Skip to content

Instantly share code, notes, and snippets.

@FrankNine
Created January 17, 2019 19:48
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save FrankNine/46a268e66eaa8ad3270697b3a96a928f to your computer and use it in GitHub Desktop.
Save FrankNine/46a268e66eaa8ad3270697b3a96a928f to your computer and use it in GitHub Desktop.
Decompiled HLSL
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//
// Buffer Definitions:
//
// cbuffer ModelViewProjectionConstantBuffer
// {
//
// float4x4 worldmat; // Offset: 0 Size: 64 [unused]
// float4x4 worldviewmat; // Offset: 64 Size: 64
// float4x4 worldviewprojmat; // Offset: 128 Size: 64
//
// }
//
// cbuffer MaterialConstantBuffer
// {
//
// bool lightingenable; // Offset: 0 Size: 4 [unused]
// bool fogenable; // Offset: 4 Size: 4
// float fogstart; // Offset: 8 Size: 4
// float rcpfogrange; // Offset: 12 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// ModelViewProjectionConstantBuffer cbuffer NA NA cb0 1
// MaterialConstantBuffer cbuffer NA NA cb1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
// TEXCOORD 1 z 2 NONE float z
//
//
// Constant buffer to DX9 shader constant mappings:
//
// Target Reg Buffer Start Reg # of Regs Data Conversion
// ---------- ------- --------- --------- ----------------------
// c1 cb0 4 8 ( FLT, FLT, FLT, FLT)
// c9 cb1 0 1 ( FLT,BOOL, FLT, FLT)
//
//
// Runtime generated constant mappings:
//
// Target Reg Constant Description
// ---------- --------------------------------------------------
// c0 Vertex Shader position offset
//
//
// Level9 shader bytecode:
//
vs_2_0
dcl_texcoord v0
dcl_texcoord1 v1
dcl_texcoord2 v2
mul r0.x, v0.y, c2.z
mad r0.x, c1.z, v0.x, r0.x
mad r0.x, c3.z, v0.z, r0.x
add r0.x, r0.x, c4.z
add r0.x, r0.x, -c9.z
mul r0.x, r0.x, c9.w
mul oT1.z, r0.x, c9.y
mul r0, v0.y, c6
mad r0, c5, v0.x, r0
mad r0, c7, v0.z, r0
add r0, r0, c8
mad oPos.xy, r0.w, c0, r0
mov oPos.zw, r0
mov oT0, v1
mov oT1.xy, v2
// approximately 15 instruction slots used
vs_4_0
dcl_constantbuffer CB0[12], immediateIndexed
dcl_constantbuffer CB1[1], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o2.z
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[9].xyzw
mad r0.xyzw, cb0[8].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[10].xyzw, v0.zzzz, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[11].xyzw
mov o1.xyzw, v1.xyzw
mul r0.x, v0.y, cb0[5].z
mad r0.x, cb0[4].z, v0.x, r0.x
mad r0.x, cb0[6].z, v0.z, r0.x
add r0.x, r0.x, cb0[7].z
add r0.x, r0.x, -cb1[0].z
mul r0.x, r0.x, cb1[0].w
movc o2.z, cb1[0].y, r0.x, l(0)
mov o2.xy, v2.xyxx
ret
// Approximately 14 instruction slots used
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment