x3e000000, 0x3e000000, 0) | ||
add r0.x, r0.y, r0.x | ||
add r0.x, r0.z, r0.x | ||
mad_sat r1.xyzw, cb0[8].zwzw, l(-5.000000, -3.500000, 3.000000, -3.000000), cb1[0].xyxy | ||
sample_indexable(texture2d)(float,float,float,float) r0.y, r1.xyxx, t1.yxzw, s1 | ||
sample_indexable(texture2d)(float,float,float,float) r0.z, r1.zwzz, t1.yzxw, s1 | ||
lt r0.yz, r0.yyzy, cb1[0].zzzz | ||
and r0.yz, r0.yyzy, l(0, 0x3e000000, 0x3e000000, 0) | ||
add r0.x, r0.y, r0.x | ||
add r0.x, r0.z, r0.x | ||
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0 | ||
mul r1.xyzw, r1.xyzw, v2.xyzw | ||
log r0.y, r1.w | ||
mul r1.xyz, r1.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000) | ||
mul r0.y, r0.y, l(1.180000) | ||
exp r1.w, r0.y | ||
mul o0.xyzw, r0.xxxx, r1.xyzw | ||
ret | ||
// Approximately 26 instruction slots used | ||
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ |