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gdb --batch -ex=r --args ./testparse glsl120 /tmp/mb.fx > thing.txt
This file has been truncated, but you can view the full file.
MojoShader testparse
Compiled against changeset hg-1151:5e0ebc5366f3
Linked against changeset hg-1151:5e0ebc5366f3
EFFECT: /tmp/mb.fx
PROFILE: glsl120
PARAM #0
VALUE: swy_ui_opacity -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
1.00
PARAM #1
VALUE: swy_mordor_strength_factor -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
1.00
PARAM #2
VALUE: matWorldViewProj -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #3
VALUE: matWorldView -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #4
VALUE: matWorld -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #5
VALUE: matWaterWorldViewProj -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #6
VALUE: matWorldArray -> WORLDMATRIXARRAY
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 32
TOTAL VALUES: 512
FLOAT VALUES:
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PARAM #7
VALUE: vMaterialColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
1.00
0.90
0.78
1.00
PARAM #8
VALUE: vMaterialColor2 -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.00
0.00
0.00
0.00
PARAM #9
VALUE: fMaterialPower -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
16.00
PARAM #10
VALUE: vSpecularColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
5.00
5.00
5.00
5.00
PARAM #11
VALUE: texture_offset -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.00
0.00
0.00
0.00
PARAM #12
VALUE: iLightPointCount -> (null)
CLASS: SCALAR
TYPE: INT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
INT VALUES:
0
PARAM #13
VALUE: iLightIndices -> (null)
CLASS: SCALAR
TYPE: INT
ROWS/COLUMNS/ELEMENTS: 1, 1, 4
TOTAL VALUES: 4
INT VALUES:
0
1
2
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PARAM #14
VALUE: bUseMotionBlur -> (null)
CLASS: SCALAR
TYPE: BOOL
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
BOOL VALUES:
0
PARAM #15
VALUE: matMotionBlur -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #16
VALUE: time_var -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
0.00
PARAM #17
VALUE: matWaterViewProj -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #18
VALUE: fFogDensity -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
0.05
PARAM #19
VALUE: vSkyLightDir -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 3, 0
TOTAL VALUES: 3
FLOAT VALUES:
0.00
0.00
0.00
PARAM #20
VALUE: vSkyLightColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.00
0.00
0.00
0.00
PARAM #21
VALUE: vSunDir -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 3, 0
TOTAL VALUES: 3
FLOAT VALUES:
0.00
0.00
0.00
PARAM #22
VALUE: vSunColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.00
0.00
0.00
0.00
PARAM #23
VALUE: vAmbientColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.25
0.25
0.25
1.00
PARAM #24
VALUE: vGroundAmbientColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.33
0.17
0.21
1.00
PARAM #25
VALUE: vCameraPos -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.00
0.00
0.00
0.00
PARAM #26
VALUE: matSunViewProj -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #27
VALUE: matView -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #28
VALUE: matViewProj -> (null)
CLASS: ROW-MAJOR MATRIX
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 4, 4, 0
TOTAL VALUES: 16
FLOAT VALUES:
0.00
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PARAM #29
VALUE: vLightPosDir -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 3, 10
TOTAL VALUES: 30
FLOAT VALUES:
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PARAM #30
VALUE: vLightDiffuse -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 10
TOTAL VALUES: 40
FLOAT VALUES:
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PARAM #31
VALUE: vPointLightColor -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
0.00
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PARAM #32
VALUE: reflection_factor -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
0.00
PARAM #33
VALUE: use_depth_effects -> (null)
CLASS: SCALAR
TYPE: BOOL
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
BOOL VALUES:
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PARAM #34
VALUE: far_clip_Inv -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
0.00
PARAM #35
VALUE: vDepthRT_HalfPixel_ViewportSizeInv -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
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PARAM #36
VALUE: fShadowMapNextPixel -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
0.00
PARAM #37
VALUE: fShadowMapSize -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
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PARAM #38
VALUE: output_gamma -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
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PARAM #39
VALUE: output_gamma_inv -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
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PARAM #40
VALUE: debug_vector -> (null)
CLASS: VECTOR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 4, 0
TOTAL VALUES: 4
FLOAT VALUES:
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PARAM #41
VALUE: spec_coef -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
1.00
PARAM #42
VALUE: flora_detail -> (null)
CLASS: SCALAR
TYPE: FLOAT
ROWS/COLUMNS/ELEMENTS: 1, 1, 0
TOTAL VALUES: 1
FLOAT VALUES:
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PARAM #43
VALUE: diffuse_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
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PARAM #44
VALUE: diffuse_texture_2 -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
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PARAM #45
VALUE: specular_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
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PARAM #46
VALUE: normal_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
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PARAM #47
VALUE: env_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
5
PARAM #48
VALUE: shadowmap_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
6
PARAM #49
VALUE: cubic_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
7
PARAM #50
VALUE: depth_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
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PARAM #51
VALUE: screen_texture -> (null)
CLASS: OBJECT
TYPE: TEXTURE
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
TEXTURE VALUES:
9
PARAM #52
VALUE: ReflectionTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 10
PARAM #53
VALUE: EnvTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 11
PARAM #54
VALUE: Diffuse2Sampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 12
PARAM #55
VALUE: NormalTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 13
PARAM #56
VALUE: SpecularTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 14
PARAM #57
VALUE: DepthTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 15
PARAM #58
VALUE: CubicTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 16
PARAM #59
VALUE: ShadowmapTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 17
PARAM #60
VALUE: ScreenTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 18
PARAM #61
VALUE: MeshTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 19
PARAM #62
VALUE: ClampedTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 20
PARAM #63
VALUE: FontTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 21
PARAM #64
VALUE: CharacterShadowTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 22
PARAM #65
VALUE: MeshTextureSamplerNoFilter -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 23
PARAM #66
VALUE: DiffuseTextureSamplerNoWrap -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 24
PARAM #67
VALUE: GrassTextureSampler -> (null)
CLASS: OBJECT
TYPE: SAMPLER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
SAMPLER VALUES:
TYPE: TEXTURE -> 25
PARAM #68
VALUE: vs_font_compiled_2_0 -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
26
PARAM #69
VALUE: vs_main_shadowmap_compiled -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
49
PARAM #70
VALUE: vs_main_shadowmap_skin_compiled -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
50
PARAM #71
VALUE: ps_main_shadowmap_compiled -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
51
PARAM #72
VALUE: ps_main_shadowmap_light_compiled -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
52
PARAM #73
VALUE: ps_render_character_shadow_compiled -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
53
PARAM #74
VALUE: vs_skybox_compiled -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
88
PARAM #75
VALUE: vs_main_compiled_PCF_NONE_true -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
95
PARAM #76
VALUE: vs_main_compiled_PCF_DEFAULT_true -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
96
PARAM #77
VALUE: vs_main_compiled_PCF_NVIDIA_true -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
97
PARAM #78
VALUE: vs_main_compiled_PCF_NONE_false -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
98
PARAM #79
VALUE: vs_main_compiled_PCF_DEFAULT_false -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
99
PARAM #80
VALUE: vs_main_compiled_PCF_NVIDIA_false -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
100
PARAM #81
VALUE: vs_main_compiled_PCF_NONE_true_rohan_banners -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
101
PARAM #82
VALUE: vs_main_compiled_PCF_DEFAULT_true_rohan_banners -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
102
PARAM #83
VALUE: vs_main_compiled_PCF_NVIDIA_true_rohan_banners -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
103
PARAM #84
VALUE: vs_main_compiled_PCF_NONE_true_spr_banners -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
104
PARAM #85
VALUE: vs_main_compiled_PCF_DEFAULT_true_spr_banners -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
105
PARAM #86
VALUE: vs_main_compiled_PCF_NVIDIA_true_spr_banners -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
106
PARAM #87
VALUE: ps_main_compiled_PCF_NONE -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
107
PARAM #88
VALUE: ps_main_compiled_PCF_DEFAULT -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
108
PARAM #89
VALUE: ps_main_compiled_PCF_NVIDIA -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
109
PARAM #90
VALUE: vs_main_bump_compiled_PCF_NONE -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
146
PARAM #91
VALUE: vs_main_bump_compiled_PCF_DEFAULT -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
147
PARAM #92
VALUE: vs_main_bump_compiled_PCF_NVIDIA -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
148
PARAM #93
VALUE: standart_vs_noshadow -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 4
TOTAL VALUES: 4
VERTEXSHADER VALUES:
191
192
193
194
PARAM #94
VALUE: standart_vs_default -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 4
TOTAL VALUES: 4
VERTEXSHADER VALUES:
195
196
197
198
PARAM #95
VALUE: standart_vs_nvidia -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 4
TOTAL VALUES: 4
VERTEXSHADER VALUES:
199
200
201
202
PARAM #96
VALUE: vs_main_depthed_flare_compiled -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
477
TECHNIQUE #0 ('notexture'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
27
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
28
TECHNIQUE #1 ('clear_floating_point_buffer'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
29
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
30
TECHNIQUE #2 ('diffuse_no_shadow'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
31
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
32
TECHNIQUE #3 ('simple_shading'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
33
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
34
TECHNIQUE #4 ('swy_tld_hp_overlay'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
35
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
36
TECHNIQUE #5 ('simple_shading_no_filter'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
37
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
38
TECHNIQUE #6 ('no_shading'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
39
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
40
TECHNIQUE #7 ('no_shading_no_alpha'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
41
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
42
TECHNIQUE #8 ('font_uniform_color'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
43
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
44
TECHNIQUE #9 ('font_background'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
45
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
46
TECHNIQUE #10 ('font_outline'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
47
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
48
TECHNIQUE #11 ('renderdepth'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
54
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
55
TECHNIQUE #12 ('renderdepth_biased'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
56
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
57
TECHNIQUE #13 ('renderdepthwithskin'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
58
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
59
TECHNIQUE #14 ('renderdepth_light'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
60
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
61
TECHNIQUE #15 ('renderdepthwithskin_light'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
62
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
63
TECHNIQUE #16 ('render_character_shadow'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
64
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
65
TECHNIQUE #17 ('render_character_shadow_with_skin'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
66
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
67
TECHNIQUE #18 ('character_shadow'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
68
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
69
TECHNIQUE #19 ('character_shadow_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
70
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
71
TECHNIQUE #20 ('character_shadow_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
72
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
73
TECHNIQUE #21 ('character_shadow_new'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
74
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
75
TECHNIQUE #22 ('character_shadow_new_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
76
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
77
TECHNIQUE #23 ('character_shadow_new_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
78
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
79
TECHNIQUE #24 ('watermap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
80
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
81
TECHNIQUE #25 ('watermap_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
82
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
83
TECHNIQUE #26 ('watermap_mud'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
84
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
85
TECHNIQUE #27 ('watermap_mud_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
86
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
87
TECHNIQUE #28 ('skybox'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
89
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
90
TECHNIQUE #29 ('skybox_new'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
91
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
92
TECHNIQUE #30 ('skybox_new_HDR'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
93
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
94
TECHNIQUE #31 ('diffuse'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
110
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
111
TECHNIQUE #32 ('diffuse_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
112
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
113
TECHNIQUE #33 ('diffuse_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
114
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
115
TECHNIQUE #34 ('diffuse_rohan_banners'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
116
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
117
TECHNIQUE #35 ('diffuse_rohan_banners_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
118
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
119
TECHNIQUE #36 ('diffuse_rohan_banners_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
120
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
121
TECHNIQUE #37 ('diffuse_spr_banners'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
122
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
123
TECHNIQUE #38 ('diffuse_spr_banners_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
124
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
125
TECHNIQUE #39 ('diffuse_spr_banners_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
126
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
127
TECHNIQUE #40 ('diffuse_dynamic'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
128
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
129
TECHNIQUE #41 ('diffuse_dynamic_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
130
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
131
TECHNIQUE #42 ('diffuse_dynamic_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
132
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
133
TECHNIQUE #43 ('diffuse_dynamic_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
134
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
135
TECHNIQUE #44 ('diffuse_dynamic_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
136
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
137
TECHNIQUE #45 ('diffuse_dynamic_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
138
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
139
TECHNIQUE #46 ('envmap_metal'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
140
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
141
TECHNIQUE #47 ('envmap_metal_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
142
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
143
TECHNIQUE #48 ('envmap_metal_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
144
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
145
TECHNIQUE #49 ('bumpmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
149
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
150
TECHNIQUE #50 ('bumpmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
151
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
152
TECHNIQUE #51 ('bumpmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
153
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
154
TECHNIQUE #52 ('dot3'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
155
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
156
TECHNIQUE #53 ('dot3_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
157
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
158
TECHNIQUE #54 ('dot3_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
159
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
160
TECHNIQUE #55 ('dot3_multitex'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
161
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
162
TECHNIQUE #56 ('dot3_multitex_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
163
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
164
TECHNIQUE #57 ('dot3_multitex_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
165
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
166
TECHNIQUE #58 ('envmap_specular_diffuse'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
167
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
168
TECHNIQUE #59 ('envmap_specular_diffuse_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
169
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
170
TECHNIQUE #60 ('envmap_specular_diffuse_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
171
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
172
TECHNIQUE #61 ('envmap_specular_diffuse_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
173
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
174
TECHNIQUE #62 ('envmap_specular_diffuse_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
175
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
176
TECHNIQUE #63 ('envmap_specular_diffuse_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
177
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
178
TECHNIQUE #64 ('watermap_for_objects'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
179
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
180
TECHNIQUE #65 ('watermap_for_objects_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
181
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
182
TECHNIQUE #66 ('watermap_for_objects_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
183
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
184
TECHNIQUE #67 ('bumpmap_interior'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
185
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
186
TECHNIQUE #68 ('bumpmap_interior_new'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
187
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
188
TECHNIQUE #69 ('bumpmap_interior_new_specmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
189
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
190
TECHNIQUE #70 ('standart_noskin_bump_nospecmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
203
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
204
TECHNIQUE #71 ('standart_noskin_bump_nospecmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
205
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
206
TECHNIQUE #72 ('standart_noskin_bump_nospecmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
207
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
208
TECHNIQUE #73 ('standart_noskin_bump_specmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
209
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
210
TECHNIQUE #74 ('standart_noskin_bump_specmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
211
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
212
TECHNIQUE #75 ('standart_noskin_bump_specmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
213
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
214
TECHNIQUE #76 ('standart_skin_bump_nospecmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
215
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
216
TECHNIQUE #77 ('standart_skin_bump_nospecmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
217
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
218
TECHNIQUE #78 ('standart_skin_bump_nospecmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
219
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
220
TECHNIQUE #79 ('standart_skin_bump_specmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
221
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
222
TECHNIQUE #80 ('standart_skin_bump_specmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
223
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
224
TECHNIQUE #81 ('standart_skin_bump_specmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
225
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
226
TECHNIQUE #82 ('standart_skin_bump_nospecmap_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
227
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
228
TECHNIQUE #83 ('standart_skin_bump_nospecmap_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
229
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
230
TECHNIQUE #84 ('standart_skin_bump_nospecmap_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
231
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
232
TECHNIQUE #85 ('standart_skin_bump_specmap_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
233
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
234
TECHNIQUE #86 ('standart_skin_bump_specmap_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
235
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
236
TECHNIQUE #87 ('standart_skin_bump_specmap_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
237
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
238
TECHNIQUE #88 ('standart_noskin_bump_nospecmap_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
239
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
240
TECHNIQUE #89 ('standart_noskin_bump_nospecmap_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
241
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
242
TECHNIQUE #90 ('standart_noskin_bump_nospecmap_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
243
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
244
TECHNIQUE #91 ('standart_noskin_bump_specmap_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
245
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
246
TECHNIQUE #92 ('standart_noskin_bump_specmap_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
247
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
248
TECHNIQUE #93 ('standart_noskin_bump_specmap_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
249
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
250
TECHNIQUE #94 ('standart_noskin_nobump_nospecmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
251
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
252
TECHNIQUE #95 ('standart_noskin_nobump_nospecmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
253
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
254
TECHNIQUE #96 ('standart_noskin_nobump_nospecmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
255
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
256
TECHNIQUE #97 ('standart_noskin_nobump_specmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
257
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
258
TECHNIQUE #98 ('standart_noskin_nobump_specmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
259
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
260
TECHNIQUE #99 ('standart_noskin_nobump_specmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
261
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
262
TECHNIQUE #100 ('standart_skin_nobump_nospecmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
263
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
264
TECHNIQUE #101 ('standart_skin_nobump_nospecmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
265
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
266
TECHNIQUE #102 ('standart_skin_nobump_nospecmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
267
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
268
TECHNIQUE #103 ('standart_skin_nobump_specmap'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
269
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
270
TECHNIQUE #104 ('standart_skin_nobump_specmap_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
271
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
272
TECHNIQUE #105 ('standart_skin_nobump_specmap_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
273
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
274
TECHNIQUE #106 ('standart_noskin_nobump_nospec'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
275
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
276
TECHNIQUE #107 ('standart_noskin_nobump_nospec_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
277
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
278
TECHNIQUE #108 ('standart_noskin_nobump_nospec_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
279
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
280
TECHNIQUE #109 ('standart_noskin_bump_nospec'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
281
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
282
TECHNIQUE #110 ('standart_noskin_bump_nospec_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
283
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
284
TECHNIQUE #111 ('standart_noskin_bump_nospec_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
285
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
286
TECHNIQUE #112 ('standart_noskin_bump_nospec_noterraincolor'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
287
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
288
TECHNIQUE #113 ('standart_noskin_bump_nospec_noterraincolor_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
289
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
290
TECHNIQUE #114 ('standart_noskin_bump_nospec_noterraincolor_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
291
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
292
TECHNIQUE #115 ('standart_skin_nobump_nospec'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
293
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
294
TECHNIQUE #116 ('standart_skin_nobump_nospec_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
295
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
296
TECHNIQUE #117 ('standart_skin_nobump_nospec_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
297
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
298
TECHNIQUE #118 ('standart_skin_bump_nospec'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
299
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
300
TECHNIQUE #119 ('standart_skin_bump_nospec_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
301
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
302
TECHNIQUE #120 ('standart_skin_bump_nospec_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
303
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
304
TECHNIQUE #121 ('standart_noskin_bump_nospec_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
305
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
306
TECHNIQUE #122 ('standart_noskin_bump_nospec_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
307
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
308
TECHNIQUE #123 ('standart_noskin_bump_nospec_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
309
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
310
TECHNIQUE #124 ('standart_noskin_bump_nospec_high_noterraincolor'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
311
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
312
TECHNIQUE #125 ('standart_noskin_bump_nospec_high_noterraincolor_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
313
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
314
TECHNIQUE #126 ('standart_noskin_bump_nospec_high_noterraincolor_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
315
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
316
TECHNIQUE #127 ('standart_skin_bump_nospec_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
317
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
318
TECHNIQUE #128 ('standart_skin_bump_nospec_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
319
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
320
TECHNIQUE #129 ('standart_skin_bump_nospec_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
321
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
322
TECHNIQUE #130 ('standart_noskin_bump_nospecmap_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
323
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
324
TECHNIQUE #131 ('standart_noskin_bump_nospecmap_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
325
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
326
TECHNIQUE #132 ('standart_noskin_bump_nospecmap_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
327
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
328
TECHNIQUE #133 ('standart_noskin_nobump_specmap_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
329
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
330
TECHNIQUE #134 ('standart_noskin_nobump_specmap_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
331
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
332
TECHNIQUE #135 ('standart_noskin_nobump_specmap_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
333
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
334
TECHNIQUE #136 ('standart_noskin_bump_specmap_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
335
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
336
TECHNIQUE #137 ('standart_noskin_bump_specmap_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
337
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
338
TECHNIQUE #138 ('standart_noskin_bump_specmap_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
339
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
340
TECHNIQUE #139 ('standart_noskin_nobump_nospecmap_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
341
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
342
TECHNIQUE #140 ('standart_noskin_nobump_nospecmap_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
343
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
344
TECHNIQUE #141 ('standart_noskin_nobump_nospecmap_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
345
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
346
TECHNIQUE #142 ('standart_noskin_bump_nospec_high_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
347
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
348
TECHNIQUE #143 ('standart_noskin_bump_nospec_high_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
349
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
350
TECHNIQUE #144 ('standart_noskin_bump_nospec_high_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
351
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
352
TECHNIQUE #145 ('standart_noskin_bump_nospec_high_noterraincolor_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
353
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
354
TECHNIQUE #146 ('standart_noskin_bump_nospec_high_noterraincolor_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
355
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
356
TECHNIQUE #147 ('standart_noskin_bump_nospec_high_noterraincolor_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
357
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
358
TECHNIQUE #148 ('standart_noskin_bump_specmap_high_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
359
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
360
TECHNIQUE #149 ('standart_noskin_bump_specmap_high_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
361
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
362
TECHNIQUE #150 ('standart_noskin_bump_specmap_high_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
363
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
364
TECHNIQUE #151 ('standart_noskin_bump_nospecmap_high_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
365
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
366
TECHNIQUE #152 ('standart_noskin_bump_nospecmap_high_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
367
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
368
TECHNIQUE #153 ('standart_noskin_bump_nospecmap_high_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
369
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
370
TECHNIQUE #154 ('standart_skin_bump_nospecmap_high_aniso'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
371
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
372
TECHNIQUE #155 ('standart_skin_bump_nospecmap_high_aniso_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
373
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
374
TECHNIQUE #156 ('standart_skin_bump_nospecmap_high_aniso_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
375
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
376
TECHNIQUE #157 ('standart_skin_bump_specmap_high_aniso'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
377
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
378
TECHNIQUE #158 ('standart_skin_bump_specmap_high_aniso_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
379
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
380
TECHNIQUE #159 ('standart_skin_bump_specmap_high_aniso_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
381
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
382
TECHNIQUE #160 ('hair_shader'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
383
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
384
TECHNIQUE #161 ('hair_shader_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
385
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
386
TECHNIQUE #162 ('hair_shader_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
387
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
388
TECHNIQUE #163 ('hair_shader_aniso'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
389
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
390
TECHNIQUE #164 ('hair_shader_aniso_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
391
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
392
TECHNIQUE #165 ('hair_shader_aniso_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
393
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
394
TECHNIQUE #166 ('face_shader'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
395
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
396
TECHNIQUE #167 ('face_shader_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
397
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
398
TECHNIQUE #168 ('face_shader_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
399
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
400
TECHNIQUE #169 ('face_shader_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
401
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
402
TECHNIQUE #170 ('face_shader_high_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
403
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
404
TECHNIQUE #171 ('face_shader_high_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
405
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
406
TECHNIQUE #172 ('faceshader_high_specular'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
407
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
408
TECHNIQUE #173 ('faceshader_high_specular_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
409
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
410
TECHNIQUE #174 ('faceshader_high_specular_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
411
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
412
TECHNIQUE #175 ('faceshader_simple'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
413
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
414
TECHNIQUE #176 ('faceshader_simple_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
415
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
416
TECHNIQUE #177 ('faceshader_simple_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
417
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
418
TECHNIQUE #178 ('skin_diffuse'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
419
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
420
TECHNIQUE #179 ('skin_diffuse_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
421
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
422
TECHNIQUE #180 ('skin_diffuse_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
423
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
424
TECHNIQUE #181 ('flora'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
425
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
426
TECHNIQUE #182 ('flora_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
427
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
428
TECHNIQUE #183 ('flora_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
429
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
430
TECHNIQUE #184 ('flora_PRESHADED'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
431
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
432
TECHNIQUE #185 ('flora_Instanced'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
433
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
434
TECHNIQUE #186 ('flora_Instanced_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
435
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
436
TECHNIQUE #187 ('flora_Instanced_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
437
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
438
TECHNIQUE #188 ('grass_no_shadow'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
439
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
440
TECHNIQUE #189 ('grass'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
441
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
442
TECHNIQUE #190 ('grass_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
443
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
444
TECHNIQUE #191 ('grass_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
445
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
446
TECHNIQUE #192 ('grass_PRESHADED'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
447
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
448
TECHNIQUE #193 ('diffuse_map'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
449
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
450
TECHNIQUE #194 ('diffuse_map_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
451
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
452
TECHNIQUE #195 ('diffuse_map_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
453
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
454
TECHNIQUE #196 ('diffuse_map_bump'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
455
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
456
TECHNIQUE #197 ('diffuse_map_bump_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
457
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
458
TECHNIQUE #198 ('diffuse_map_bump_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
459
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
460
TECHNIQUE #199 ('map_mountain'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
461
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
462
TECHNIQUE #200 ('map_mountain_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
463
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
464
TECHNIQUE #201 ('map_mountain_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
465
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
466
TECHNIQUE #202 ('map_mountain_bump'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
467
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
468
TECHNIQUE #203 ('map_mountain_bump_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
469
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
470
TECHNIQUE #204 ('map_mountain_bump_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
471
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
472
TECHNIQUE #205 ('map_water'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
473
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
474
TECHNIQUE #206 ('map_water_high'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
475
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
476
TECHNIQUE #207 ('soft_sunflare'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
478
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
479
TECHNIQUE #208 ('soft_particle_add'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
480
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
481
TECHNIQUE #209 ('soft_particle_modulate'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
482
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
483
TECHNIQUE #210 ('simple_ocean'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
484
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
485
TECHNIQUE #211 ('tree_billboards_flora'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
486
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
487
TECHNIQUE #212 ('tree_billboards_flora_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
488
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
489
TECHNIQUE #213 ('tree_billboards_flora_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
490
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
491
TECHNIQUE #214 ('tree_billboards_dot3_alpha'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
492
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
493
TECHNIQUE #215 ('tree_billboards_dot3_alpha_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
494
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
495
TECHNIQUE #216 ('tree_billboards_dot3_alpha_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
496
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
497
TECHNIQUE #217 ('font_outline_mtarini'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
498
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
499
TECHNIQUE #218 ('mtarini_progressbar'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
500
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
501
TECHNIQUE #219 ('mtarini_waterfall'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
502
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
503
TECHNIQUE #220 ('mtarini_standart_shader'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
504
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
505
TECHNIQUE #221 ('mtarini_standart_shader_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
506
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
507
TECHNIQUE #222 ('mtarini_standart_shader_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
508
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
509
TECHNIQUE #223 ('mtarini_windy_flora'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
510
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
511
TECHNIQUE #224 ('mtarini_windy_flora_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
512
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
513
TECHNIQUE #225 ('mtarini_windy_flora_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
514
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
515
TECHNIQUE #226 ('mtarini_windy_flora_PRESHADED'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
516
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
517
TECHNIQUE #227 ('mtarini_windy_flora_mild_one_sheet'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
518
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
519
TECHNIQUE #228 ('mtarini_windy_flora_mild_one_sheet_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
520
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
521
TECHNIQUE #229 ('mtarini_windy_flora_mild_one_sheet_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
522
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
523
TECHNIQUE #230 ('mtarini_windy_flora_mild_one_sheet_PRESHADED'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
524
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
525
TECHNIQUE #231 ('mtarini_windy_flora_mild'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
526
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
527
TECHNIQUE #232 ('mtarini_windy_flora_mild_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
528
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
529
TECHNIQUE #233 ('mtarini_windy_flora_mild_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
530
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
531
TECHNIQUE #234 ('mtarini_windy_flora_mild_PRESHADED'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
532
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
533
TECHNIQUE #235 ('mtarini_windy_grass'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
534
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
535
TECHNIQUE #236 ('mtarini_windy_grass_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
536
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
537
TECHNIQUE #237 ('mtarini_windy_grass_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
538
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
539
TECHNIQUE #238 ('mtarini_windy_grass_PRESHADED'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
540
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
541
TECHNIQUE #239 ('mtarini_windy_grass_no_shadow'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
542
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
543
TECHNIQUE #240 ('mtarini_skin_diffuse_95perc'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
544
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
545
TECHNIQUE #241 ('mtarini_skin_diffuse_95perc_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
546
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
547
TECHNIQUE #242 ('mtarini_skin_diffuse_95perc_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
548
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
549
TECHNIQUE #243 ('mtarini_skin_diffuse_78perc'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
550
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
551
TECHNIQUE #244 ('mtarini_skin_diffuse_78perc_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
552
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
553
TECHNIQUE #245 ('mtarini_skin_diffuse_78perc_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
554
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
555
TECHNIQUE #246 ('mtarini_skin_diffuse_73perc'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
556
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
557
TECHNIQUE #247 ('mtarini_skin_diffuse_73perc_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
558
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
559
TECHNIQUE #248 ('mtarini_skin_diffuse_73perc_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
560
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
561
TECHNIQUE #249 ('mtarini_skin_diffuse_big'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
562
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
563
TECHNIQUE #250 ('mtarini_skin_diffuse_big_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
564
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
565
TECHNIQUE #251 ('mtarini_skin_diffuse_big_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
566
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
567
TECHNIQUE #252 ('specular_alpha'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
568
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
569
TECHNIQUE #253 ('specular_alpha_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
570
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
571
TECHNIQUE #254 ('specular_alpha_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
572
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
573
TECHNIQUE #255 ('specular_alpha_skin'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
574
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
575
TECHNIQUE #256 ('specular_alpha_skin_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
576
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
577
TECHNIQUE #257 ('specular_alpha_skin_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
578
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
579
TECHNIQUE #258 ('mtarini_specular_alpha_top'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
580
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
581
TECHNIQUE #259 ('mtarini_specular_alpha_top_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
582
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
583
TECHNIQUE #260 ('mtarini_specular_alpha_top_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
584
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
585
TECHNIQUE #261 ('mtarini_snowy_map'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
586
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
587
TECHNIQUE #262 ('mtarini_map'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
588
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
589
TECHNIQUE #263 ('mtarini_swampy_map'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
590
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
591
TECHNIQUE #264 ('mtarini_desert_map'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
592
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
593
TECHNIQUE #265 ('mtarini_snowy_map_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
594
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
595
TECHNIQUE #266 ('mtarini_map_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
596
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
597
TECHNIQUE #267 ('mtarini_swampy_map_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
598
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
599
TECHNIQUE #268 ('mtarini_desert_map_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
600
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
601
TECHNIQUE #269 ('mtarini_snowy_map_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
602
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
603
TECHNIQUE #270 ('mtarini_map_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
604
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
605
TECHNIQUE #271 ('mtarini_swampy_map_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
606
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
607
TECHNIQUE #272 ('mtarini_desert_map_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
608
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
609
TECHNIQUE #273 ('map_scribble_shader'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
610
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
611
TECHNIQUE #274 ('map_scribble_shader_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
612
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
613
TECHNIQUE #275 ('map_scribble_shader_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
614
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
615
TECHNIQUE #276 ('face_shader_redeye'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
616
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
617
TECHNIQUE #277 ('face_shader_redeye_SHDW'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
618
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
619
TECHNIQUE #278 ('face_shader_redeye_SHDWNVIDIA'):
PASS #0 ('P0'):
STATE 146:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: VERTEXSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
VERTEXSHADER VALUES:
620
STATE 147:
VALUE: (null) -> (null)
CLASS: OBJECT
TYPE: PIXELSHADER
ROWS/COLUMNS/ELEMENTS: 0, 0, 0
TOTAL VALUES: 1
PIXELSHADER VALUES:
621
OBJECT #1: TEXTURE
OBJECT #2: TEXTURE
OBJECT #3: TEXTURE
OBJECT #4: TEXTURE
OBJECT #5: TEXTURE
OBJECT #6: TEXTURE
OBJECT #7: TEXTURE
OBJECT #8: TEXTURE
OBJECT #9: TEXTURE
OBJECT #10: MAPPING, '(null)'
OBJECT #11: MAPPING, '(null)'
OBJECT #12: MAPPING, '(null)'
OBJECT #13: MAPPING, '(null)'
OBJECT #14: MAPPING, '(null)'
OBJECT #15: MAPPING, '(null)'
OBJECT #16: MAPPING, '(null)'
OBJECT #17: MAPPING, '(null)'
OBJECT #18: MAPPING, '(null)'
OBJECT #19: MAPPING, '(null)'
OBJECT #20: MAPPING, '(null)'
OBJECT #21: MAPPING, '(null)'
OBJECT #22: MAPPING, '(null)'
OBJECT #23: MAPPING, '(null)'
OBJECT #24: MAPPING, '(null)'
OBJECT #25: MAPPING, '(null)'
OBJECT #26: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 16
INPUTS:
* position ("vs_v0")
* color ("vs_v1")
* texcoord ("vs_v2")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
CONSTANTS: (none.)
UNIFORMS:
* 0: float ("vs_c0")
* 1: float ("vs_c1")
* 2: float ("vs_c2")
* 3: float ("vs_c3")
* 4: float ("vs_c4")
* 5: float ("vs_c5")
* 6: float ("vs_c6")
* 7: float ("vs_c7")
* 8: float ("vs_c8")
* 9: float ("vs_c9")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 9
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorldView"
register set float4
register index 4
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldViewProj"
register set float4
register index 0
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "vMaterialColor"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[10];
vec4 vs_r0;
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
#define vs_c4 vs_uniforms_vec4[4]
#define vs_c5 vs_uniforms_vec4[5]
#define vs_c6 vs_uniforms_vec4[6]
#define vs_c7 vs_uniforms_vec4[7]
#define vs_c8 vs_uniforms_vec4[8]
#define vs_c9 vs_uniforms_vec4[9]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
attribute vec4 vs_v2;
void main()
{
vs_r0 = vs_v0.yyyy * vs_c1;
vs_r0 = (vs_c0 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c2 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c3 * vs_v0.wwww) + vs_r0;
vs_oD0 = vs_v1 * vs_c8;
vs_r0.xyz = vs_v0.yyy * vs_c5.xyz;
vs_r0.xyz = (vs_c4.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c6.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c7.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c9.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
}
OBJECT #27: SHADER, technique 0, pass 0
PROFILE: (null)
/tmp/mb.fx:0: ERROR: Unsupported shader type or not a shader at all
OBJECT #28: SHADER, technique 0, pass 0
OBJECT #29: SHADER, technique 1, pass 0
PROFILE: (null)
/tmp/mb.fx:0: ERROR: Unsupported shader type or not a shader at all
OBJECT #30: SHADER, technique 0, pass 0
OBJECT #31: SHADER, technique 0, pass 0
OBJECT #32: SHADER, technique 0, pass 0
OBJECT #33: SHADER, technique 0, pass 0
OBJECT #34: SHADER, technique 0, pass 0
OBJECT #35: SHADER, technique 0, pass 0
OBJECT #36: SHADER, technique 0, pass 0
OBJECT #37: SHADER, technique 0, pass 0
OBJECT #38: SHADER, technique 0, pass 0
OBJECT #39: SHADER, technique 0, pass 0
OBJECT #40: SHADER, technique 0, pass 0
OBJECT #41: SHADER, technique 0, pass 0
OBJECT #42: SHADER, technique 0, pass 0
OBJECT #43: SHADER, technique 0, pass 0
OBJECT #44: SHADER, technique 0, pass 0
OBJECT #45: SHADER, technique 0, pass 0
OBJECT #46: SHADER, technique 0, pass 0
OBJECT #47: SHADER, technique 0, pass 0
OBJECT #48: SHADER, technique 0, pass 0
OBJECT #49: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 12
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oT0")
* (null) ("vs_oT1")
CONSTANTS:
* 4: float (0.000020 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("vs_c0")
* 1: float ("vs_c1")
* 2: float ("vs_c2")
* 3: float ("vs_c3")
SAMPLERS: (none.)
SYMBOLS:
* 0: "matWorldViewProj"
register set float4
register index 0
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[4];
const vec4 vs_c4 = vec4(0.00002, 0.0, 0.0, 0.0);
vec4 vs_r0;
vec4 vs_r1;
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
void main()
{
vs_r0.x = vs_v1.y * vs_c1.z;
vs_r0.x = (vs_c0.z * vs_v1.x) + vs_r0.x;
vs_r0.x = (vs_c2.z * vs_v1.z) + vs_r0.x;
vs_r0.x = vs_r0.x * vs_c4.x;
vs_r1 = vs_v0.yyyy * vs_c1;
vs_r1 = (vs_c0 * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_c2 * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_c3 * vs_v0.wwww) + vs_r1;
vs_r0.y = 1.0 / vs_r1.w;
vs_oT1.x = (vs_r1.z * vs_r0.y) + -vs_r0.x;
vs_oPos = vs_r1;
vs_oT0.xy = vs_v2.xy;
}
OBJECT #50: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 34
INPUTS:
* position ("vs_v0")
* texcoord ("vs_v1")
* blendweight ("vs_v2")
* blendindices ("vs_v3")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oT0")
* (null) ("vs_oT1")
CONSTANTS:
* 132: float (4.000000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[128] float ("vs_const_array_0_128")
* 128: float ("vs_c128")
* 129: float ("vs_c129")
* 130: float ("vs_c130")
* 131: float ("vs_c131")
SAMPLERS: (none.)
SYMBOLS:
* 0: "matWorldArray"
register set float4
register index 0
register count 128
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 32
* 1: "matWorldViewProj"
register set float4
register index 128
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[132];
const vec4 vs_c132 = vec4(4.0, 0.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
#define ARRAYBASE_0 0
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
#define vs_c128 vs_uniforms_vec4[128]
#define vs_c129 vs_uniforms_vec4[129]
#define vs_c130 vs_uniforms_vec4[130]
#define vs_c131 vs_uniforms_vec4[131]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
attribute vec4 vs_v3;
void main()
{
vs_r0 = fract(vs_v3);
vs_r0 = -vs_r0 + vs_v3;
vs_r0 = vs_r0 * vs_c132.xxxx;
vs_a0.x = int(floor(abs(vs_r0.y) + 0.5) * sign(vs_r0.y));
vs_r1 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x];
vs_r1 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x] * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x] * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.x] * vs_v0.wwww) + vs_r1;
vs_r1 = vs_r1 * vs_v2.yyyy;
vs_a0.x = int(floor(abs(vs_r0.x) + 0.5) * sign(vs_r0.x));
vs_r2 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x];
vs_r2 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x] * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x] * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.x] * vs_v0.wwww) + vs_r2;
vs_r1 = (vs_r2 * vs_v2.xxxx) + vs_r1;
vs_a0.xy = ivec2(floor(abs(vs_r0.zw) + vec2(0.5)) * sign(vs_r0.zw));
vs_r0 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x];
vs_r0 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x] * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x] * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.x] * vs_v0.wwww) + vs_r0;
vs_r0 = (vs_r0 * vs_v2.zzzz) + vs_r1;
vs_r1 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y];
vs_r1 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y] * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y] * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.y] * vs_v0.wwww) + vs_r1;
vs_r0 = (vs_r1 * vs_v2.wwww) + vs_r0;
vs_r1 = vs_r0.yyyy * vs_c129;
vs_r1 = (vs_c128 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c130 * vs_r0.zzzz) + vs_r1;
vs_r0 = (vs_c131 * vs_r0.wwww) + vs_r1;
vs_r1.x = 1.0 / vs_r0.w;
vs_oT1.x = vs_r0.z * vs_r1.x;
vs_oPos = vs_r0;
vs_oT0.xy = vs_v1.xy;
}
OBJECT #51: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.0
INSTRUCTION COUNT: 8
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 0: float (-0.500000 0.000000 0.000000 0.000000)
UNIFORMS: (none.)
SAMPLERS:
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
OUTPUT:
#version 120
const vec4 ps_c0 = vec4(-0.5, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
uniform sampler2D ps_s9;
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_t1 gl_TexCoord[1]
void main()
{
ps_r0 = texture2D(ps_s9, ps_t0.xy);
ps_r0.w = ps_r0.w + ps_c0.x;
ps_r0 = ps_r0.wwww;
ps_r1.w = ps_r0.w;
if (any(lessThan(ps_r0.xyz, vec3(0.0)))) discard;
ps_r1.xyz = ps_t1.xxx;
ps_oC0 = ps_r1;
}
OBJECT #52: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.0
INSTRUCTION COUNT: 1
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 0: float (1.000000 0.000000 0.000000 1.000000)
UNIFORMS: (none.)
SAMPLERS: (none.)
SYMBOLS: (none.)
OUTPUT:
#version 120
const vec4 ps_c0 = vec4(1.0, 0.0, 0.0, 1.0);
#define ps_oC0 gl_FragColor
void main()
{
ps_oC0 = ps_c0;
}
OBJECT #53: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.0
INSTRUCTION COUNT: 2
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 0: float (1.000000 0.000000 0.000000 0.000000)
UNIFORMS: (none.)
SAMPLERS: (none.)
SYMBOLS: (none.)
OUTPUT:
#version 120
const vec4 ps_c0 = vec4(1.0, 0.0, 0.0, 0.0);
vec4 ps_r0;
#define ps_oC0 gl_FragColor
void main()
{
ps_r0 = ps_c0.xxxx;
ps_oC0 = ps_r0;
}
OBJECT #54: SHADER, technique 0, pass 0
OBJECT #55: SHADER, technique 0, pass 0
OBJECT #56: SHADER, technique 0, pass 0
OBJECT #57: SHADER, technique 0, pass 0
OBJECT #58: SHADER, technique 0, pass 0
OBJECT #59: SHADER, technique 0, pass 0
OBJECT #60: SHADER, technique 0, pass 0
OBJECT #61: SHADER, technique 0, pass 0
OBJECT #62: SHADER, technique 0, pass 0
OBJECT #63: SHADER, technique 0, pass 0
OBJECT #64: SHADER, technique 0, pass 0
OBJECT #65: SHADER, technique 0, pass 0
OBJECT #66: SHADER, technique 0, pass 0
OBJECT #67: SHADER, technique 0, pass 0
OBJECT #68: SHADER, technique 0, pass 0
OBJECT #69: SHADER, technique 0, pass 0
OBJECT #70: SHADER, technique 0, pass 0
OBJECT #71: SHADER, technique 0, pass 0
OBJECT #72: SHADER, technique 0, pass 0
OBJECT #73: SHADER, technique 0, pass 0
OBJECT #74: SHADER, technique 0, pass 0
OBJECT #75: SHADER, technique 0, pass 0
OBJECT #76: SHADER, technique 0, pass 0
OBJECT #77: SHADER, technique 0, pass 0
OBJECT #78: SHADER, technique 0, pass 0
OBJECT #79: SHADER, technique 0, pass 0
OBJECT #80: SHADER, technique 0, pass 0
OBJECT #81: SHADER, technique 0, pass 0
OBJECT #82: SHADER, technique 0, pass 0
OBJECT #83: SHADER, technique 0, pass 0
OBJECT #84: SHADER, technique 0, pass 0
OBJECT #85: SHADER, technique 0, pass 0
OBJECT #86: SHADER, technique 0, pass 0
OBJECT #87: SHADER, technique 0, pass 0
OBJECT #88: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 19
INPUTS:
* position ("vs_v0")
* color ("vs_v1")
* texcoord ("vs_v2")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
CONSTANTS:
* 10: float (1.000000 0.200000 -10.000000 0.000000)
UNIFORMS:
* 0: float ("vs_c0")
* 1: float ("vs_c1")
* 2: float ("vs_c2")
* 3: float ("vs_c3")
* 4: float ("vs_c4")
* 5: float ("vs_c5")
* 6: float ("vs_c6")
* 7: float ("vs_c7")
* 8: float ("vs_c8")
* 9: float ("vs_c9")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 9
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorld"
register set float4
register index 4
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldViewProj"
register set float4
register index 0
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "vMaterialColor"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[10];
const vec4 vs_c10 = vec4(1.0, 0.200000002, -10.0, 0.0);
vec4 vs_r0;
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
#define vs_c4 vs_uniforms_vec4[4]
#define vs_c5 vs_uniforms_vec4[5]
#define vs_c6 vs_uniforms_vec4[6]
#define vs_c7 vs_uniforms_vec4[7]
#define vs_c8 vs_uniforms_vec4[8]
#define vs_c9 vs_uniforms_vec4[9]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
attribute vec4 vs_v2;
void main()
{
vs_r0 = vs_v0.yyyy * vs_c1.xyww;
vs_r0 = (vs_c0.xyww * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c2.xyww * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c3.xyww * vs_v0.wwww) + vs_r0;
vs_oD0.xyz = vs_v1.xyz * vs_c8.xyz;
vs_r0.xyz = vs_v0.xyz * vs_c10.xxy;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c9.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_r0.x = vs_v0.y * vs_c5.z;
vs_r0.x = (vs_c4.z * vs_v0.x) + vs_r0.x;
vs_r0.x = (vs_c6.z * vs_v0.z) + vs_r0.x;
vs_r0.x = (vs_c7.z * vs_v0.w) + vs_r0.x;
vs_r0.x = float(vs_r0.x < vs_c10.z);
vs_oD0.w = -vs_r0.x + vs_c10.x;
vs_oT0.xy = vs_v2.xy;
}
OBJECT #89: SHADER, technique 0, pass 0
OBJECT #90: SHADER, technique 0, pass 0
OBJECT #91: SHADER, technique 0, pass 0
OBJECT #92: SHADER, technique 0, pass 0
OBJECT #93: SHADER, technique 0, pass 0
OBJECT #94: SHADER, technique 0, pass 0
OBJECT #95: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 91
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 49: float (0.000000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 43
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorld"
register set float4
register index 38
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldView"
register set float4
register index 34
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorldViewProj"
register set float4
register index 30
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "vAmbientColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 6: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 7: "vMaterialColor"
register set float4
register index 42
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSkyLightColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightDir"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 10: "vSunColor"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSunDir"
register set float4
register index 46
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c26.x, c0.x
mov c27.x, c1.x
mov c28.x, c2.x
mov c29.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[47];
const vec4 vs_c49 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c26 vs_uniforms_vec4[24]
#define vs_c27 vs_uniforms_vec4[25]
#define vs_c28 vs_uniforms_vec4[26]
#define vs_c29 vs_uniforms_vec4[27]
#define vs_c30 vs_uniforms_vec4[28]
#define vs_c31 vs_uniforms_vec4[29]
#define vs_c32 vs_uniforms_vec4[30]
#define vs_c33 vs_uniforms_vec4[31]
#define vs_c34 vs_uniforms_vec4[32]
#define vs_c35 vs_uniforms_vec4[33]
#define vs_c36 vs_uniforms_vec4[34]
#define vs_c37 vs_uniforms_vec4[35]
#define vs_c38 vs_uniforms_vec4[36]
#define vs_c39 vs_uniforms_vec4[37]
#define vs_c40 vs_uniforms_vec4[38]
#define vs_c41 vs_uniforms_vec4[39]
#define vs_c42 vs_uniforms_vec4[40]
#define vs_c43 vs_uniforms_vec4[41]
#define vs_c44 vs_uniforms_vec4[42]
#define vs_c45 vs_uniforms_vec4[43]
#define vs_c46 vs_uniforms_vec4[44]
#define vs_c47 vs_uniforms_vec4[45]
#define vs_c48 vs_uniforms_vec4[46]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0 = vs_v0.yyyy * vs_c31;
vs_r0 = (vs_c30 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c32 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c33 * vs_v0.wwww) + vs_r0;
vs_r0.xyz = vs_v0.yyy * vs_c39.xyz;
vs_r0.xyz = (vs_c38.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c40.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c41.xyz * vs_v0.www) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r1.xyz = vs_r1.www * vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_c39.xyz;
vs_r2.xyz = (vs_c38.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c40.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r1.x = dot(vs_r3.xyz, vs_r1.xyz);
vs_r1.x = max(vs_r1.x, vs_c49.x);
vs_r1.x = min(vs_r1.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r1 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r0.wwww * vs_r1;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r2.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r2.xyz = vs_r2.www * vs_r2.xyz;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c49.x);
vs_r2.x = min(vs_r2.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r0.wwww * vs_r2;
vs_r1 = (vs_c20.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r0.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r2.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r2.xyz = vs_r2.www * vs_r2.xyz;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c49.x);
vs_r2.x = min(vs_r2.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r0.wwww * vs_r2;
vs_r1 = (vs_c22.xxxx * vs_r2) + vs_r1;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r2.x = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.xyz = vs_r0.xyz * vs_r2.xxx;
vs_r0.x = dot(vs_r3.xyz, vs_r0.xyz);
vs_r0.x = max(vs_r0.x, vs_c49.x);
vs_r0.x = min(vs_r0.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r2 = vs_r0.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r0 = vs_r0.wwww * vs_r2;
vs_r0 = (vs_c23.xxxx * vs_r0) + vs_r1;
vs_r1.x = dot(vs_r3.xyz, -vs_c44.xyz);
vs_r1.y = dot(vs_r3.xyz, -vs_c46.xyz);
vs_r1.xy = max(vs_r1.xy, vs_c49.xx);
vs_r1.xy = min(vs_r1.xy, vs_c49.yy);
vs_r2 = vs_r1.yyyy * vs_c47;
vs_r2 = vs_r2 * vs_c42;
vs_oT1 = vs_r2 * vs_v3;
vs_r2 = vs_v4 + vs_c48;
vs_r1 = (vs_r1.xxxx * vs_c45) + vs_r2;
vs_r0 = vs_r0 + vs_r1;
vs_r1 = vs_v3 * vs_c42;
vs_oD0 = vs_r0 * vs_r1;
vs_r0.xyz = vs_v0.yyy * vs_c35.xyz;
vs_r0.xyz = (vs_c34.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c37.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c43.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
vs_oT2 = vs_c49.xxxx;
vs_oT3.xy = vs_c49.xx;
}
OBJECT #96: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 98
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 53: float (0.000000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 52
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightDir"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 12: "vSunColor"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 13: "vSunDir"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[52];
const vec4 vs_c53 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
#define vs_c46 vs_uniforms_vec4[45]
#define vs_c47 vs_uniforms_vec4[46]
#define vs_c48 vs_uniforms_vec4[47]
#define vs_c49 vs_uniforms_vec4[48]
#define vs_c50 vs_uniforms_vec4[49]
#define vs_c51 vs_uniforms_vec4[50]
#define vs_c52 vs_uniforms_vec4[51]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0 = vs_v0.yyyy * vs_c30;
vs_r0 = (vs_c29 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r0;
vs_r0 = vs_v0.yyyy * vs_c38;
vs_r0 = (vs_c37 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c39 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c40 * vs_v0.wwww) + vs_r0;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r2.x = inversesqrt(vs_r1.w);
vs_r1.w = 1.0 / vs_r1.w;
vs_r1.xyz = vs_r1.xyz * vs_r2.xxx;
vs_r2.xyz = vs_v1.yyy * vs_c38.xyz;
vs_r2.xyz = (vs_c37.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c39.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r1.x = dot(vs_r3.xyz, vs_r1.xyz);
vs_r1.x = max(vs_r1.x, vs_c53.x);
vs_r1.x = min(vs_r1.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r1.wwww * vs_r2;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c53.x);
vs_r2.x = min(vs_r2.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c20.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c53.x);
vs_r2.x = min(vs_r2.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c22.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c53.x);
vs_r2.x = min(vs_r2.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c23.xxxx * vs_r2) + vs_r1;
vs_r2.x = dot(vs_r3.xyz, -vs_c47.xyz);
vs_r2.y = dot(vs_r3.xyz, -vs_c49.xyz);
vs_r2.xy = max(vs_r2.xy, vs_c53.xx);
vs_r2.xy = min(vs_r2.xy, vs_c53.yy);
vs_r3 = vs_r2.yyyy * vs_c50;
vs_r3 = vs_r3 * vs_c45;
vs_oT1 = vs_r3 * vs_v3;
vs_r3 = vs_v4 + vs_c51;
vs_r2 = (vs_r2.xxxx * vs_c48) + vs_r3;
vs_r1 = vs_r1 + vs_r2;
vs_r2 = vs_v3 * vs_c45;
vs_oD0 = vs_r1 * vs_r2;
vs_r1 = vs_r0.yyyy * vs_c42;
vs_r1 = (vs_c41 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c43 * vs_r0.zzzz) + vs_r1;
vs_r0 = (vs_c44 * vs_r0.wwww) + vs_r1;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c52.xx;
vs_oT2.xy = vs_r0.xy;
vs_r0.xyz = vs_v0.yyy * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c46.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
vs_oT2.w = vs_c53.y;
}
OBJECT #97: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.1
INSTRUCTION COUNT: 117
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 53: float (0.000000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 0: bool ("vs_b0")
* 1: bool ("vs_b1")
* 2: bool ("vs_b2")
* 3: bool ("vs_b3")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 52
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightDir"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 12: "vSunColor"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 13: "vSunDir"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c0.x, (0), c4.x
lt c1.x, (1), c4.x
lt c2.x, (2), c4.x
lt c3.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[48];
uniform bool vs_uniforms_bool[4];
const vec4 vs_c53 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_b0 vs_uniforms_bool[0]
#define vs_b1 vs_uniforms_bool[1]
#define vs_b2 vs_uniforms_bool[2]
#define vs_b3 vs_uniforms_bool[3]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c25 vs_uniforms_vec4[20]
#define vs_c26 vs_uniforms_vec4[21]
#define vs_c27 vs_uniforms_vec4[22]
#define vs_c28 vs_uniforms_vec4[23]
#define vs_c29 vs_uniforms_vec4[24]
#define vs_c30 vs_uniforms_vec4[25]
#define vs_c31 vs_uniforms_vec4[26]
#define vs_c32 vs_uniforms_vec4[27]
#define vs_c33 vs_uniforms_vec4[28]
#define vs_c34 vs_uniforms_vec4[29]
#define vs_c35 vs_uniforms_vec4[30]
#define vs_c36 vs_uniforms_vec4[31]
#define vs_c37 vs_uniforms_vec4[32]
#define vs_c38 vs_uniforms_vec4[33]
#define vs_c39 vs_uniforms_vec4[34]
#define vs_c40 vs_uniforms_vec4[35]
#define vs_c41 vs_uniforms_vec4[36]
#define vs_c42 vs_uniforms_vec4[37]
#define vs_c43 vs_uniforms_vec4[38]
#define vs_c44 vs_uniforms_vec4[39]
#define vs_c45 vs_uniforms_vec4[40]
#define vs_c46 vs_uniforms_vec4[41]
#define vs_c47 vs_uniforms_vec4[42]
#define vs_c48 vs_uniforms_vec4[43]
#define vs_c49 vs_uniforms_vec4[44]
#define vs_c50 vs_uniforms_vec4[45]
#define vs_c51 vs_uniforms_vec4[46]
#define vs_c52 vs_uniforms_vec4[47]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0 = vs_v0.yyyy * vs_c30;
vs_r0 = (vs_c29 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r0;
vs_oT0.xy = vs_v2.xy;
vs_r0.xyz = vs_v1.yyy * vs_c38.xyz;
vs_r0.xyz = (vs_c37.xyz * vs_v1.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c39.xyz * vs_v1.zzz) + vs_r0.xyz;
vs_r1.xyz = normalize(vs_r0.xyz);
vs_r0.x = dot(vs_r1.xyz, -vs_c49.xyz);
vs_r0.x = max(vs_r0.x, vs_c53.x);
vs_r0.x = min(vs_r0.x, vs_c53.y);
vs_r0 = vs_r0.xxxx * vs_c50;
vs_r0 = vs_r0 * vs_c45;
vs_oT1 = vs_r0 * vs_v3;
vs_r0.x = dot(vs_r1.xyz, -vs_c47.xyz);
vs_r0.x = max(vs_r0.x, vs_c53.x);
vs_r0.x = min(vs_r0.x, vs_c53.y);
vs_r2 = vs_v0.yyyy * vs_c38;
vs_r2 = (vs_c37 * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_c39 * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_c40 * vs_v0.wwww) + vs_r2;
vs_r3 = vs_v4 + vs_c51;
vs_r0 = (vs_r0.xxxx * vs_c48) + vs_r3;
if (vs_b0) {
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r3.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r3.w = inversesqrt(vs_r1.w);
vs_r3.xyz = vs_r3.www * vs_r3.xyz;
vs_r3.x = dot(vs_r1.xyz, vs_r3.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r3.x = max(vs_r3.x, vs_c53.x);
vs_r3.x = min(vs_r3.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r3 = vs_r3.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r1.wwww * vs_r3;
} else {
vs_r3 = vs_c53.xxxx;
}
if (vs_b1) {
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r4.w = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r4.www * vs_r4.xyz;
vs_r4.x = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r4.x = max(vs_r4.x, vs_c53.x);
vs_r4.x = min(vs_r4.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4 = vs_r4.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = (vs_r4 * vs_r1.wwww) + vs_r3;
} else {
}
if (vs_b2) {
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r4.w = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r4.www * vs_r4.xyz;
vs_r4.x = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r4.x = max(vs_r4.x, vs_c53.x);
vs_r4.x = min(vs_r4.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4 = vs_r4.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = (vs_r4 * vs_r1.wwww) + vs_r3;
} else {
}
if (vs_b3) {
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r4.w = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r4.www * vs_r4.xyz;
vs_r1.x = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.y = 1.0 / vs_r1.w;
vs_r1.x = max(vs_r1.x, vs_c53.x);
vs_r1.x = min(vs_r1.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = (vs_r4 * vs_r1.yyyy) + vs_r3;
} else {
}
vs_r0 = vs_r0 + vs_r3;
vs_r1 = vs_v3 * vs_c45;
vs_oD0 = vs_r0 * vs_r1;
vs_r0 = vs_r2.yyyy * vs_c42;
vs_r0 = (vs_c41 * vs_r2.xxxx) + vs_r0;
vs_r0 = (vs_c43 * vs_r2.zzzz) + vs_r0;
vs_r0 = (vs_c44 * vs_r2.wwww) + vs_r0;
vs_oT2.xy = vs_r0.xy;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c52.xx;
vs_r0.xyz = vs_v0.yyy * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c46.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT2.w = vs_c53.y;
}
OBJECT #98: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 91
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 49: float (0.000000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 43
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorld"
register set float4
register index 38
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldView"
register set float4
register index 34
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorldViewProj"
register set float4
register index 30
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "vAmbientColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 6: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 7: "vMaterialColor"
register set float4
register index 42
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSkyLightColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightDir"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 10: "vSunColor"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSunDir"
register set float4
register index 46
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c26.x, c0.x
mov c27.x, c1.x
mov c28.x, c2.x
mov c29.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[47];
const vec4 vs_c49 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c26 vs_uniforms_vec4[24]
#define vs_c27 vs_uniforms_vec4[25]
#define vs_c28 vs_uniforms_vec4[26]
#define vs_c29 vs_uniforms_vec4[27]
#define vs_c30 vs_uniforms_vec4[28]
#define vs_c31 vs_uniforms_vec4[29]
#define vs_c32 vs_uniforms_vec4[30]
#define vs_c33 vs_uniforms_vec4[31]
#define vs_c34 vs_uniforms_vec4[32]
#define vs_c35 vs_uniforms_vec4[33]
#define vs_c36 vs_uniforms_vec4[34]
#define vs_c37 vs_uniforms_vec4[35]
#define vs_c38 vs_uniforms_vec4[36]
#define vs_c39 vs_uniforms_vec4[37]
#define vs_c40 vs_uniforms_vec4[38]
#define vs_c41 vs_uniforms_vec4[39]
#define vs_c42 vs_uniforms_vec4[40]
#define vs_c43 vs_uniforms_vec4[41]
#define vs_c44 vs_uniforms_vec4[42]
#define vs_c45 vs_uniforms_vec4[43]
#define vs_c46 vs_uniforms_vec4[44]
#define vs_c47 vs_uniforms_vec4[45]
#define vs_c48 vs_uniforms_vec4[46]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c31;
vs_r0 = (vs_c30 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c32 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c33 * vs_v0.wwww) + vs_r0;
vs_r0.xyz = vs_v0.yyy * vs_c39.xyz;
vs_r0.xyz = (vs_c38.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c40.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c41.xyz * vs_v0.www) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r1.xyz = vs_r1.www * vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_c39.xyz;
vs_r2.xyz = (vs_c38.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c40.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r1.x = dot(vs_r3.xyz, vs_r1.xyz);
vs_r1.x = max(vs_r1.x, vs_c49.x);
vs_r1.x = min(vs_r1.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r1 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r0.wwww * vs_r1;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r2.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r2.xyz = vs_r2.www * vs_r2.xyz;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c49.x);
vs_r2.x = min(vs_r2.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r0.wwww * vs_r2;
vs_r1 = (vs_c20.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r0.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r2.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r2.xyz = vs_r2.www * vs_r2.xyz;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c49.x);
vs_r2.x = min(vs_r2.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r0.wwww * vs_r2;
vs_r1 = (vs_c22.xxxx * vs_r2) + vs_r1;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r2.x = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.xyz = vs_r0.xyz * vs_r2.xxx;
vs_r0.x = dot(vs_r3.xyz, vs_r0.xyz);
vs_r0.x = max(vs_r0.x, vs_c49.x);
vs_r0.x = min(vs_r0.x, vs_c49.y);
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r2 = vs_r0.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r0 = vs_r0.wwww * vs_r2;
vs_r0 = (vs_c23.xxxx * vs_r0) + vs_r1;
vs_r1.x = dot(vs_r3.xyz, -vs_c44.xyz);
vs_r1.y = dot(vs_r3.xyz, -vs_c46.xyz);
vs_r1.xy = max(vs_r1.xy, vs_c49.xx);
vs_r1.xy = min(vs_r1.xy, vs_c49.yy);
vs_r2 = vs_r1.yyyy * vs_c47;
vs_r2 = vs_r2 * vs_c42;
vs_oT1 = vs_r2 * vs_v3;
vs_r2 = vs_c45;
vs_r1 = (vs_r1.xxxx * vs_r2) + vs_c48;
vs_r0 = vs_r0 + vs_r1;
vs_r1 = vs_v3 * vs_c42;
vs_oD0 = vs_r0 * vs_r1;
vs_r0.xyz = vs_v0.yyy * vs_c35.xyz;
vs_r0.xyz = (vs_c34.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c37.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c43.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
vs_oT2 = vs_c49.xxxx;
vs_oT3.xy = vs_c49.xx;
}
OBJECT #99: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 98
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 53: float (0.000000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 52
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightDir"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 12: "vSunColor"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 13: "vSunDir"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[52];
const vec4 vs_c53 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
#define vs_c46 vs_uniforms_vec4[45]
#define vs_c47 vs_uniforms_vec4[46]
#define vs_c48 vs_uniforms_vec4[47]
#define vs_c49 vs_uniforms_vec4[48]
#define vs_c50 vs_uniforms_vec4[49]
#define vs_c51 vs_uniforms_vec4[50]
#define vs_c52 vs_uniforms_vec4[51]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c30;
vs_r0 = (vs_c29 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r0;
vs_r0 = vs_v0.yyyy * vs_c38;
vs_r0 = (vs_c37 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c39 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c40 * vs_v0.wwww) + vs_r0;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r2.x = inversesqrt(vs_r1.w);
vs_r1.w = 1.0 / vs_r1.w;
vs_r1.xyz = vs_r1.xyz * vs_r2.xxx;
vs_r2.xyz = vs_v1.yyy * vs_c38.xyz;
vs_r2.xyz = (vs_c37.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c39.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r1.x = dot(vs_r3.xyz, vs_r1.xyz);
vs_r1.x = max(vs_r1.x, vs_c53.x);
vs_r1.x = min(vs_r1.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r1.wwww * vs_r2;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c53.x);
vs_r2.x = min(vs_r2.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c20.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c53.x);
vs_r2.x = min(vs_r2.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c22.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c53.x);
vs_r2.x = min(vs_r2.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c23.xxxx * vs_r2) + vs_r1;
vs_r2.x = dot(vs_r3.xyz, -vs_c47.xyz);
vs_r2.y = dot(vs_r3.xyz, -vs_c49.xyz);
vs_r2.xy = max(vs_r2.xy, vs_c53.xx);
vs_r2.xy = min(vs_r2.xy, vs_c53.yy);
vs_r3 = vs_r2.yyyy * vs_c50;
vs_r3 = vs_r3 * vs_c45;
vs_oT1 = vs_r3 * vs_v3;
vs_r3 = vs_c48;
vs_r2 = (vs_r2.xxxx * vs_r3) + vs_c51;
vs_r1 = vs_r1 + vs_r2;
vs_r2 = vs_v3 * vs_c45;
vs_oD0 = vs_r1 * vs_r2;
vs_r1 = vs_r0.yyyy * vs_c42;
vs_r1 = (vs_c41 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c43 * vs_r0.zzzz) + vs_r1;
vs_r0 = (vs_c44 * vs_r0.wwww) + vs_r1;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c52.xx;
vs_oT2.xy = vs_r0.xy;
vs_r0.xyz = vs_v0.yyy * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c46.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
vs_oT2.w = vs_c53.y;
}
OBJECT #100: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.1
INSTRUCTION COUNT: 117
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 53: float (0.000000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 0: bool ("vs_b0")
* 1: bool ("vs_b1")
* 2: bool ("vs_b2")
* 3: bool ("vs_b3")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 52
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightDir"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 12: "vSunColor"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 13: "vSunDir"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c0.x, (0), c4.x
lt c1.x, (1), c4.x
lt c2.x, (2), c4.x
lt c3.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[48];
uniform bool vs_uniforms_bool[4];
const vec4 vs_c53 = vec4(0.0, 1.0, 0.0, 0.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_b0 vs_uniforms_bool[0]
#define vs_b1 vs_uniforms_bool[1]
#define vs_b2 vs_uniforms_bool[2]
#define vs_b3 vs_uniforms_bool[3]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c25 vs_uniforms_vec4[20]
#define vs_c26 vs_uniforms_vec4[21]
#define vs_c27 vs_uniforms_vec4[22]
#define vs_c28 vs_uniforms_vec4[23]
#define vs_c29 vs_uniforms_vec4[24]
#define vs_c30 vs_uniforms_vec4[25]
#define vs_c31 vs_uniforms_vec4[26]
#define vs_c32 vs_uniforms_vec4[27]
#define vs_c33 vs_uniforms_vec4[28]
#define vs_c34 vs_uniforms_vec4[29]
#define vs_c35 vs_uniforms_vec4[30]
#define vs_c36 vs_uniforms_vec4[31]
#define vs_c37 vs_uniforms_vec4[32]
#define vs_c38 vs_uniforms_vec4[33]
#define vs_c39 vs_uniforms_vec4[34]
#define vs_c40 vs_uniforms_vec4[35]
#define vs_c41 vs_uniforms_vec4[36]
#define vs_c42 vs_uniforms_vec4[37]
#define vs_c43 vs_uniforms_vec4[38]
#define vs_c44 vs_uniforms_vec4[39]
#define vs_c45 vs_uniforms_vec4[40]
#define vs_c46 vs_uniforms_vec4[41]
#define vs_c47 vs_uniforms_vec4[42]
#define vs_c48 vs_uniforms_vec4[43]
#define vs_c49 vs_uniforms_vec4[44]
#define vs_c50 vs_uniforms_vec4[45]
#define vs_c51 vs_uniforms_vec4[46]
#define vs_c52 vs_uniforms_vec4[47]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c30;
vs_r0 = (vs_c29 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r0;
vs_oT0.xy = vs_v2.xy;
vs_r0.xyz = vs_v1.yyy * vs_c38.xyz;
vs_r0.xyz = (vs_c37.xyz * vs_v1.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c39.xyz * vs_v1.zzz) + vs_r0.xyz;
vs_r1.xyz = normalize(vs_r0.xyz);
vs_r0.x = dot(vs_r1.xyz, -vs_c49.xyz);
vs_r0.x = max(vs_r0.x, vs_c53.x);
vs_r0.x = min(vs_r0.x, vs_c53.y);
vs_r0 = vs_r0.xxxx * vs_c50;
vs_r0 = vs_r0 * vs_c45;
vs_oT1 = vs_r0 * vs_v3;
vs_r0.x = dot(vs_r1.xyz, -vs_c47.xyz);
vs_r0.x = max(vs_r0.x, vs_c53.x);
vs_r0.x = min(vs_r0.x, vs_c53.y);
vs_r2 = vs_v0.yyyy * vs_c38;
vs_r2 = (vs_c37 * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_c39 * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_c40 * vs_v0.wwww) + vs_r2;
vs_r3 = vs_c48;
vs_r0 = (vs_r0.xxxx * vs_r3) + vs_c51;
if (vs_b0) {
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r3.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r3.w = inversesqrt(vs_r1.w);
vs_r3.xyz = vs_r3.www * vs_r3.xyz;
vs_r3.x = dot(vs_r1.xyz, vs_r3.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r3.x = max(vs_r3.x, vs_c53.x);
vs_r3.x = min(vs_r3.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r3 = vs_r3.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r1.wwww * vs_r3;
} else {
vs_r3 = vs_c53.xxxx;
}
if (vs_b1) {
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r4.w = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r4.www * vs_r4.xyz;
vs_r4.x = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r4.x = max(vs_r4.x, vs_c53.x);
vs_r4.x = min(vs_r4.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4 = vs_r4.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = (vs_r4 * vs_r1.wwww) + vs_r3;
} else {
}
if (vs_b2) {
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r4.w = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r4.www * vs_r4.xyz;
vs_r4.x = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r4.x = max(vs_r4.x, vs_c53.x);
vs_r4.x = min(vs_r4.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4 = vs_r4.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = (vs_r4 * vs_r1.wwww) + vs_r3;
} else {
}
if (vs_b3) {
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4.xyz = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r4.w = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r4.www * vs_r4.xyz;
vs_r1.x = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.y = 1.0 / vs_r1.w;
vs_r1.x = max(vs_r1.x, vs_c53.x);
vs_r1.x = min(vs_r1.x, vs_c53.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = (vs_r4 * vs_r1.yyyy) + vs_r3;
} else {
}
vs_r0 = vs_r0 + vs_r3;
vs_r1 = vs_v3 * vs_c45;
vs_oD0 = vs_r0 * vs_r1;
vs_r0 = vs_r2.yyyy * vs_c42;
vs_r0 = (vs_c41 * vs_r2.xxxx) + vs_r0;
vs_r0 = (vs_c43 * vs_r2.zzzz) + vs_r0;
vs_r0 = (vs_c44 * vs_r2.wwww) + vs_r0;
vs_oT2.xy = vs_r0.xy;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c52.xx;
vs_r0.xyz = vs_v0.yyy * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c46.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT2.w = vs_c53.y;
}
OBJECT #101: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 128
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 50: float (0.944000 0.547000 0.789000 0.500000)
* 51: float (0.159155 0.500000 6.283185 -3.141593)
* 52: float (0.400000 0.000000 1.000000 0.000000)
* 53: float (-0.000002 -0.000022 0.002604 0.000260)
* 54: float (-0.020833 -0.125000 1.000000 0.500000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 44
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorld"
register set float4
register index 38
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldView"
register set float4
register index 34
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorldViewProj"
register set float4
register index 30
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "time_var"
register set float4
register index 43
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "vAmbientColor"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 7: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 8: "vMaterialColor"
register set float4
register index 42
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightColor"
register set float4
register index 46
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightDir"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 11: "vSunColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 12: "vSunDir"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c26.x, c0.x
mov c27.x, c1.x
mov c28.x, c2.x
mov c29.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[48];
const vec4 vs_c50 = vec4(0.944000007, 0.54699999, 0.788999971, 0.5);
const vec4 vs_c51 = vec4(0.159154935, 0.5, 6.283185478, -3.141592739);
const vec4 vs_c52 = vec4(0.400000005, 0.0, 1.0, 0.0);
const vec4 vs_c53 = vec4(-0.00000155, -0.000021701, 0.002604166, 0.000260416);
const vec4 vs_c54 = vec4(-0.020833333, -0.125, 1.0, 0.5);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c26 vs_uniforms_vec4[24]
#define vs_c27 vs_uniforms_vec4[25]
#define vs_c28 vs_uniforms_vec4[26]
#define vs_c29 vs_uniforms_vec4[27]
#define vs_c30 vs_uniforms_vec4[28]
#define vs_c31 vs_uniforms_vec4[29]
#define vs_c32 vs_uniforms_vec4[30]
#define vs_c33 vs_uniforms_vec4[31]
#define vs_c34 vs_uniforms_vec4[32]
#define vs_c35 vs_uniforms_vec4[33]
#define vs_c36 vs_uniforms_vec4[34]
#define vs_c37 vs_uniforms_vec4[35]
#define vs_c38 vs_uniforms_vec4[36]
#define vs_c39 vs_uniforms_vec4[37]
#define vs_c40 vs_uniforms_vec4[38]
#define vs_c41 vs_uniforms_vec4[39]
#define vs_c42 vs_uniforms_vec4[40]
#define vs_c43 vs_uniforms_vec4[41]
#define vs_c44 vs_uniforms_vec4[42]
#define vs_c45 vs_uniforms_vec4[43]
#define vs_c46 vs_uniforms_vec4[44]
#define vs_c47 vs_uniforms_vec4[45]
#define vs_c48 vs_uniforms_vec4[46]
#define vs_c49 vs_uniforms_vec4[47]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0.x = (vs_v0.x * vs_c51.x) + vs_c51.y;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c51.z) + vs_c51.w;
vs_r1.x = cos(vs_r0.x);
vs_r0.x = 1.0 / vs_v0.y;
vs_r0.x = vs_r0.x * vs_v0.x;
vs_r0.y = 1.0 / vs_v0.z;
vs_r0.x = (vs_r0.x * vs_r0.y) + vs_c43.x;
vs_r0.x = vs_r1.x + vs_r0.x;
vs_r0.x = (vs_r0.x * vs_c51.x) + vs_c51.y;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c51.z) + vs_c51.w;
vs_r1.y = sin(vs_r0.x);
vs_r0.x = float(vs_c50.z < vs_v2.y);
vs_r0.zw = vec2(lessThan(vs_v2.xx, vs_c50.xy));
vs_r0.x = vs_r0.x * vs_r0.w;
vs_r0.w = (vs_v2.x * vs_c50.w) + -vs_v2.y;
vs_r0.x = (vs_r0.x * vs_r0.w) + vs_v2.y;
vs_r0.x = vs_r0.x * vs_r1.y;
vs_r0.x = vs_r0.x * vs_v0.x;
vs_r0.x = vs_r0.y * vs_r0.x;
vs_r0.x = vs_r0.z * vs_r0.x;
vs_r0.x = (vs_r0.x * vs_c52.x) + vs_v0.y;
vs_r1 = vs_r0.xxxx * vs_c31;
vs_r1 = (vs_c30 * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_c32 * vs_v0.zzzz) + vs_r1;
vs_oPos = (vs_c33 * vs_v0.wwww) + vs_r1;
vs_r0.yzw = vs_r0.xxx * vs_c39.xyz;
vs_r1.xyz = vs_r0.xxx * vs_c35.xyz;
vs_r1.xyz = (vs_c34.xyz * vs_v0.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c36.xyz * vs_v0.zzz) + vs_r1.xyz;
vs_r1.xyz = (vs_c37.xyz * vs_v0.www) + vs_r1.xyz;
vs_r0.x = dot(vs_r1.xyz, vs_r1.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c44.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_r0.xyz = (vs_c38.xyz * vs_v0.xxx) + vs_r0.yzw;
vs_r0.xyz = (vs_c40.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c41.xyz * vs_v0.www) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r1.w = 1.0 / vs_r0.w;
vs_r0.w = inversesqrt(vs_r0.w);
vs_r1.xyz = vs_r0.www * vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_c39.xyz;
vs_r2.xyz = (vs_c38.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c40.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r0.w = dot(vs_r3.xyz, vs_r1.xyz);
vs_r0.w = max(vs_r0.w, vs_c52.y);
vs_r0.w = min(vs_r0.w, vs_c52.z);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2 = vs_r0.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r1.wwww * vs_r2;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r2.w = 1.0 / vs_r0.w;
vs_r0.w = inversesqrt(vs_r0.w);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r3.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c52.y);
vs_r0.w = min(vs_r0.w, vs_c52.z);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4 = vs_r0.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c20.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r0.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r2.w = 1.0 / vs_r0.w;
vs_r0.w = inversesqrt(vs_r0.w);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r3.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c52.y);
vs_r0.w = min(vs_r0.w, vs_c52.z);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4 = vs_r0.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c22.xxxx * vs_r2) + vs_r1;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r2.x = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.xyz = vs_r0.xyz * vs_r2.xxx;
vs_r0.x = dot(vs_r3.xyz, vs_r0.xyz);
vs_r0.x = max(vs_r0.x, vs_c52.y);
vs_r0.x = min(vs_r0.x, vs_c52.z);
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r2 = vs_r0.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r0 = vs_r0.wwww * vs_r2;
vs_r0 = (vs_c23.xxxx * vs_r0) + vs_r1;
vs_r1.x = dot(vs_r3.xyz, -vs_c45.xyz);
vs_r1.y = dot(vs_r3.xyz, -vs_c47.xyz);
vs_r1.xy = max(vs_r1.xy, vs_c52.yy);
vs_r1.xy = min(vs_r1.xy, vs_c52.zz);
vs_r2 = vs_r1.yyyy * vs_c48;
vs_r2 = vs_r2 * vs_c42;
vs_oT1 = vs_r2 * vs_v3;
vs_r2 = vs_v4 + vs_c49;
vs_r1 = (vs_r1.xxxx * vs_c46) + vs_r2;
vs_r0 = vs_r0 + vs_r1;
vs_r1 = vs_v3 * vs_c42;
vs_oD0 = vs_r0 * vs_r1;
vs_oT0.xy = vs_v2.xy;
vs_oT2 = vs_c52.yyyy;
vs_oT3.xy = vs_c52.yy;
}
OBJECT #102: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 135
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 54: float (0.944000 0.547000 0.789000 0.500000)
* 55: float (0.159155 0.500000 6.283185 -3.141593)
* 56: float (0.400000 0.000000 1.000000 0.000000)
* 57: float (-0.000002 -0.000022 0.002604 0.000260)
* 58: float (-0.020833 -0.125000 1.000000 0.500000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
* 53: float ("vs_c53")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 47
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 53
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "time_var"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 7: "vAmbientColor"
register set float4
register index 52
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 9: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 10: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightColor"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 12: "vSkyLightDir"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 13: "vSunColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 14: "vSunDir"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[53];
const vec4 vs_c54 = vec4(0.944000007, 0.54699999, 0.788999971, 0.5);
const vec4 vs_c55 = vec4(0.159154935, 0.5, 6.283185478, -3.141592739);
const vec4 vs_c56 = vec4(0.400000005, 0.0, 1.0, 0.0);
const vec4 vs_c57 = vec4(-0.00000155, -0.000021701, 0.002604166, 0.000260416);
const vec4 vs_c58 = vec4(-0.020833333, -0.125, 1.0, 0.5);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
#define vs_c46 vs_uniforms_vec4[45]
#define vs_c47 vs_uniforms_vec4[46]
#define vs_c48 vs_uniforms_vec4[47]
#define vs_c49 vs_uniforms_vec4[48]
#define vs_c50 vs_uniforms_vec4[49]
#define vs_c51 vs_uniforms_vec4[50]
#define vs_c52 vs_uniforms_vec4[51]
#define vs_c53 vs_uniforms_vec4[52]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0.x = (vs_v0.x * vs_c55.x) + vs_c55.y;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c55.z) + vs_c55.w;
vs_r1.x = cos(vs_r0.x);
vs_r0.x = 1.0 / vs_v0.y;
vs_r0.x = vs_r0.x * vs_v0.x;
vs_r0.y = 1.0 / vs_v0.z;
vs_r0.x = (vs_r0.x * vs_r0.y) + vs_c46.x;
vs_r0.x = vs_r1.x + vs_r0.x;
vs_r0.x = (vs_r0.x * vs_c55.x) + vs_c55.y;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c55.z) + vs_c55.w;
vs_r1.y = sin(vs_r0.x);
vs_r0.x = float(vs_c54.z < vs_v2.y);
vs_r0.zw = vec2(lessThan(vs_v2.xx, vs_c54.xy));
vs_r0.x = vs_r0.x * vs_r0.w;
vs_r0.w = (vs_v2.x * vs_c54.w) + -vs_v2.y;
vs_r0.x = (vs_r0.x * vs_r0.w) + vs_v2.y;
vs_r0.x = vs_r0.x * vs_r1.y;
vs_r0.x = vs_r0.x * vs_v0.x;
vs_r0.x = vs_r0.y * vs_r0.x;
vs_r0.x = vs_r0.z * vs_r0.x;
vs_r0.x = (vs_r0.x * vs_c56.x) + vs_v0.y;
vs_r1 = vs_r0.xxxx * vs_c30;
vs_r1 = (vs_c29 * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_c31 * vs_v0.zzzz) + vs_r1;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r1;
vs_r1 = vs_r0.xxxx * vs_c38;
vs_r0.xyz = vs_r0.xxx * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c47.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_r0 = (vs_c37 * vs_v0.xxxx) + vs_r1;
vs_r0 = (vs_c39 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c40 * vs_v0.wwww) + vs_r0;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r2.x = 1.0 / vs_r1.w;
vs_r1.w = inversesqrt(vs_r1.w);
vs_r1.xyz = vs_r1.www * vs_r1.xyz;
vs_r2.yzw = vs_v1.yyy * vs_c38.xyz;
vs_r2.yzw = (vs_c37.xyz * vs_v1.xxx) + vs_r2.yzw;
vs_r2.yzw = (vs_c39.xyz * vs_v1.zzz) + vs_r2.yzw;
vs_r3.xyz = normalize(vs_r2.yzw);
vs_r1.x = dot(vs_r3.xyz, vs_r1.xyz);
vs_r1.x = max(vs_r1.x, vs_c56.y);
vs_r1.x = min(vs_r1.x, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r1 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r2.xxxx * vs_r1;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c56.y);
vs_r2.x = min(vs_r2.x, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c20.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c56.y);
vs_r2.x = min(vs_r2.x, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c22.xxxx * vs_r2) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r2.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.xyz = vs_r2.xyz * vs_r3.www;
vs_r2.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_r2.x = max(vs_r2.x, vs_c56.y);
vs_r2.x = min(vs_r2.x, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r4 = vs_r2.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r2 = vs_r2.wwww * vs_r4;
vs_r1 = (vs_c23.xxxx * vs_r2) + vs_r1;
vs_r2.x = dot(vs_r3.xyz, -vs_c48.xyz);
vs_r2.y = dot(vs_r3.xyz, -vs_c50.xyz);
vs_r2.xy = max(vs_r2.xy, vs_c56.yy);
vs_r2.xy = min(vs_r2.xy, vs_c56.zz);
vs_r3 = vs_r2.yyyy * vs_c51;
vs_r3 = vs_r3 * vs_c45;
vs_oT1 = vs_r3 * vs_v3;
vs_r3 = vs_v4 + vs_c52;
vs_r2 = (vs_r2.xxxx * vs_c49) + vs_r3;
vs_r1 = vs_r1 + vs_r2;
vs_r2 = vs_v3 * vs_c45;
vs_oD0 = vs_r1 * vs_r2;
vs_r1 = vs_r0.yyyy * vs_c42;
vs_r1 = (vs_c41 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c43 * vs_r0.zzzz) + vs_r1;
vs_r0 = (vs_c44 * vs_r0.wwww) + vs_r1;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c53.xx;
vs_oT2.xy = vs_r0.xy;
vs_oT0.xy = vs_v2.xy;
vs_oT2.w = vs_c56.z;
}
OBJECT #103: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.1
INSTRUCTION COUNT: 154
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 54: float (0.944000 0.547000 0.789000 0.500000)
* 55: float (0.159155 0.500000 6.283185 -3.141593)
* 56: float (0.400000 0.000000 1.000000 0.000000)
* 57: float (-0.000002 -0.000022 0.002604 0.000260)
* 58: float (-0.020833 -0.125000 1.000000 0.500000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 0: bool ("vs_b0")
* 1: bool ("vs_b1")
* 2: bool ("vs_b2")
* 3: bool ("vs_b3")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
* 53: float ("vs_c53")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 47
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 53
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "time_var"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 7: "vAmbientColor"
register set float4
register index 52
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 9: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 10: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightColor"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 12: "vSkyLightDir"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 13: "vSunColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 14: "vSunDir"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c0.x, (0), c4.x
lt c1.x, (1), c4.x
lt c2.x, (2), c4.x
lt c3.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[49];
uniform bool vs_uniforms_bool[4];
const vec4 vs_c54 = vec4(0.944000007, 0.54699999, 0.788999971, 0.5);
const vec4 vs_c55 = vec4(0.159154935, 0.5, 6.283185478, -3.141592739);
const vec4 vs_c56 = vec4(0.400000005, 0.0, 1.0, 0.0);
const vec4 vs_c57 = vec4(-0.00000155, -0.000021701, 0.002604166, 0.000260416);
const vec4 vs_c58 = vec4(-0.020833333, -0.125, 1.0, 0.5);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_b0 vs_uniforms_bool[0]
#define vs_b1 vs_uniforms_bool[1]
#define vs_b2 vs_uniforms_bool[2]
#define vs_b3 vs_uniforms_bool[3]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c25 vs_uniforms_vec4[20]
#define vs_c26 vs_uniforms_vec4[21]
#define vs_c27 vs_uniforms_vec4[22]
#define vs_c28 vs_uniforms_vec4[23]
#define vs_c29 vs_uniforms_vec4[24]
#define vs_c30 vs_uniforms_vec4[25]
#define vs_c31 vs_uniforms_vec4[26]
#define vs_c32 vs_uniforms_vec4[27]
#define vs_c33 vs_uniforms_vec4[28]
#define vs_c34 vs_uniforms_vec4[29]
#define vs_c35 vs_uniforms_vec4[30]
#define vs_c36 vs_uniforms_vec4[31]
#define vs_c37 vs_uniforms_vec4[32]
#define vs_c38 vs_uniforms_vec4[33]
#define vs_c39 vs_uniforms_vec4[34]
#define vs_c40 vs_uniforms_vec4[35]
#define vs_c41 vs_uniforms_vec4[36]
#define vs_c42 vs_uniforms_vec4[37]
#define vs_c43 vs_uniforms_vec4[38]
#define vs_c44 vs_uniforms_vec4[39]
#define vs_c45 vs_uniforms_vec4[40]
#define vs_c46 vs_uniforms_vec4[41]
#define vs_c47 vs_uniforms_vec4[42]
#define vs_c48 vs_uniforms_vec4[43]
#define vs_c49 vs_uniforms_vec4[44]
#define vs_c50 vs_uniforms_vec4[45]
#define vs_c51 vs_uniforms_vec4[46]
#define vs_c52 vs_uniforms_vec4[47]
#define vs_c53 vs_uniforms_vec4[48]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0.x = (vs_v0.x * vs_c55.x) + vs_c55.y;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c55.z) + vs_c55.w;
vs_r1.x = cos(vs_r0.x);
vs_r0.x = 1.0 / vs_v0.y;
vs_r0.x = vs_r0.x * vs_v0.x;
vs_r0.y = 1.0 / vs_v0.z;
vs_r0.x = (vs_r0.x * vs_r0.y) + vs_c46.x;
vs_r0.x = vs_r1.x + vs_r0.x;
vs_r0.x = (vs_r0.x * vs_c55.x) + vs_c55.y;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c55.z) + vs_c55.w;
vs_r1.y = sin(vs_r0.x);
vs_r0.x = (vs_v2.x * vs_c54.w) + -vs_v2.y;
vs_r0.z = float(vs_c54.z < vs_v2.y);
vs_r1.xz = vec2(lessThan(vs_v2.xx, vs_c54.xy));
vs_r0.z = vs_r0.z * vs_r1.z;
vs_r0.x = (vs_r0.z * vs_r0.x) + vs_v2.y;
vs_r0.x = vs_r0.x * vs_r1.y;
vs_r0.x = vs_r0.x * vs_v0.x;
vs_r0.x = vs_r0.y * vs_r0.x;
vs_r0.x = vs_r1.x * vs_r0.x;
vs_r0.x = (vs_r0.x * vs_c56.x) + vs_v0.y;
vs_r1 = vs_r0.xxxx * vs_c30;
vs_r1 = (vs_c29 * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_c31 * vs_v0.zzzz) + vs_r1;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r1;
vs_r0.yzw = vs_v1.yyy * vs_c38.xyz;
vs_r0.yzw = (vs_c37.xyz * vs_v1.xxx) + vs_r0.yzw;
vs_r0.yzw = (vs_c39.xyz * vs_v1.zzz) + vs_r0.yzw;
vs_r1.xyz = normalize(vs_r0.yzw);
vs_r0.y = dot(vs_r1.xyz, -vs_c50.xyz);
vs_r0.y = max(vs_r0.y, vs_c56.y);
vs_r0.y = min(vs_r0.y, vs_c56.z);
vs_r2 = vs_r0.yyyy * vs_c51;
vs_r2 = vs_r2 * vs_c45;
vs_oT1 = vs_r2 * vs_v3;
vs_r0.y = dot(vs_r1.xyz, -vs_c48.xyz);
vs_r0.y = max(vs_r0.y, vs_c56.y);
vs_r0.y = min(vs_r0.y, vs_c56.z);
vs_r2 = vs_r0.xxxx * vs_c38;
vs_r2 = (vs_c37 * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_c39 * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_c40 * vs_v0.wwww) + vs_r2;
vs_r3 = vs_v4 + vs_c52;
vs_r3 = (vs_r0.yyyy * vs_c49) + vs_r3;
if (vs_b0) {
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r0.yzw = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r0.yzw, vs_r0.yzw);
vs_r4.x = inversesqrt(vs_r1.w);
vs_r0.yzw = vs_r0.yzw * vs_r4.xxx;
vs_r0.y = dot(vs_r1.xyz, vs_r0.yzw);
vs_r0.z = 1.0 / vs_r1.w;
vs_r0.y = max(vs_r0.y, vs_c56.y);
vs_r0.y = min(vs_r0.y, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r4 = vs_r0.yyyy * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = vs_r0.zzzz * vs_r4;
} else {
vs_r4 = vs_c56.yyyy;
}
if (vs_b1) {
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r0.yzw = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r0.yzw, vs_r0.yzw);
vs_r5.x = inversesqrt(vs_r1.w);
vs_r0.yzw = vs_r0.yzw * vs_r5.xxx;
vs_r0.y = dot(vs_r1.xyz, vs_r0.yzw);
vs_r0.z = 1.0 / vs_r1.w;
vs_r0.y = max(vs_r0.y, vs_c56.y);
vs_r0.y = min(vs_r0.y, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r5 = vs_r0.yyyy * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = (vs_r5 * vs_r0.zzzz) + vs_r4;
} else {
}
if (vs_b2) {
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r0.yzw = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r0.yzw, vs_r0.yzw);
vs_r5.x = inversesqrt(vs_r1.w);
vs_r0.yzw = vs_r0.yzw * vs_r5.xxx;
vs_r0.y = dot(vs_r1.xyz, vs_r0.yzw);
vs_r0.z = 1.0 / vs_r1.w;
vs_r0.y = max(vs_r0.y, vs_c56.y);
vs_r0.y = min(vs_r0.y, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r5 = vs_r0.yyyy * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = (vs_r5 * vs_r0.zzzz) + vs_r4;
} else {
}
if (vs_b3) {
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r0.yzw = -vs_r2.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r0.yzw, vs_r0.yzw);
vs_r5.x = inversesqrt(vs_r1.w);
vs_r0.yzw = vs_r0.yzw * vs_r5.xxx;
vs_r0.y = dot(vs_r1.xyz, vs_r0.yzw);
vs_r0.z = 1.0 / vs_r1.w;
vs_r0.y = max(vs_r0.y, vs_c56.y);
vs_r0.y = min(vs_r0.y, vs_c56.z);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r1 = vs_r0.yyyy * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = (vs_r1 * vs_r0.zzzz) + vs_r4;
} else {
}
vs_r1 = vs_r3 + vs_r4;
vs_r3 = vs_v3 * vs_c45;
vs_oD0 = vs_r1 * vs_r3;
vs_r1 = vs_r2.yyyy * vs_c42;
vs_r1 = (vs_c41 * vs_r2.xxxx) + vs_r1;
vs_r1 = (vs_c43 * vs_r2.zzzz) + vs_r1;
vs_r1 = (vs_c44 * vs_r2.wwww) + vs_r1;
vs_oT2.xy = vs_r1.xy;
vs_r0.y = 1.0 / vs_r1.w;
vs_oT2.z = vs_r0.y * vs_r1.z;
vs_r0.xyz = vs_r0.xxx * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c47.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT3.xy = vs_r1.xy * vs_c53.xx;
vs_oT0.xy = vs_v2.xy;
vs_oT2.w = vs_c56.z;
}
OBJECT #104: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 129
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 50: float (0.953125 0.159155 0.500000 3.000000)
* 51: float (6.283185 -3.141593 0.200000 0.060000)
* 52: float (0.000000 1.000000 0.000000 0.000000)
* 53: float (-0.000002 -0.000022 0.002604 0.000260)
* 54: float (-0.020833 -0.125000 1.000000 0.500000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 44
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorld"
register set float4
register index 38
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldView"
register set float4
register index 34
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorldViewProj"
register set float4
register index 30
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "time_var"
register set float4
register index 43
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "vAmbientColor"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 7: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 8: "vMaterialColor"
register set float4
register index 42
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightColor"
register set float4
register index 46
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightDir"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 11: "vSunColor"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 12: "vSunDir"
register set float4
register index 47
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c26.x, c0.x
mov c27.x, c1.x
mov c28.x, c2.x
mov c29.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[48];
const vec4 vs_c50 = vec4(0.953125001, 0.159154935, 0.5, 3.0);
const vec4 vs_c51 = vec4(6.283185478, -3.141592739, 0.200000002, 0.060000001);
const vec4 vs_c52 = vec4(0.0, 1.0, 0.0, 0.0);
const vec4 vs_c53 = vec4(-0.00000155, -0.000021701, 0.002604166, 0.000260416);
const vec4 vs_c54 = vec4(-0.020833333, -0.125, 1.0, 0.5);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c26 vs_uniforms_vec4[24]
#define vs_c27 vs_uniforms_vec4[25]
#define vs_c28 vs_uniforms_vec4[26]
#define vs_c29 vs_uniforms_vec4[27]
#define vs_c30 vs_uniforms_vec4[28]
#define vs_c31 vs_uniforms_vec4[29]
#define vs_c32 vs_uniforms_vec4[30]
#define vs_c33 vs_uniforms_vec4[31]
#define vs_c34 vs_uniforms_vec4[32]
#define vs_c35 vs_uniforms_vec4[33]
#define vs_c36 vs_uniforms_vec4[34]
#define vs_c37 vs_uniforms_vec4[35]
#define vs_c38 vs_uniforms_vec4[36]
#define vs_c39 vs_uniforms_vec4[37]
#define vs_c40 vs_uniforms_vec4[38]
#define vs_c41 vs_uniforms_vec4[39]
#define vs_c42 vs_uniforms_vec4[40]
#define vs_c43 vs_uniforms_vec4[41]
#define vs_c44 vs_uniforms_vec4[42]
#define vs_c45 vs_uniforms_vec4[43]
#define vs_c46 vs_uniforms_vec4[44]
#define vs_c47 vs_uniforms_vec4[45]
#define vs_c48 vs_uniforms_vec4[46]
#define vs_c49 vs_uniforms_vec4[47]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0.x = vs_v0.y + vs_v0.x;
vs_r0.x = vs_r0.x + vs_v2.x;
vs_r0.x = vs_r0.x + vs_v2.y;
vs_r0.x = vs_r0.x + vs_c43.x;
vs_r0.x = vs_r0.x + vs_c41.x;
vs_r0.y = (vs_v0.x * vs_c50.y) + vs_c50.z;
vs_r0.y = fract(vs_r0.y);
vs_r0.y = (vs_r0.y * vs_c51.x) + vs_c51.y;
vs_r1.x = cos(vs_r0.y);
vs_r0.x = vs_r0.x + vs_r1.x;
vs_r0.x = (vs_r0.x * vs_c50.y) + vs_c50.z;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c51.x) + vs_c51.y;
vs_r1.y = sin(vs_r0.x);
vs_r0.x = vs_v2.y * vs_c50.w;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = vs_r0.x * vs_r1.y;
vs_r0.y = vs_r0.x * vs_c51.z;
vs_r1.x = (vs_r0.x * vs_c51.w) + vs_v0.x;
vs_r0.x = abs(vs_r0.y);
vs_r1.y = (vs_r0.x * -vs_r0.x) + vs_v0.y;
vs_r0.x = float(vs_c50.x >= vs_v2.x);
vs_r2.xy = mix(vs_v0.xy, vs_r1.xy, vs_r0.xx);
vs_r0 = vs_r2.yyyy * vs_c31;
vs_r0 = (vs_c30 * vs_r2.xxxx) + vs_r0;
vs_r0 = (vs_c32 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c33 * vs_v0.wwww) + vs_r0;
vs_r0.xyz = vs_r2.yyy * vs_c39.xyz;
vs_r0.xyz = (vs_c38.xyz * vs_r2.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c40.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c41.xyz * vs_v0.www) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r1.w = 1.0 / vs_r0.w;
vs_r0.w = inversesqrt(vs_r0.w);
vs_r1.xyz = vs_r0.www * vs_r1.xyz;
vs_r3.xyz = vs_v1.yyy * vs_c39.xyz;
vs_r3.xyz = (vs_c38.xyz * vs_v1.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_c40.xyz * vs_v1.zzz) + vs_r3.xyz;
vs_r4.xyz = normalize(vs_r3.xyz);
vs_r0.w = dot(vs_r4.xyz, vs_r1.xyz);
vs_r0.w = max(vs_r0.w, vs_c52.x);
vs_r0.w = min(vs_r0.w, vs_c52.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r3 = vs_r0.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r1.wwww * vs_r3;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r3.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r2.z = 1.0 / vs_r0.w;
vs_r0.w = inversesqrt(vs_r0.w);
vs_r3.xyz = vs_r0.www * vs_r3.xyz;
vs_r0.w = dot(vs_r4.xyz, vs_r3.xyz);
vs_r0.w = max(vs_r0.w, vs_c52.x);
vs_r0.w = min(vs_r0.w, vs_c52.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r3 = vs_r0.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r2.zzzz * vs_r3;
vs_r1 = (vs_c20.xxxx * vs_r3) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r3.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r0.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r2.z = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r3.xyz = vs_r2.zzz * vs_r3.xyz;
vs_r2.z = dot(vs_r4.xyz, vs_r3.xyz);
vs_r2.z = max(vs_r2.z, vs_c52.x);
vs_r2.z = min(vs_r2.z, vs_c52.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r3 = vs_r2.zzzz * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r0.wwww * vs_r3;
vs_r1 = (vs_c22.xxxx * vs_r3) + vs_r1;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r2.z = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.xyz = vs_r0.xyz * vs_r2.zzz;
vs_r0.x = dot(vs_r4.xyz, vs_r0.xyz);
vs_r0.x = max(vs_r0.x, vs_c52.x);
vs_r0.x = min(vs_r0.x, vs_c52.y);
vs_a0.w = int(floor(abs(vs_c29.x) + 0.5) * sign(vs_c29.x));
vs_r3 = vs_r0.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r0 = vs_r0.wwww * vs_r3;
vs_r0 = (vs_c23.xxxx * vs_r0) + vs_r1;
vs_r1.x = dot(vs_r4.xyz, -vs_c45.xyz);
vs_r1.y = dot(vs_r4.xyz, -vs_c47.xyz);
vs_r1.xy = max(vs_r1.xy, vs_c52.xx);
vs_r1.xy = min(vs_r1.xy, vs_c52.yy);
vs_r3 = vs_r1.yyyy * vs_c48;
vs_r3 = vs_r3 * vs_c42;
vs_oT1 = vs_r3 * vs_v3;
vs_r3 = vs_v4 + vs_c49;
vs_r1 = (vs_r1.xxxx * vs_c46) + vs_r3;
vs_r0 = vs_r0 + vs_r1;
vs_r1 = vs_v3 * vs_c42;
vs_oD0 = vs_r0 * vs_r1;
vs_r0.xyz = vs_r2.yyy * vs_c35.xyz;
vs_r0.xyz = (vs_c34.xyz * vs_r2.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c37.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c44.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
vs_oT2 = vs_c52.xxxx;
vs_oT3.xy = vs_c52.xx;
}
OBJECT #105: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 136
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 54: float (0.953125 0.159155 0.500000 3.000000)
* 55: float (6.283185 -3.141593 0.200000 0.060000)
* 56: float (0.000000 1.000000 0.000000 0.000000)
* 57: float (-0.000002 -0.000022 0.002604 0.000260)
* 58: float (-0.020833 -0.125000 1.000000 0.500000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 23: float ("vs_c23")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
* 53: float ("vs_c53")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 47
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 53
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "time_var"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 7: "vAmbientColor"
register set float4
register index 52
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 9: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 10: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightColor"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 12: "vSkyLightDir"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 13: "vSunColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 14: "vSunDir"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (0), c4.x
lt c21.x, (1), c4.x
lt c22.x, (2), c4.x
lt c23.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[53];
const vec4 vs_c54 = vec4(0.953125001, 0.159154935, 0.5, 3.0);
const vec4 vs_c55 = vec4(6.283185478, -3.141592739, 0.200000002, 0.060000001);
const vec4 vs_c56 = vec4(0.0, 1.0, 0.0, 0.0);
const vec4 vs_c57 = vec4(-0.00000155, -0.000021701, 0.002604166, 0.000260416);
const vec4 vs_c58 = vec4(-0.020833333, -0.125, 1.0, 0.5);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c23 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
#define vs_c46 vs_uniforms_vec4[45]
#define vs_c47 vs_uniforms_vec4[46]
#define vs_c48 vs_uniforms_vec4[47]
#define vs_c49 vs_uniforms_vec4[48]
#define vs_c50 vs_uniforms_vec4[49]
#define vs_c51 vs_uniforms_vec4[50]
#define vs_c52 vs_uniforms_vec4[51]
#define vs_c53 vs_uniforms_vec4[52]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0.x = vs_v0.y + vs_v0.x;
vs_r0.x = vs_r0.x + vs_v2.x;
vs_r0.x = vs_r0.x + vs_v2.y;
vs_r0.x = vs_r0.x + vs_c46.x;
vs_r0.x = vs_r0.x + vs_c40.x;
vs_r0.y = (vs_v0.x * vs_c54.y) + vs_c54.z;
vs_r0.y = fract(vs_r0.y);
vs_r0.y = (vs_r0.y * vs_c55.x) + vs_c55.y;
vs_r1.x = cos(vs_r0.y);
vs_r0.x = vs_r0.x + vs_r1.x;
vs_r0.x = (vs_r0.x * vs_c54.y) + vs_c54.z;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c55.x) + vs_c55.y;
vs_r1.y = sin(vs_r0.x);
vs_r0.x = vs_v2.y * vs_c54.w;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = vs_r0.x * vs_r1.y;
vs_r0.y = vs_r0.x * vs_c55.z;
vs_r1.x = (vs_r0.x * vs_c55.w) + vs_v0.x;
vs_r0.x = abs(vs_r0.y);
vs_r1.y = (vs_r0.x * -vs_r0.x) + vs_v0.y;
vs_r0.x = float(vs_c54.x >= vs_v2.x);
vs_r2.xy = mix(vs_v0.xy, vs_r1.xy, vs_r0.xx);
vs_r0 = vs_r2.yyyy * vs_c30;
vs_r0 = (vs_c29 * vs_r2.xxxx) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r0;
vs_r0 = vs_r2.yyyy * vs_c38;
vs_r0 = (vs_c37 * vs_r2.xxxx) + vs_r0;
vs_r0 = (vs_c39 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c40 * vs_v0.wwww) + vs_r0;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r1.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r2.z = 1.0 / vs_r1.w;
vs_r1.w = inversesqrt(vs_r1.w);
vs_r1.xyz = vs_r1.www * vs_r1.xyz;
vs_r3.xyz = vs_v1.yyy * vs_c38.xyz;
vs_r3.xyz = (vs_c37.xyz * vs_v1.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_c39.xyz * vs_v1.zzz) + vs_r3.xyz;
vs_r4.xyz = normalize(vs_r3.xyz);
vs_r1.x = dot(vs_r4.xyz, vs_r1.xyz);
vs_r1.x = max(vs_r1.x, vs_c56.x);
vs_r1.x = min(vs_r1.x, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r1 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r1 = vs_r2.zzzz * vs_r1;
vs_r1 = vs_r1 * vs_c21.xxxx;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r3.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.z = dot(vs_r3.xyz, vs_r3.xyz);
vs_r2.w = inversesqrt(vs_r2.z);
vs_r2.z = 1.0 / vs_r2.z;
vs_r3.xyz = vs_r2.www * vs_r3.xyz;
vs_r2.w = dot(vs_r4.xyz, vs_r3.xyz);
vs_r2.w = max(vs_r2.w, vs_c56.x);
vs_r2.w = min(vs_r2.w, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r3 = vs_r2.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r2.zzzz * vs_r3;
vs_r1 = (vs_c20.xxxx * vs_r3) + vs_r1;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r3.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.z = dot(vs_r3.xyz, vs_r3.xyz);
vs_r2.w = inversesqrt(vs_r2.z);
vs_r2.z = 1.0 / vs_r2.z;
vs_r3.xyz = vs_r2.www * vs_r3.xyz;
vs_r2.w = dot(vs_r4.xyz, vs_r3.xyz);
vs_r2.w = max(vs_r2.w, vs_c56.x);
vs_r2.w = min(vs_r2.w, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r3 = vs_r2.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r2.zzzz * vs_r3;
vs_r1 = (vs_c22.xxxx * vs_r3) + vs_r1;
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r3.xyz = -vs_r0.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r2.z = dot(vs_r3.xyz, vs_r3.xyz);
vs_r2.w = inversesqrt(vs_r2.z);
vs_r2.z = 1.0 / vs_r2.z;
vs_r3.xyz = vs_r2.www * vs_r3.xyz;
vs_r2.w = dot(vs_r4.xyz, vs_r3.xyz);
vs_r2.w = max(vs_r2.w, vs_c56.x);
vs_r2.w = min(vs_r2.w, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r3 = vs_r2.wwww * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r3 = vs_r2.zzzz * vs_r3;
vs_r1 = (vs_c23.xxxx * vs_r3) + vs_r1;
vs_r2.z = dot(vs_r4.xyz, -vs_c48.xyz);
vs_r2.w = dot(vs_r4.xyz, -vs_c50.xyz);
vs_r2.zw = max(vs_r2.zw, vs_c56.xx);
vs_r2.zw = min(vs_r2.zw, vs_c56.yy);
vs_r3 = vs_r2.wwww * vs_c51;
vs_r3 = vs_r3 * vs_c45;
vs_oT1 = vs_r3 * vs_v3;
vs_r3 = vs_v4 + vs_c52;
vs_r3 = (vs_r2.zzzz * vs_c49) + vs_r3;
vs_r1 = vs_r1 + vs_r3;
vs_r3 = vs_v3 * vs_c45;
vs_oD0 = vs_r1 * vs_r3;
vs_r1 = vs_r0.yyyy * vs_c42;
vs_r1 = (vs_c41 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c43 * vs_r0.zzzz) + vs_r1;
vs_r0 = (vs_c44 * vs_r0.wwww) + vs_r1;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c53.xx;
vs_oT2.xy = vs_r0.xy;
vs_r0.xyz = vs_r2.yyy * vs_c34.xyz;
vs_r0.xyz = (vs_c33.xyz * vs_r2.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c47.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oT0.xy = vs_v2.xy;
vs_oT2.w = vs_c56.y;
}
OBJECT #106: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.1
INSTRUCTION COUNT: 155
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* color ("vs_v3")
* color1 ("vs_v4")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
CONSTANTS:
* 54: float (0.953125 0.159155 0.500000 3.000000)
* 55: float (6.283185 -3.141593 0.200000 0.060000)
* 56: float (0.000000 1.000000 0.000000 0.000000)
* 57: float (-0.000002 -0.000022 0.002604 0.000260)
* 58: float (-0.020833 -0.125000 1.000000 0.500000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 0: bool ("vs_b0")
* 1: bool ("vs_b1")
* 2: bool ("vs_b2")
* 3: bool ("vs_b3")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
* 53: float ("vs_c53")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 47
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 53
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 41
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 37
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 33
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 29
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "time_var"
register set float4
register index 46
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 7: "vAmbientColor"
register set float4
register index 52
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 9: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 10: "vMaterialColor"
register set float4
register index 45
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSkyLightColor"
register set float4
register index 49
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 12: "vSkyLightDir"
register set float4
register index 48
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 13: "vSunColor"
register set float4
register index 51
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 14: "vSunDir"
register set float4
register index 50
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c0.x, (0), c4.x
lt c1.x, (1), c4.x
lt c2.x, (2), c4.x
lt c3.x, (3), c4.x
mov c25.x, c0.x
mov c26.x, c1.x
mov c27.x, c2.x
mov c28.x, c3.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[49];
uniform bool vs_uniforms_bool[4];
const vec4 vs_c54 = vec4(0.953125001, 0.159154935, 0.5, 3.0);
const vec4 vs_c55 = vec4(6.283185478, -3.141592739, 0.200000002, 0.060000001);
const vec4 vs_c56 = vec4(0.0, 1.0, 0.0, 0.0);
const vec4 vs_c57 = vec4(-0.00000155, -0.000021701, 0.002604166, 0.000260416);
const vec4 vs_c58 = vec4(-0.020833333, -0.125, 1.0, 0.5);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_b0 vs_uniforms_bool[0]
#define vs_b1 vs_uniforms_bool[1]
#define vs_b2 vs_uniforms_bool[2]
#define vs_b3 vs_uniforms_bool[3]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c25 vs_uniforms_vec4[20]
#define vs_c26 vs_uniforms_vec4[21]
#define vs_c27 vs_uniforms_vec4[22]
#define vs_c28 vs_uniforms_vec4[23]
#define vs_c29 vs_uniforms_vec4[24]
#define vs_c30 vs_uniforms_vec4[25]
#define vs_c31 vs_uniforms_vec4[26]
#define vs_c32 vs_uniforms_vec4[27]
#define vs_c33 vs_uniforms_vec4[28]
#define vs_c34 vs_uniforms_vec4[29]
#define vs_c35 vs_uniforms_vec4[30]
#define vs_c36 vs_uniforms_vec4[31]
#define vs_c37 vs_uniforms_vec4[32]
#define vs_c38 vs_uniforms_vec4[33]
#define vs_c39 vs_uniforms_vec4[34]
#define vs_c40 vs_uniforms_vec4[35]
#define vs_c41 vs_uniforms_vec4[36]
#define vs_c42 vs_uniforms_vec4[37]
#define vs_c43 vs_uniforms_vec4[38]
#define vs_c44 vs_uniforms_vec4[39]
#define vs_c45 vs_uniforms_vec4[40]
#define vs_c46 vs_uniforms_vec4[41]
#define vs_c47 vs_uniforms_vec4[42]
#define vs_c48 vs_uniforms_vec4[43]
#define vs_c49 vs_uniforms_vec4[44]
#define vs_c50 vs_uniforms_vec4[45]
#define vs_c51 vs_uniforms_vec4[46]
#define vs_c52 vs_uniforms_vec4[47]
#define vs_c53 vs_uniforms_vec4[48]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
void main()
{
vs_r0.x = vs_v0.y + vs_v0.x;
vs_r0.x = vs_r0.x + vs_v2.x;
vs_r0.x = vs_r0.x + vs_v2.y;
vs_r0.x = vs_r0.x + vs_c46.x;
vs_r0.x = vs_r0.x + vs_c40.x;
vs_r0.y = (vs_v0.x * vs_c54.y) + vs_c54.z;
vs_r0.y = fract(vs_r0.y);
vs_r0.y = (vs_r0.y * vs_c55.x) + vs_c55.y;
vs_r1.x = cos(vs_r0.y);
vs_r0.x = vs_r0.x + vs_r1.x;
vs_r0.x = (vs_r0.x * vs_c54.y) + vs_c54.z;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = (vs_r0.x * vs_c55.x) + vs_c55.y;
vs_r1.y = sin(vs_r0.x);
vs_r0.x = vs_v2.y * vs_c54.w;
vs_r0.x = fract(vs_r0.x);
vs_r0.x = vs_r0.x * vs_r1.y;
vs_r1.x = (vs_r0.x * vs_c55.w) + vs_v0.x;
vs_r0.x = vs_r0.x * vs_c55.z;
vs_r0.x = abs(vs_r0.x);
vs_r1.y = (vs_r0.x * -vs_r0.x) + vs_v0.y;
vs_r0.x = float(vs_c54.x >= vs_v2.x);
vs_r2.xy = mix(vs_v0.xy, vs_r1.xy, vs_r0.xx);
vs_r0 = vs_r2.yyyy * vs_c30;
vs_r0 = (vs_c29 * vs_r2.xxxx) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c32 * vs_v0.wwww) + vs_r0;
vs_r0.xyz = vs_v1.yyy * vs_c38.xyz;
vs_r0.xyz = (vs_c37.xyz * vs_v1.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c39.xyz * vs_v1.zzz) + vs_r0.xyz;
vs_r1.xyz = normalize(vs_r0.xyz);
vs_r0.x = dot(vs_r1.xyz, -vs_c50.xyz);
vs_r0.x = max(vs_r0.x, vs_c56.x);
vs_r0.x = min(vs_r0.x, vs_c56.y);
vs_r0 = vs_r0.xxxx * vs_c51;
vs_r0 = vs_r0 * vs_c45;
vs_oT1 = vs_r0 * vs_v3;
vs_r0.x = dot(vs_r1.xyz, -vs_c48.xyz);
vs_r0.x = max(vs_r0.x, vs_c56.x);
vs_r0.x = min(vs_r0.x, vs_c56.y);
vs_r3 = vs_r2.yyyy * vs_c38;
vs_r3 = (vs_c37 * vs_r2.xxxx) + vs_r3;
vs_r3 = (vs_c39 * vs_v0.zzzz) + vs_r3;
vs_r3 = (vs_c40 * vs_v0.wwww) + vs_r3;
vs_r4 = vs_v4 + vs_c52;
vs_r0 = (vs_r0.xxxx * vs_c49) + vs_r4;
if (vs_b0) {
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r4.xyz = -vs_r3.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r2.z = inversesqrt(vs_r1.w);
vs_r4.xyz = vs_r2.zzz * vs_r4.xyz;
vs_r2.z = dot(vs_r1.xyz, vs_r4.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r2.z = max(vs_r2.z, vs_c56.x);
vs_r2.z = min(vs_r2.z, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r4 = vs_r2.zzzz * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = vs_r1.wwww * vs_r4;
} else {
vs_r4 = vs_c56.xxxx;
}
if (vs_b1) {
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r5.xyz = -vs_r3.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r5.xyz);
vs_r2.z = inversesqrt(vs_r1.w);
vs_r5.xyz = vs_r2.zzz * vs_r5.xyz;
vs_r2.z = dot(vs_r1.xyz, vs_r5.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r2.z = max(vs_r2.z, vs_c56.x);
vs_r2.z = min(vs_r2.z, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r5 = vs_r2.zzzz * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = (vs_r5 * vs_r1.wwww) + vs_r4;
} else {
}
if (vs_b2) {
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r5.xyz = -vs_r3.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r5.xyz);
vs_r2.z = inversesqrt(vs_r1.w);
vs_r5.xyz = vs_r2.zzz * vs_r5.xyz;
vs_r2.z = dot(vs_r1.xyz, vs_r5.xyz);
vs_r1.w = 1.0 / vs_r1.w;
vs_r2.z = max(vs_r2.z, vs_c56.x);
vs_r2.z = min(vs_r2.z, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r5 = vs_r2.zzzz * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = (vs_r5 * vs_r1.wwww) + vs_r4;
} else {
}
if (vs_b3) {
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r5.xyz = -vs_r3.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r5.xyz);
vs_r2.z = inversesqrt(vs_r1.w);
vs_r5.xyz = vs_r2.zzz * vs_r5.xyz;
vs_r1.x = dot(vs_r1.xyz, vs_r5.xyz);
vs_r1.y = 1.0 / vs_r1.w;
vs_r1.x = max(vs_r1.x, vs_c56.x);
vs_r1.x = min(vs_r1.x, vs_c56.y);
vs_a0.w = int(floor(abs(vs_c28.x) + 0.5) * sign(vs_c28.x));
vs_r5 = vs_r1.xxxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w];
vs_r4 = (vs_r5 * vs_r1.yyyy) + vs_r4;
} else {
}
vs_r0 = vs_r0 + vs_r4;
vs_r1 = vs_v3 * vs_c45;
vs_oD0 = vs_r0 * vs_r1;
vs_r0 = vs_r3.yyyy * vs_c42;
vs_r0 = (vs_c41 * vs_r3.xxxx) + vs_r0;
vs_r0 = (vs_c43 * vs_r3.zzzz) + vs_r0;
vs_r0 = (vs_c44 * vs_r3.wwww) + vs_r0;
vs_oT2.xy = vs_r0.xy;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT2.z = vs_r0.w * vs_r0.z;
vs_r1.xyz = vs_r2.yyy * vs_c34.xyz;
vs_r1.xyz = (vs_c33.xyz * vs_r2.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c35.xyz * vs_v0.zzz) + vs_r1.xyz;
vs_r1.xyz = (vs_c36.xyz * vs_v0.www) + vs_r1.xyz;
vs_r0.z = dot(vs_r1.xyz, vs_r1.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = vs_r0.z * vs_c47.x;
vs_r0.z = exp2(vs_r0.z);
vs_oFog = 1.0 / vs_r0.z;
vs_oT3.xy = vs_r0.xy * vs_c53.xx;
vs_oT0.xy = vs_v2.xy;
vs_oT2.w = vs_c56.y;
}
OBJECT #107: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.0
INSTRUCTION COUNT: 19
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 1: float (2.200000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
SAMPLERS:
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "output_gamma_inv"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[1];
const vec4 ps_c1 = vec4(2.200000047, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
#define ps_c0 ps_uniforms_vec4[0]
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_t1 gl_TexCoord[1]
void main()
{
ps_r0 = texture2D(ps_s9, ps_t0.xy);
ps_r1 = ps_v0;
ps_r1 = ps_r1 + ps_t1;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r2.xyz = ps_r2.xyz * ps_c1.xxx;
ps_r0.x = exp2(ps_r2.x);
ps_r0.y = exp2(ps_r2.y);
ps_r0.z = exp2(ps_r2.z);
ps_r0 = ps_r1 * ps_r0;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r1.xyz = ps_r1.xyz * ps_c0.xxx;
ps_r0.x = exp2(ps_r1.x);
ps_r0.y = exp2(ps_r1.y);
ps_r0.z = exp2(ps_r1.z);
ps_oC0 = ps_r0;
}
OBJECT #108: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.0
INSTRUCTION COUNT: 45
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 2: float (2.200000 1.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
SAMPLERS:
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "fShadowMapNextPixel"
register set float4
register index 0
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "output_gamma_inv"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[2];
const vec4 ps_c2 = vec4(2.200000047, 1.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t2.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2.xy = ps_t2.xy + ps_c0.xx;
ps_r3.x = ps_t2.x;
ps_r3.y = ps_t2.y + ps_c0.x;
ps_r4.x = ps_t2.x + ps_c0.x;
ps_r4.y = ps_t2.y;
ps_r2 = texture2D(ps_s7, ps_r2.xy);
ps_r3 = texture2D(ps_s7, ps_r3.xy);
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r0.y = ps_r2.x + -ps_t2.z;
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c2.y : ps_c2.z);
ps_r0.z = ps_r3.x + -ps_t2.z;
ps_r0.w = ((ps_r0.z >= 0.0) ? -ps_c2.y : -ps_c2.z);
ps_r0.z = ((ps_r0.z >= 0.0) ? ps_c2.y : ps_c2.z);
ps_r0.y = ps_r0.w + ps_r0.y;
ps_r2.xy = fract(ps_t3.xy);
ps_r0.y = (ps_r2.x * ps_r0.y) + ps_r0.z;
ps_r0.z = ps_r4.x + -ps_t2.z;
ps_r0.z = ((ps_r0.z >= 0.0) ? ps_c2.y : ps_c2.z);
ps_r0.x = ps_r0.x + -ps_t2.z;
ps_r0.w = ((ps_r0.x >= 0.0) ? -ps_c2.y : -ps_c2.z);
ps_r0.x = ((ps_r0.x >= 0.0) ? ps_c2.y : ps_c2.z);
ps_r0.z = ps_r0.w + ps_r0.z;
ps_r0.x = (ps_r2.x * ps_r0.z) + ps_r0.x;
ps_r3.x = mix(ps_r0.x, ps_r0.y, ps_r2.y);
ps_r0 = ps_t1;
ps_r0 = (ps_r0 * ps_r3.xxxx) + ps_v0;
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r2.xyz = ps_r2.xyz * ps_c2.xxx;
ps_r1.x = exp2(ps_r2.x);
ps_r1.y = exp2(ps_r2.y);
ps_r1.z = exp2(ps_r2.z);
ps_r0 = ps_r0 * ps_r1;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r1.xyz = ps_r1.xyz * ps_c1.xxx;
ps_r0.x = exp2(ps_r1.x);
ps_r0.y = exp2(ps_r1.y);
ps_r0.z = exp2(ps_r1.z);
ps_oC0 = ps_r0;
}
OBJECT #109: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 20
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 1: float (2.200000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
SAMPLERS:
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "output_gamma_inv"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[1];
const vec4 ps_c1 = vec4(2.200000047, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
#define ps_c0 ps_uniforms_vec4[0]
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
void main()
{
ps_r0 = texture2D(ps_s9, ps_t0.xy);
ps_r1 = texture2DProj(ps_s7, ps_t2);
ps_r2 = ps_t1;
ps_r1 = (ps_r2 * ps_r1.xxxx) + ps_v0;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r2.xyz = ps_r2.xyz * ps_c1.xxx;
ps_r0.x = exp2(ps_r2.x);
ps_r0.y = exp2(ps_r2.y);
ps_r0.z = exp2(ps_r2.z);
ps_r0 = ps_r1 * ps_r0;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r1.xyz = ps_r1.xyz * ps_c0.xxx;
ps_r0.x = exp2(ps_r1.x);
ps_r0.y = exp2(ps_r1.y);
ps_r0.z = exp2(ps_r1.z);
ps_oC0 = ps_r0;
}
OBJECT #110: SHADER, technique 0, pass 0
OBJECT #111: SHADER, technique 0, pass 0
OBJECT #112: SHADER, technique 0, pass 0
OBJECT #113: SHADER, technique 0, pass 0
OBJECT #114: SHADER, technique 0, pass 0
OBJECT #115: SHADER, technique 0, pass 0
OBJECT #116: SHADER, technique 0, pass 0
OBJECT #117: SHADER, technique 0, pass 0
OBJECT #118: SHADER, technique 0, pass 0
OBJECT #119: SHADER, technique 0, pass 0
OBJECT #120: SHADER, technique 0, pass 0
OBJECT #121: SHADER, technique 0, pass 0
OBJECT #122: SHADER, technique 0, pass 0
OBJECT #123: SHADER, technique 0, pass 0
OBJECT #124: SHADER, technique 0, pass 0
OBJECT #125: SHADER, technique 0, pass 0
OBJECT #126: SHADER, technique 0, pass 0
OBJECT #127: SHADER, technique 0, pass 0
OBJECT #128: SHADER, technique 0, pass 0
OBJECT #129: SHADER, technique 0, pass 0
OBJECT #130: SHADER, technique 0, pass 0
OBJECT #131: SHADER, technique 0, pass 0
OBJECT #132: SHADER, technique 0, pass 0
OBJECT #133: SHADER, technique 0, pass 0
OBJECT #134: SHADER, technique 0, pass 0
OBJECT #135: SHADER, technique 0, pass 0
OBJECT #136: SHADER, technique 0, pass 0
OBJECT #137: SHADER, technique 0, pass 0
OBJECT #138: SHADER, technique 0, pass 0
OBJECT #139: SHADER, technique 0, pass 0
OBJECT #140: SHADER, technique 0, pass 0
OBJECT #141: SHADER, technique 0, pass 0
OBJECT #142: SHADER, technique 0, pass 0
OBJECT #143: SHADER, technique 0, pass 0
OBJECT #144: SHADER, technique 0, pass 0
OBJECT #145: SHADER, technique 0, pass 0
OBJECT #146: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 52
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* color1 ("vs_v6")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
* (null) ("vs_oT7")
CONSTANTS:
* 16: float (2.000000 1.000000 -1.000000 0.000000)
UNIFORMS:
* 0: float ("vs_c0")
* 1: float ("vs_c1")
* 2: float ("vs_c2")
* 3: float ("vs_c3")
* 4: float ("vs_c4")
* 5: float ("vs_c5")
* 6: float ("vs_c6")
* 7: float ("vs_c7")
* 8: float ("vs_c8")
* 9: float ("vs_c9")
* 10: float ("vs_c10")
* 11: float ("vs_c11")
* 12: float ("vs_c12")
* 13: float ("vs_c13")
* 14: float ("vs_c14")
* 15: float ("vs_c15")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "matWorld"
register set float4
register index 8
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 2: "matWorldView"
register set float4
register index 4
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorldViewProj"
register set float4
register index 0
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "vCameraPos"
register set float4
register index 15
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vSkyLightDir"
register set float4
register index 13
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 6: "vSunDir"
register set float4
register index 14
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[16];
const vec4 vs_c16 = vec4(2.0, 1.0, -1.0, 0.0);
vec4 vs_r0;
vec4 vs_r1;
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
#define vs_c4 vs_uniforms_vec4[4]
#define vs_c5 vs_uniforms_vec4[5]
#define vs_c6 vs_uniforms_vec4[6]
#define vs_c7 vs_uniforms_vec4[7]
#define vs_c8 vs_uniforms_vec4[8]
#define vs_c9 vs_uniforms_vec4[9]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c11 vs_uniforms_vec4[11]
#define vs_c12 vs_uniforms_vec4[12]
#define vs_c13 vs_uniforms_vec4[13]
#define vs_c14 vs_uniforms_vec4[14]
#define vs_c15 vs_uniforms_vec4[15]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
#define vs_oT7 gl_TexCoord[7]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c1;
vs_r0 = (vs_c0 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c2 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c3 * vs_v0.wwww) + vs_r0;
vs_r0.xyz = vs_v3.yyy * vs_c9.xyz;
vs_r0.xyz = (vs_c8.xyz * vs_v3.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c10.xyz * vs_v3.zzz) + vs_r0.xyz;
vs_r1.xyz = normalize(vs_r0.xyz);
vs_oT1.x = dot(vs_r1.xyz, -vs_c14.xyz);
vs_oT2.x = dot(vs_r1.xyz, -vs_c13.xyz);
vs_r0.xyz = vs_v4.yyy * vs_c9.xyz;
vs_r0.xyz = (vs_c8.xyz * vs_v4.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c10.xyz * vs_v4.zzz) + vs_r0.xyz;
vs_r1.xyz = normalize(vs_r0.xyz);
vs_oT1.y = dot(vs_r1.xyz, -vs_c14.xyz);
vs_oT2.y = dot(vs_r1.xyz, -vs_c13.xyz);
vs_r0.xyz = vs_v1.yyy * vs_c9.xyz;
vs_r0.xyz = (vs_c8.xyz * vs_v1.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c10.xyz * vs_v1.zzz) + vs_r0.xyz;
vs_r1.xyz = normalize(vs_r0.xyz);
vs_oT1.z = dot(vs_r1.xyz, -vs_c14.xyz);
vs_oT2.z = dot(vs_r1.xyz, -vs_c13.xyz);
vs_oT7.xyz = vs_r1.xyz;
vs_r0.xyz = vs_v0.yyy * vs_c9.xyz;
vs_r0.xyz = (vs_c8.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c10.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c11.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.xyz = -vs_r0.xyz + vs_c15.xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.w = inversesqrt(vs_r0.w);
vs_oT6.xyz = vs_r0.www * vs_r0.xyz;
vs_r0.xyz = vs_v0.yyy * vs_c5.xyz;
vs_r0.xyz = (vs_c4.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c6.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c7.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c12.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0 = vs_v5;
vs_oT0.xy = vs_v2.xy;
vs_oT3 = (vs_v6 * vs_c16.xxxy) + vs_c16.zzzw;
vs_oT4 = vs_c16.wwww;
vs_oT5.xy = vs_c16.ww;
}
OBJECT #147: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 59
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* color1 ("vs_v6")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
* (null) ("vs_oT7")
CONSTANTS:
* 21: float (2.000000 1.000000 -1.000000 0.000000)
UNIFORMS:
* 0: float ("vs_c0")
* 1: float ("vs_c1")
* 2: float ("vs_c2")
* 3: float ("vs_c3")
* 4: float ("vs_c4")
* 5: float ("vs_c5")
* 6: float ("vs_c6")
* 7: float ("vs_c7")
* 8: float ("vs_c8")
* 9: float ("vs_c9")
* 10: float ("vs_c10")
* 11: float ("vs_c11")
* 12: float ("vs_c12")
* 13: float ("vs_c13")
* 14: float ("vs_c14")
* 15: float ("vs_c15")
* 16: float ("vs_c16")
* 17: float ("vs_c17")
* 18: float ("vs_c18")
* 19: float ("vs_c19")
* 20: float ("vs_c20")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 16
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 20
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 12
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 8
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 4
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 0
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 19
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSkyLightDir"
register set float4
register index 17
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 8: "vSunDir"
register set float4
register index 18
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[21];
const vec4 vs_c21 = vec4(2.0, 1.0, -1.0, 0.0);
vec4 vs_r0;
vec4 vs_r1;
vec4 vs_r2;
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
#define vs_c4 vs_uniforms_vec4[4]
#define vs_c5 vs_uniforms_vec4[5]
#define vs_c6 vs_uniforms_vec4[6]
#define vs_c7 vs_uniforms_vec4[7]
#define vs_c8 vs_uniforms_vec4[8]
#define vs_c9 vs_uniforms_vec4[9]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c11 vs_uniforms_vec4[11]
#define vs_c12 vs_uniforms_vec4[12]
#define vs_c13 vs_uniforms_vec4[13]
#define vs_c14 vs_uniforms_vec4[14]
#define vs_c15 vs_uniforms_vec4[15]
#define vs_c16 vs_uniforms_vec4[16]
#define vs_c17 vs_uniforms_vec4[17]
#define vs_c18 vs_uniforms_vec4[18]
#define vs_c19 vs_uniforms_vec4[19]
#define vs_c20 vs_uniforms_vec4[20]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
#define vs_oT7 gl_TexCoord[7]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c1;
vs_r0 = (vs_c0 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c2 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c3 * vs_v0.wwww) + vs_r0;
vs_r0 = vs_v0.yyyy * vs_c9;
vs_r0 = (vs_c8 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c10 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c11 * vs_v0.wwww) + vs_r0;
vs_r1 = vs_r0.yyyy * vs_c13;
vs_r1 = (vs_c12 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c14 * vs_r0.zzzz) + vs_r1;
vs_r1 = (vs_c15 * vs_r0.wwww) + vs_r1;
vs_r0.xyz = -vs_r0.xyz + vs_c19.xyz;
vs_r0.w = 1.0 / vs_r1.w;
vs_oT4.z = vs_r0.w * vs_r1.z;
vs_oT5.xy = vs_r1.xy * vs_c20.xx;
vs_oT4.xy = vs_r1.xy;
vs_r1.xyz = vs_v3.yyy * vs_c9.xyz;
vs_r1.xyz = (vs_c8.xyz * vs_v3.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c10.xyz * vs_v3.zzz) + vs_r1.xyz;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_oT1.x = dot(vs_r2.xyz, -vs_c18.xyz);
vs_oT2.x = dot(vs_r2.xyz, -vs_c17.xyz);
vs_r1.xyz = vs_v4.yyy * vs_c9.xyz;
vs_r1.xyz = (vs_c8.xyz * vs_v4.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c10.xyz * vs_v4.zzz) + vs_r1.xyz;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_oT1.y = dot(vs_r2.xyz, -vs_c18.xyz);
vs_oT2.y = dot(vs_r2.xyz, -vs_c17.xyz);
vs_r1.xyz = vs_v1.yyy * vs_c9.xyz;
vs_r1.xyz = (vs_c8.xyz * vs_v1.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c10.xyz * vs_v1.zzz) + vs_r1.xyz;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_oT1.z = dot(vs_r2.xyz, -vs_c18.xyz);
vs_oT2.z = dot(vs_r2.xyz, -vs_c17.xyz);
vs_oT7.xyz = vs_r2.xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.w = inversesqrt(vs_r0.w);
vs_oT6.xyz = vs_r0.www * vs_r0.xyz;
vs_r0.xyz = vs_v0.yyy * vs_c5.xyz;
vs_r0.xyz = (vs_c4.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c6.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c7.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c16.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0 = vs_v5;
vs_oT0.xy = vs_v2.xy;
vs_oT3 = (vs_v6 * vs_c21.xxxy) + vs_c21.zzzw;
vs_oT4.w = vs_c21.y;
}
OBJECT #148: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.1
INSTRUCTION COUNT: 59
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* color1 ("vs_v6")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
* (null) ("vs_oT7")
CONSTANTS:
* 21: float (2.000000 1.000000 -1.000000 0.000000)
UNIFORMS:
* 0: float ("vs_c0")
* 1: float ("vs_c1")
* 2: float ("vs_c2")
* 3: float ("vs_c3")
* 4: float ("vs_c4")
* 5: float ("vs_c5")
* 6: float ("vs_c6")
* 7: float ("vs_c7")
* 8: float ("vs_c8")
* 9: float ("vs_c9")
* 10: float ("vs_c10")
* 11: float ("vs_c11")
* 12: float ("vs_c12")
* 13: float ("vs_c13")
* 14: float ("vs_c14")
* 15: float ("vs_c15")
* 16: float ("vs_c16")
* 17: float ("vs_c17")
* 18: float ("vs_c18")
* 19: float ("vs_c19")
* 20: float ("vs_c20")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 16
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 20
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 12
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 8
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldView"
register set float4
register index 4
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matWorldViewProj"
register set float4
register index 0
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 19
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSkyLightDir"
register set float4
register index 17
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
* 8: "vSunDir"
register set float4
register index 18
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[21];
const vec4 vs_c21 = vec4(2.0, 1.0, -1.0, 0.0);
vec4 vs_r0;
vec4 vs_r1;
vec4 vs_r2;
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c1 vs_uniforms_vec4[1]
#define vs_c2 vs_uniforms_vec4[2]
#define vs_c3 vs_uniforms_vec4[3]
#define vs_c4 vs_uniforms_vec4[4]
#define vs_c5 vs_uniforms_vec4[5]
#define vs_c6 vs_uniforms_vec4[6]
#define vs_c7 vs_uniforms_vec4[7]
#define vs_c8 vs_uniforms_vec4[8]
#define vs_c9 vs_uniforms_vec4[9]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c11 vs_uniforms_vec4[11]
#define vs_c12 vs_uniforms_vec4[12]
#define vs_c13 vs_uniforms_vec4[13]
#define vs_c14 vs_uniforms_vec4[14]
#define vs_c15 vs_uniforms_vec4[15]
#define vs_c16 vs_uniforms_vec4[16]
#define vs_c17 vs_uniforms_vec4[17]
#define vs_c18 vs_uniforms_vec4[18]
#define vs_c19 vs_uniforms_vec4[19]
#define vs_c20 vs_uniforms_vec4[20]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
#define vs_oT7 gl_TexCoord[7]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c1;
vs_r0 = (vs_c0 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c2 * vs_v0.zzzz) + vs_r0;
vs_oPos = (vs_c3 * vs_v0.wwww) + vs_r0;
vs_r0 = vs_v0.yyyy * vs_c9;
vs_r0 = (vs_c8 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c10 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c11 * vs_v0.wwww) + vs_r0;
vs_r1 = vs_r0.yyyy * vs_c13;
vs_r1 = (vs_c12 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c14 * vs_r0.zzzz) + vs_r1;
vs_r1 = (vs_c15 * vs_r0.wwww) + vs_r1;
vs_r0.xyz = -vs_r0.xyz + vs_c19.xyz;
vs_r0.w = 1.0 / vs_r1.w;
vs_oT4.z = vs_r0.w * vs_r1.z;
vs_oT5.xy = vs_r1.xy * vs_c20.xx;
vs_oT4.xy = vs_r1.xy;
vs_r1.xyz = vs_v3.yyy * vs_c9.xyz;
vs_r1.xyz = (vs_c8.xyz * vs_v3.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c10.xyz * vs_v3.zzz) + vs_r1.xyz;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_oT1.x = dot(vs_r2.xyz, -vs_c18.xyz);
vs_oT2.x = dot(vs_r2.xyz, -vs_c17.xyz);
vs_r1.xyz = vs_v4.yyy * vs_c9.xyz;
vs_r1.xyz = (vs_c8.xyz * vs_v4.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c10.xyz * vs_v4.zzz) + vs_r1.xyz;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_oT1.y = dot(vs_r2.xyz, -vs_c18.xyz);
vs_oT2.y = dot(vs_r2.xyz, -vs_c17.xyz);
vs_r1.xyz = vs_v1.yyy * vs_c9.xyz;
vs_r1.xyz = (vs_c8.xyz * vs_v1.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_c10.xyz * vs_v1.zzz) + vs_r1.xyz;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_oT1.z = dot(vs_r2.xyz, -vs_c18.xyz);
vs_oT2.z = dot(vs_r2.xyz, -vs_c17.xyz);
vs_oT7.xyz = vs_r2.xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.w = inversesqrt(vs_r0.w);
vs_oT6.xyz = vs_r0.www * vs_r0.xyz;
vs_r0.xyz = vs_v0.yyy * vs_c5.xyz;
vs_r0.xyz = (vs_c4.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c6.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c7.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c16.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0 = vs_v5;
vs_oT0.xy = vs_v2.xy;
vs_oT3 = (vs_v6 * vs_c21.xxxy) + vs_c21.zzzw;
vs_oT4.w = vs_c21.y;
}
OBJECT #149: SHADER, technique 0, pass 0
OBJECT #150: SHADER, technique 0, pass 0
OBJECT #151: SHADER, technique 0, pass 0
OBJECT #152: SHADER, technique 0, pass 0
OBJECT #153: SHADER, technique 0, pass 0
OBJECT #154: SHADER, technique 0, pass 0
OBJECT #155: SHADER, technique 0, pass 0
OBJECT #156: SHADER, technique 0, pass 0
OBJECT #157: SHADER, technique 0, pass 0
OBJECT #158: SHADER, technique 0, pass 0
OBJECT #159: SHADER, technique 0, pass 0
OBJECT #160: SHADER, technique 0, pass 0
OBJECT #161: SHADER, technique 0, pass 0
OBJECT #162: SHADER, technique 0, pass 0
OBJECT #163: SHADER, technique 0, pass 0
OBJECT #164: SHADER, technique 0, pass 0
OBJECT #165: SHADER, technique 0, pass 0
OBJECT #166: SHADER, technique 0, pass 0
OBJECT #167: SHADER, technique 0, pass 0
OBJECT #168: SHADER, technique 0, pass 0
OBJECT #169: SHADER, technique 0, pass 0
OBJECT #170: SHADER, technique 0, pass 0
OBJECT #171: SHADER, technique 0, pass 0
OBJECT #172: SHADER, technique 0, pass 0
OBJECT #173: SHADER, technique 0, pass 0
OBJECT #174: SHADER, technique 0, pass 0
OBJECT #175: SHADER, technique 0, pass 0
OBJECT #176: SHADER, technique 0, pass 0
OBJECT #177: SHADER, technique 0, pass 0
OBJECT #178: SHADER, technique 0, pass 0
OBJECT #179: SHADER, technique 0, pass 0
OBJECT #180: SHADER, technique 0, pass 0
OBJECT #181: SHADER, technique 0, pass 0
OBJECT #182: SHADER, technique 0, pass 0
OBJECT #183: SHADER, technique 0, pass 0
OBJECT #184: SHADER, technique 0, pass 0
OBJECT #185: SHADER, technique 0, pass 0
OBJECT #186: SHADER, technique 0, pass 0
OBJECT #187: SHADER, technique 0, pass 0
OBJECT #188: SHADER, technique 0, pass 0
OBJECT #189: SHADER, technique 0, pass 0
OBJECT #190: SHADER, technique 0, pass 0
OBJECT #191: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:3856: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:4012: ERROR: relative address needs replicate swizzle
OBJECT #192: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:6000: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:6156: ERROR: relative address needs replicate swizzle
OBJECT #193: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:3048: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:3204: ERROR: relative address needs replicate swizzle
OBJECT #194: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:5576: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:5732: ERROR: relative address needs replicate swizzle
OBJECT #195: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:3756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:3912: ERROR: relative address needs replicate swizzle
OBJECT #196: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:6304: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:6460: ERROR: relative address needs replicate swizzle
OBJECT #197: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 152
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 58: float (0.100000 0.150000 0.000000 1.000000)
* 59: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
* 53: float ("vs_c53")
* 54: float ("vs_c54")
* 55: float ("vs_c55")
* 56: float ("vs_c56")
* 57: float ("vs_c57")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 53
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 54
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 57
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matMotionBlur"
register set float4
register index 40
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matSunViewProj"
register set float4
register index 44
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 48
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "matWorld"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 7: "matWorldView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 8: "matWorldViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 9: "vCameraPos"
register set float4
register index 56
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 11: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 12: "vMaterialColor"
register set float4
register index 52
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 13: "vSunDir"
register set float4
register index 55
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[57];
const vec4 vs_c58 = vec4(0.100000001, 0.150000004, 0.0, 1.0);
const vec4 vs_c59 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
#define vs_c46 vs_uniforms_vec4[45]
#define vs_c47 vs_uniforms_vec4[46]
#define vs_c48 vs_uniforms_vec4[47]
#define vs_c49 vs_uniforms_vec4[48]
#define vs_c50 vs_uniforms_vec4[49]
#define vs_c51 vs_uniforms_vec4[50]
#define vs_c52 vs_uniforms_vec4[51]
#define vs_c53 vs_uniforms_vec4[52]
#define vs_c54 vs_uniforms_vec4[53]
#define vs_c55 vs_uniforms_vec4[54]
#define vs_c56 vs_uniforms_vec4[55]
#define vs_c57 vs_uniforms_vec4[56]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
#define vs_oT6 gl_TexCoord[6]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c29;
vs_r0 = (vs_c28 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c30 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.wwww) + vs_r0;
vs_r1.x = -vs_v0.y + vs_c59.x;
vs_r1.x = max(vs_r1.x, vs_c58.z);
vs_r2 = vs_v0.yyyy * vs_c41;
vs_r2 = (vs_c40 * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_c42 * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_c43 * vs_v0.wwww) + vs_r2;
vs_r3 = vs_v0.yyyy * vs_c37;
vs_r3 = (vs_c36 * vs_v0.xxxx) + vs_r3;
vs_r3 = (vs_c38 * vs_v0.zzzz) + vs_r3;
vs_r3 = (vs_c39 * vs_v0.wwww) + vs_r3;
vs_r4 = vs_r2 + -vs_r3;
vs_r1.y = dot(vs_r4, vs_r4);
vs_r1.y = inversesqrt(vs_r1.y);
vs_r1.yzw = vs_r1.yyy * vs_r4.xyz;
vs_r2.xyz = vs_v1.yyy * vs_c37.xyz;
vs_r2.xyz = (vs_c36.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c38.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r5.xyz = normalize(vs_r2.xyz);
vs_r1.y = dot(vs_r5.xyz, vs_r1.yzw);
vs_r1.z = vs_r1.y + vs_c59.x;
vs_r1.y = float(vs_c58.x < vs_r1.y);
vs_r1.z = max(vs_r1.z, vs_c58.z);
vs_r1.xz = min(vs_r1.xz, vs_c58.ww);
vs_r1.z = (vs_r1.z * vs_c59.y) + vs_c59.z;
vs_r1.z = max(vs_r1.z, vs_c58.z);
vs_r1.z = min(vs_r1.z, vs_c58.w);
vs_r1.x = vs_r1.z + vs_r1.x;
vs_r6.x = vs_r1.x + vs_c59.w;
vs_r2.x = vs_v5.w;
vs_r1.x = vs_v0.y + vs_c58.y;
vs_r1.x = max(vs_r1.x, vs_c58.z);
vs_r1.x = min(vs_r1.x, vs_c58.w);
vs_r1.x = vs_r1.x * vs_r1.y;
vs_r6.y = mix(vs_r3.w, vs_r2.w, vs_r1.x);
vs_r1.xyz = vs_r4.xyz * vs_r1.xxx;
vs_r1.xyz = (vs_c53.xxx * vs_r1.xyz) + vs_r3.xyz;
vs_r2.y = vs_r3.w;
vs_r3.xy = mix(vs_r2.xy, vs_r6.xy, vs_c53.xx);
vs_r2 = vs_r1.yyyy * vs_c49;
vs_r2 = (vs_c48 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c50 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c51 * vs_r3.yyyy) + vs_r2;
vs_r2 = -vs_r0 + vs_r2;
vs_oPos = (vs_c53.xxxx * vs_r2) + vs_r0;
vs_r0.xyz = vs_v3.yyy * vs_c37.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v3.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c38.xyz * vs_v3.zzz) + vs_r0.xyz;
vs_r2.xyz = normalize(vs_r0.xyz);
vs_r0.x = dot(vs_r2.xyz, -vs_c55.xyz);
vs_r4.xyz = vs_v4.yyy * vs_c37.xyz;
vs_r4.xyz = (vs_c36.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_c38.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r6.xyz = normalize(vs_r4.xyz);
vs_r0.y = dot(vs_r6.xyz, -vs_c55.xyz);
vs_r0.z = dot(vs_r5.xyz, -vs_c55.xyz);
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.w = inversesqrt(vs_r0.w);
vs_oT1.xyz = vs_r0.www * vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r0.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.xyz = vs_r0.xyz * vs_r1.www;
vs_r0.x = dot(vs_r5.xyz, vs_r0.xyz);
vs_r0.x = max(vs_r0.x, vs_c58.z);
vs_r0.x = min(vs_r0.x, vs_c58.w);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r0.xyz = vs_r0.xxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r0.xyz = vs_r0.www * vs_r0.xyz;
vs_r0.xyz = vs_r0.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r4.xyz = vs_r1.www * vs_r4.xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r4.xyz);
vs_r1.w = max(vs_r1.w, vs_c58.z);
vs_r1.w = min(vs_r1.w, vs_c58.w);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r1.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r4.xyz = vs_r1.www * vs_r4.xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r4.xyz);
vs_r1.w = max(vs_r1.w, vs_c58.z);
vs_r1.w = min(vs_r1.w, vs_c58.w);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r1.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r0.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.w = max(vs_r0.w, vs_c58.z);
vs_oT3.w = min(vs_r0.w, vs_c58.w);
vs_r0.xyz = vs_r0.xyz * vs_r1.www;
vs_oT3.x = dot(vs_r2.xyz, vs_r0.xyz);
vs_oT3.y = dot(vs_r6.xyz, vs_r0.xyz);
vs_oT3.z = dot(vs_r5.xyz, vs_r0.xyz);
vs_r0.xyz = -vs_r1.xyz + vs_c56.xyz;
vs_r4.xyz = normalize(vs_r0.xyz);
vs_oT6.x = dot(vs_r2.xyz, vs_r4.xyz);
vs_oT2.x = vs_r2.z;
vs_oT6.y = dot(vs_r6.xyz, vs_r4.xyz);
vs_oT2.y = vs_r6.z;
vs_oT6.z = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.z = vs_r5.z;
vs_oD0.w = vs_r3.x * vs_c52.w;
vs_r0 = vs_r1.yyyy * vs_c45;
vs_r0 = (vs_c44 * vs_r1.xxxx) + vs_r0;
vs_r0 = (vs_c46 * vs_r1.zzzz) + vs_r0;
vs_r0 = (vs_c47 * vs_r3.yyyy) + vs_r0;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT4.z = vs_r0.w * vs_r0.z;
vs_oT5.xy = vs_r0.xy * vs_c57.xx;
vs_oT4.xy = vs_r0.xy;
vs_r0.xyz = vs_v0.yyy * vs_c33.xyz;
vs_r0.xyz = (vs_c32.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c34.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c54.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c58.w;
}
OBJECT #198: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 185
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* blendweight ("vs_v6")
* blendindices ("vs_v7")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 177: float (4.000000 0.000000 -2.000000 1.000000)
UNIFORMS:
* 128: array[10] float ("vs_const_array_128_10")
* 138: array[10] float ("vs_const_array_138_10")
* 0: array[128] float ("vs_const_array_0_128")
* 148: float ("vs_c148")
* 149: float ("vs_c149")
* 150: float ("vs_c150")
* 152: float ("vs_c152")
* 153: float ("vs_c153")
* 154: float ("vs_c154")
* 155: float ("vs_c155")
* 156: float ("vs_c156")
* 157: float ("vs_c157")
* 158: float ("vs_c158")
* 159: float ("vs_c159")
* 160: float ("vs_c160")
* 161: float ("vs_c161")
* 162: float ("vs_c162")
* 163: float ("vs_c163")
* 164: float ("vs_c164")
* 165: float ("vs_c165")
* 166: float ("vs_c166")
* 167: float ("vs_c167")
* 168: float ("vs_c168")
* 169: float ("vs_c169")
* 170: float ("vs_c170")
* 171: float ("vs_c171")
* 172: float ("vs_c172")
* 173: float ("vs_c173")
* 174: float ("vs_c174")
* 175: float ("vs_c175")
* 176: float ("vs_c176")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 173
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 176
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 168
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 164
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldArray"
register set float4
register index 0
register count 128
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 32
* 5: "matWorldView"
register set float4
register index 160
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "matWorldViewProj"
register set float4
register index 156
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 7: "vCameraPos"
register set float4
register index 175
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vLightDiffuse"
register set float4
register index 138
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 9: "vLightPosDir"
register set float4
register index 128
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 10: "vMaterialColor"
register set float4
register index 172
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSunDir"
register set float4
register index 174
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c148.x, (1), c4.x
lt c149.x, (2), c4.x
lt c150.x, (3), c4.x
mov c152.x, c1.x
mov c153.x, c2.x
mov c154.x, c3.x
mov c155.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[176];
const vec4 vs_c177 = vec4(4.0, 0.0, -2.0, 1.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
#define ARRAYBASE_128 0
#define ARRAYBASE_138 10
#define ARRAYBASE_0 20
#define vs_c0 vs_uniforms_vec4[20]
#define vs_c1 vs_uniforms_vec4[21]
#define vs_c2 vs_uniforms_vec4[22]
#define vs_c3 vs_uniforms_vec4[23]
#define vs_c128 vs_uniforms_vec4[0]
#define vs_c138 vs_uniforms_vec4[10]
#define vs_c148 vs_uniforms_vec4[148]
#define vs_c149 vs_uniforms_vec4[149]
#define vs_c150 vs_uniforms_vec4[150]
#define vs_c152 vs_uniforms_vec4[151]
#define vs_c153 vs_uniforms_vec4[152]
#define vs_c154 vs_uniforms_vec4[153]
#define vs_c155 vs_uniforms_vec4[154]
#define vs_c156 vs_uniforms_vec4[155]
#define vs_c157 vs_uniforms_vec4[156]
#define vs_c158 vs_uniforms_vec4[157]
#define vs_c159 vs_uniforms_vec4[158]
#define vs_c160 vs_uniforms_vec4[159]
#define vs_c161 vs_uniforms_vec4[160]
#define vs_c162 vs_uniforms_vec4[161]
#define vs_c163 vs_uniforms_vec4[162]
#define vs_c164 vs_uniforms_vec4[163]
#define vs_c165 vs_uniforms_vec4[164]
#define vs_c166 vs_uniforms_vec4[165]
#define vs_c167 vs_uniforms_vec4[166]
#define vs_c168 vs_uniforms_vec4[167]
#define vs_c169 vs_uniforms_vec4[168]
#define vs_c170 vs_uniforms_vec4[169]
#define vs_c171 vs_uniforms_vec4[170]
#define vs_c172 vs_uniforms_vec4[171]
#define vs_c173 vs_uniforms_vec4[172]
#define vs_c174 vs_uniforms_vec4[173]
#define vs_c175 vs_uniforms_vec4[174]
#define vs_c176 vs_uniforms_vec4[175]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
void main()
{
vs_r0 = fract(vs_v7);
vs_r0 = -vs_r0 + vs_v7;
vs_r0 = vs_r0 * vs_c177.xxxx;
vs_a0 = ivec4(floor(abs(vs_r0.yxzw) + vec4(0.5)) * sign(vs_r0.yxzw));
vs_r1 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x];
vs_r1 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x] * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x] * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.x] * vs_v0.wwww) + vs_r1;
vs_r1 = vs_r1 * vs_v6.yyyy;
vs_r2 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y];
vs_r2 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y] * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y] * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.y] * vs_v0.wwww) + vs_r2;
vs_r1 = (vs_r2 * vs_v6.xxxx) + vs_r1;
vs_r0 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.z];
vs_r0 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.z] * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.z] * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.z] * vs_v0.wwww) + vs_r0;
vs_r0 = (vs_r0 * vs_v6.zzzz) + vs_r1;
vs_r1 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.w];
vs_r1 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w] * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.w] * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.w] * vs_v0.wwww) + vs_r1;
vs_r0 = (vs_r1 * vs_v6.wwww) + vs_r0;
vs_r1 = vs_r0.yyyy * vs_c157;
vs_r1 = (vs_c156 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c158 * vs_r0.zzzz) + vs_r1;
vs_oPos = (vs_c159 * vs_r0.wwww) + vs_r1;
vs_r1.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x].zxy;
vs_r1.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x].zxy * vs_v1.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x].zxy * vs_v1.zzz) + vs_r1.xyz;
vs_r1.xyz = vs_r1.xyz * vs_v6.yyy;
vs_r2.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y].zxy;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y].zxy * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y].zxy * vs_v1.zzz) + vs_r2.xyz;
vs_r1.xyz = (vs_r2.xyz * vs_v6.xxx) + vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.z].zxy;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.z].zxy * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.z].zxy * vs_v1.zzz) + vs_r2.xyz;
vs_r1.xyz = (vs_r2.xyz * vs_v6.zzz) + vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.w].zxy;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].zxy * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.w].zxy * vs_v1.zzz) + vs_r2.xyz;
vs_r1.xyz = (vs_r2.xyz * vs_v6.www) + vs_r1.xyz;
vs_r1.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r1.w = inversesqrt(vs_r1.w);
vs_r1.xyz = vs_r1.www * vs_r1.xyz;
vs_r2.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y].yzx;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y].yzx * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y].yzx * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x].yzx;
vs_r3.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x].yzx * vs_v3.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x].yzx * vs_v3.zzz) + vs_r3.xyz;
vs_r3.xyz = vs_r3.xyz * vs_v6.yyy;
vs_r2.xyz = (vs_r2.xyz * vs_v6.xxx) + vs_r3.xyz;
vs_r3.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.z].yzx;
vs_r3.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.z].yzx * vs_v3.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.z].yzx * vs_v3.zzz) + vs_r3.xyz;
vs_r2.xyz = (vs_r3.xyz * vs_v6.zzz) + vs_r2.xyz;
vs_r3.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.w].yzx;
vs_r3.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].yzx * vs_v3.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.w].yzx * vs_v3.zzz) + vs_r3.xyz;
vs_r2.xyz = (vs_r3.xyz * vs_v6.www) + vs_r2.xyz;
vs_r1.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r1.w = inversesqrt(vs_r1.w);
vs_r2.xyz = vs_r1.www * vs_r2.xyz;
vs_r3.xyz = vs_r1.xyz * vs_r2.xyz;
vs_r3.xyz = (vs_r1.zxy * vs_r2.yzx) + -vs_r3.xyz;
vs_r4.xyz = vs_v1.xyz;
vs_r5.xyz = vs_r4.zxy * vs_v3.yzx;
vs_r4.xyz = (vs_r4.yzx * vs_v3.zxy) + -vs_r5.xyz;
vs_r1.w = dot(vs_r4.xyz, vs_v4.xyz);
vs_r1.w = float(vs_r1.w < vs_c177.y);
vs_r4.xyz = vs_r1.www * vs_r3.xyz;
vs_r3.xyz = (vs_r4.xyz * vs_c177.zzz) + vs_r3.xyz;
vs_r4.xyz = vs_r3.yyy * vs_c165.xyz;
vs_r3.xyw = (vs_c164.xyz * vs_r3.xxx) + vs_r4.xyz;
vs_r3.xyz = (vs_c166.xyz * vs_r3.zzz) + vs_r3.xyw;
vs_r4.xyz = normalize(vs_r3.xyz);
vs_r3.y = dot(vs_r4.xyz, -vs_c174.xyz);
vs_r5.xyz = vs_r2.xxx * vs_c165.xyz;
vs_r2.xzw = (vs_c164.xyz * vs_r2.zzz) + vs_r5.xyz;
vs_r2.xyz = (vs_c166.xyz * vs_r2.yyy) + vs_r2.xzw;
vs_r5.xyz = normalize(vs_r2.xyz);
vs_r3.x = dot(vs_r5.xyz, -vs_c174.xyz);
vs_r2.xyz = vs_r1.zzz * vs_c165.xyz;
vs_r1.yzw = (vs_c164.xyz * vs_r1.yyy) + vs_r2.xyz;
vs_r1.xyz = (vs_c166.xyz * vs_r1.xxx) + vs_r1.yzw;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_r3.z = dot(vs_r2.xyz, -vs_c174.xyz);
vs_r1.x = dot(vs_r3.xyz, vs_r3.xyz);
vs_r1.x = inversesqrt(vs_r1.x);
vs_oT1.xyz = vs_r1.xxx * vs_r3.xyz;
vs_r1 = vs_r0.yyyy * vs_c165;
vs_r1 = (vs_c164 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c166 * vs_r0.zzzz) + vs_r1;
vs_r1 = (vs_c167 * vs_r0.wwww) + vs_r1;
vs_a0.w = int(floor(abs(vs_c153.x) + 0.5) * sign(vs_c153.x));
vs_r3.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r3.xyz = vs_r3.www * vs_r3.xyz;
vs_r3.x = dot(vs_r2.xyz, vs_r3.xyz);
vs_r3.x = max(vs_r3.x, vs_c177.y);
vs_r3.x = min(vs_r3.x, vs_c177.w);
vs_a0.w = int(floor(abs(vs_c153.x) + 0.5) * sign(vs_c153.x));
vs_r3.xyz = vs_r3.xxx * vs_uniforms_vec4[ARRAYBASE_138 + vs_a0.w].xyz;
vs_r3.xyz = vs_r2.www * vs_r3.xyz;
vs_r3.xyz = vs_r3.xyz * vs_c149.xxx;
vs_a0.w = int(floor(abs(vs_c152.x) + 0.5) * sign(vs_c152.x));
vs_r6.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r6.xyz, vs_r6.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r6.xyz = vs_r3.www * vs_r6.xyz;
vs_r3.w = dot(vs_r2.xyz, vs_r6.xyz);
vs_r3.w = max(vs_r3.w, vs_c177.y);
vs_r3.w = min(vs_r3.w, vs_c177.w);
vs_a0.w = int(floor(abs(vs_c152.x) + 0.5) * sign(vs_c152.x));
vs_r6.xyz = vs_r3.www * vs_uniforms_vec4[ARRAYBASE_138 + vs_a0.w].xyz;
vs_r6.xyz = vs_r2.www * vs_r6.xyz;
vs_r3.xyz = (vs_c148.xxx * vs_r6.xyz) + vs_r3.xyz;
vs_a0.w = int(floor(abs(vs_c154.x) + 0.5) * sign(vs_c154.x));
vs_r6.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r6.xyz, vs_r6.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r6.xyz = vs_r3.www * vs_r6.xyz;
vs_r3.w = dot(vs_r2.xyz, vs_r6.xyz);
vs_r3.w = max(vs_r3.w, vs_c177.y);
vs_r3.w = min(vs_r3.w, vs_c177.w);
vs_a0.w = int(floor(abs(vs_c154.x) + 0.5) * sign(vs_c154.x));
vs_r6.xyz = vs_r3.www * vs_uniforms_vec4[ARRAYBASE_138 + vs_a0.w].xyz;
vs_r6.xyz = vs_r2.www * vs_r6.xyz;
vs_oD1.xyz = (vs_c150.xxx * vs_r6.xyz) + vs_r3.xyz;
vs_a0.w = int(floor(abs(vs_c155.x) + 0.5) * sign(vs_c155.x));
vs_r3.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.w = max(vs_r2.w, vs_c177.y);
vs_oT3.w = min(vs_r2.w, vs_c177.w);
vs_r3.xyz = vs_r3.www * vs_r3.xyz;
vs_oT3.x = dot(vs_r5.xyz, vs_r3.xyz);
vs_oT3.y = dot(vs_r4.xyz, vs_r3.xyz);
vs_oT3.z = dot(vs_r2.xyz, vs_r3.xyz);
vs_r3.xyz = -vs_r1.xyz + vs_c175.xyz;
vs_r6.xyz = normalize(vs_r3.xyz);
vs_oT6.x = dot(vs_r5.xyz, vs_r6.xyz);
vs_oT2.x = vs_r5.z;
vs_oT6.y = dot(vs_r4.xyz, vs_r6.xyz);
vs_oT2.y = vs_r4.z;
vs_oT6.z = dot(vs_r2.xyz, vs_r6.xyz);
vs_oT2.z = vs_r2.z;
vs_oD0.w = vs_v5.w * vs_c172.w;
vs_r2 = vs_r1.yyyy * vs_c169;
vs_r2 = (vs_c168 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c170 * vs_r1.zzzz) + vs_r2;
vs_r1 = (vs_c171 * vs_r1.wwww) + vs_r2;
vs_r1.w = 1.0 / vs_r1.w;
vs_oT4.z = vs_r1.w * vs_r1.z;
vs_oT5.xy = vs_r1.xy * vs_c176.xx;
vs_oT4.xy = vs_r1.xy;
vs_r1.xyz = vs_r0.yyy * vs_c161.xyz;
vs_r1.xyz = (vs_c160.xyz * vs_r0.xxx) + vs_r1.xyz;
vs_r0.xyz = (vs_c162.xyz * vs_r0.zzz) + vs_r1.xyz;
vs_r0.xyz = (vs_c163.xyz * vs_r0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c173.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c177.w;
}
OBJECT #199: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:3756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:3912: ERROR: relative address needs replicate swizzle
OBJECT #200: SHADER, technique 4294967295, pass 4294967295
PROFILE: (null)
/tmp/mb.fx:6304: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:6460: ERROR: relative address needs replicate swizzle
OBJECT #201: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 152
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 58: float (0.100000 0.150000 0.000000 1.000000)
* 59: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
* 46: float ("vs_c46")
* 47: float ("vs_c47")
* 48: float ("vs_c48")
* 49: float ("vs_c49")
* 50: float ("vs_c50")
* 51: float ("vs_c51")
* 52: float ("vs_c52")
* 53: float ("vs_c53")
* 54: float ("vs_c54")
* 55: float ("vs_c55")
* 56: float ("vs_c56")
* 57: float ("vs_c57")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 53
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 54
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 57
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matMotionBlur"
register set float4
register index 40
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matSunViewProj"
register set float4
register index 44
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 48
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "matWorld"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 7: "matWorldView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 8: "matWorldViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 9: "vCameraPos"
register set float4
register index 56
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 11: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 12: "vMaterialColor"
register set float4
register index 52
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 13: "vSunDir"
register set float4
register index 55
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[57];
const vec4 vs_c58 = vec4(0.100000001, 0.150000004, 0.0, 1.0);
const vec4 vs_c59 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
#define vs_c46 vs_uniforms_vec4[45]
#define vs_c47 vs_uniforms_vec4[46]
#define vs_c48 vs_uniforms_vec4[47]
#define vs_c49 vs_uniforms_vec4[48]
#define vs_c50 vs_uniforms_vec4[49]
#define vs_c51 vs_uniforms_vec4[50]
#define vs_c52 vs_uniforms_vec4[51]
#define vs_c53 vs_uniforms_vec4[52]
#define vs_c54 vs_uniforms_vec4[53]
#define vs_c55 vs_uniforms_vec4[54]
#define vs_c56 vs_uniforms_vec4[55]
#define vs_c57 vs_uniforms_vec4[56]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
#define vs_oT6 gl_TexCoord[6]
void main()
{
vs_r0 = vs_v0.yyyy * vs_c29;
vs_r0 = (vs_c28 * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_c30 * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_c31 * vs_v0.wwww) + vs_r0;
vs_r1.x = -vs_v0.y + vs_c59.x;
vs_r1.x = max(vs_r1.x, vs_c58.z);
vs_r2 = vs_v0.yyyy * vs_c41;
vs_r2 = (vs_c40 * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_c42 * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_c43 * vs_v0.wwww) + vs_r2;
vs_r3 = vs_v0.yyyy * vs_c37;
vs_r3 = (vs_c36 * vs_v0.xxxx) + vs_r3;
vs_r3 = (vs_c38 * vs_v0.zzzz) + vs_r3;
vs_r3 = (vs_c39 * vs_v0.wwww) + vs_r3;
vs_r4 = vs_r2 + -vs_r3;
vs_r1.y = dot(vs_r4, vs_r4);
vs_r1.y = inversesqrt(vs_r1.y);
vs_r1.yzw = vs_r1.yyy * vs_r4.xyz;
vs_r2.xyz = vs_v1.yyy * vs_c37.xyz;
vs_r2.xyz = (vs_c36.xyz * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_c38.xyz * vs_v1.zzz) + vs_r2.xyz;
vs_r5.xyz = normalize(vs_r2.xyz);
vs_r1.y = dot(vs_r5.xyz, vs_r1.yzw);
vs_r1.z = vs_r1.y + vs_c59.x;
vs_r1.y = float(vs_c58.x < vs_r1.y);
vs_r1.z = max(vs_r1.z, vs_c58.z);
vs_r1.xz = min(vs_r1.xz, vs_c58.ww);
vs_r1.z = (vs_r1.z * vs_c59.y) + vs_c59.z;
vs_r1.z = max(vs_r1.z, vs_c58.z);
vs_r1.z = min(vs_r1.z, vs_c58.w);
vs_r1.x = vs_r1.z + vs_r1.x;
vs_r6.x = vs_r1.x + vs_c59.w;
vs_r2.x = vs_v5.w;
vs_r1.x = vs_v0.y + vs_c58.y;
vs_r1.x = max(vs_r1.x, vs_c58.z);
vs_r1.x = min(vs_r1.x, vs_c58.w);
vs_r1.x = vs_r1.x * vs_r1.y;
vs_r6.y = mix(vs_r3.w, vs_r2.w, vs_r1.x);
vs_r1.xyz = vs_r4.xyz * vs_r1.xxx;
vs_r1.xyz = (vs_c53.xxx * vs_r1.xyz) + vs_r3.xyz;
vs_r2.y = vs_r3.w;
vs_r3.xy = mix(vs_r2.xy, vs_r6.xy, vs_c53.xx);
vs_r2 = vs_r1.yyyy * vs_c49;
vs_r2 = (vs_c48 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c50 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c51 * vs_r3.yyyy) + vs_r2;
vs_r2 = -vs_r0 + vs_r2;
vs_oPos = (vs_c53.xxxx * vs_r2) + vs_r0;
vs_r0.xyz = vs_v3.yyy * vs_c37.xyz;
vs_r0.xyz = (vs_c36.xyz * vs_v3.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c38.xyz * vs_v3.zzz) + vs_r0.xyz;
vs_r2.xyz = normalize(vs_r0.xyz);
vs_r0.x = dot(vs_r2.xyz, -vs_c55.xyz);
vs_r4.xyz = vs_v4.yyy * vs_c37.xyz;
vs_r4.xyz = (vs_c36.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_c38.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r6.xyz = normalize(vs_r4.xyz);
vs_r0.y = dot(vs_r6.xyz, -vs_c55.xyz);
vs_r0.z = dot(vs_r5.xyz, -vs_c55.xyz);
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.w = inversesqrt(vs_r0.w);
vs_oT1.xyz = vs_r0.www * vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r0.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.xyz = vs_r0.xyz * vs_r1.www;
vs_r0.x = dot(vs_r5.xyz, vs_r0.xyz);
vs_r0.x = max(vs_r0.x, vs_c58.z);
vs_r0.x = min(vs_r0.x, vs_c58.w);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r0.xyz = vs_r0.xxx * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r0.xyz = vs_r0.www * vs_r0.xyz;
vs_r0.xyz = vs_r0.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r4.xyz = vs_r1.www * vs_r4.xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r4.xyz);
vs_r1.w = max(vs_r1.w, vs_c58.z);
vs_r1.w = min(vs_r1.w, vs_c58.w);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r1.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r4.xyz, vs_r4.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r4.xyz = vs_r1.www * vs_r4.xyz;
vs_r1.w = dot(vs_r5.xyz, vs_r4.xyz);
vs_r1.w = max(vs_r1.w, vs_c58.z);
vs_r1.w = min(vs_r1.w, vs_c58.w);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r1.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r0.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r0.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.w = dot(vs_r0.xyz, vs_r0.xyz);
vs_r1.w = inversesqrt(vs_r0.w);
vs_r0.w = 1.0 / vs_r0.w;
vs_r0.w = max(vs_r0.w, vs_c58.z);
vs_oT3.w = min(vs_r0.w, vs_c58.w);
vs_r0.xyz = vs_r0.xyz * vs_r1.www;
vs_oT3.x = dot(vs_r2.xyz, vs_r0.xyz);
vs_oT3.y = dot(vs_r6.xyz, vs_r0.xyz);
vs_oT3.z = dot(vs_r5.xyz, vs_r0.xyz);
vs_r0.xyz = -vs_r1.xyz + vs_c56.xyz;
vs_r4.xyz = normalize(vs_r0.xyz);
vs_oT6.x = dot(vs_r2.xyz, vs_r4.xyz);
vs_oT2.x = vs_r2.z;
vs_oT6.y = dot(vs_r6.xyz, vs_r4.xyz);
vs_oT2.y = vs_r6.z;
vs_oT6.z = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.z = vs_r5.z;
vs_oD0.w = vs_r3.x * vs_c52.w;
vs_r0 = vs_r1.yyyy * vs_c45;
vs_r0 = (vs_c44 * vs_r1.xxxx) + vs_r0;
vs_r0 = (vs_c46 * vs_r1.zzzz) + vs_r0;
vs_r0 = (vs_c47 * vs_r3.yyyy) + vs_r0;
vs_r0.w = 1.0 / vs_r0.w;
vs_oT4.z = vs_r0.w * vs_r0.z;
vs_oT5.xy = vs_r0.xy * vs_c57.xx;
vs_oT4.xy = vs_r0.xy;
vs_r0.xyz = vs_v0.yyy * vs_c33.xyz;
vs_r0.xyz = (vs_c32.xyz * vs_v0.xxx) + vs_r0.xyz;
vs_r0.xyz = (vs_c34.xyz * vs_v0.zzz) + vs_r0.xyz;
vs_r0.xyz = (vs_c35.xyz * vs_v0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c54.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c58.w;
}
OBJECT #202: SHADER, technique 4294967295, pass 4294967295
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 185
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* blendweight ("vs_v6")
* blendindices ("vs_v7")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 177: float (4.000000 0.000000 -2.000000 1.000000)
UNIFORMS:
* 128: array[10] float ("vs_const_array_128_10")
* 138: array[10] float ("vs_const_array_138_10")
* 0: array[128] float ("vs_const_array_0_128")
* 148: float ("vs_c148")
* 149: float ("vs_c149")
* 150: float ("vs_c150")
* 152: float ("vs_c152")
* 153: float ("vs_c153")
* 154: float ("vs_c154")
* 155: float ("vs_c155")
* 156: float ("vs_c156")
* 157: float ("vs_c157")
* 158: float ("vs_c158")
* 159: float ("vs_c159")
* 160: float ("vs_c160")
* 161: float ("vs_c161")
* 162: float ("vs_c162")
* 163: float ("vs_c163")
* 164: float ("vs_c164")
* 165: float ("vs_c165")
* 166: float ("vs_c166")
* 167: float ("vs_c167")
* 168: float ("vs_c168")
* 169: float ("vs_c169")
* 170: float ("vs_c170")
* 171: float ("vs_c171")
* 172: float ("vs_c172")
* 173: float ("vs_c173")
* 174: float ("vs_c174")
* 175: float ("vs_c175")
* 176: float ("vs_c176")
SAMPLERS: (none.)
SYMBOLS:
* 0: "fFogDensity"
register set float4
register index 173
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "fShadowMapSize"
register set float4
register index 176
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "matSunViewProj"
register set float4
register index 168
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 3: "matWorld"
register set float4
register index 164
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matWorldArray"
register set float4
register index 0
register count 128
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 32
* 5: "matWorldView"
register set float4
register index 160
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "matWorldViewProj"
register set float4
register index 156
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 7: "vCameraPos"
register set float4
register index 175
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vLightDiffuse"
register set float4
register index 138
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 9: "vLightPosDir"
register set float4
register index 128
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 10: "vMaterialColor"
register set float4
register index 172
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSunDir"
register set float4
register index 174
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c148.x, (1), c4.x
lt c149.x, (2), c4.x
lt c150.x, (3), c4.x
mov c152.x, c1.x
mov c153.x, c2.x
mov c154.x, c3.x
mov c155.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[176];
const vec4 vs_c177 = vec4(4.0, 0.0, -2.0, 1.0);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
#define ARRAYBASE_128 0
#define ARRAYBASE_138 10
#define ARRAYBASE_0 20
#define vs_c0 vs_uniforms_vec4[20]
#define vs_c1 vs_uniforms_vec4[21]
#define vs_c2 vs_uniforms_vec4[22]
#define vs_c3 vs_uniforms_vec4[23]
#define vs_c128 vs_uniforms_vec4[0]
#define vs_c138 vs_uniforms_vec4[10]
#define vs_c148 vs_uniforms_vec4[148]
#define vs_c149 vs_uniforms_vec4[149]
#define vs_c150 vs_uniforms_vec4[150]
#define vs_c152 vs_uniforms_vec4[151]
#define vs_c153 vs_uniforms_vec4[152]
#define vs_c154 vs_uniforms_vec4[153]
#define vs_c155 vs_uniforms_vec4[154]
#define vs_c156 vs_uniforms_vec4[155]
#define vs_c157 vs_uniforms_vec4[156]
#define vs_c158 vs_uniforms_vec4[157]
#define vs_c159 vs_uniforms_vec4[158]
#define vs_c160 vs_uniforms_vec4[159]
#define vs_c161 vs_uniforms_vec4[160]
#define vs_c162 vs_uniforms_vec4[161]
#define vs_c163 vs_uniforms_vec4[162]
#define vs_c164 vs_uniforms_vec4[163]
#define vs_c165 vs_uniforms_vec4[164]
#define vs_c166 vs_uniforms_vec4[165]
#define vs_c167 vs_uniforms_vec4[166]
#define vs_c168 vs_uniforms_vec4[167]
#define vs_c169 vs_uniforms_vec4[168]
#define vs_c170 vs_uniforms_vec4[169]
#define vs_c171 vs_uniforms_vec4[170]
#define vs_c172 vs_uniforms_vec4[171]
#define vs_c173 vs_uniforms_vec4[172]
#define vs_c174 vs_uniforms_vec4[173]
#define vs_c175 vs_uniforms_vec4[174]
#define vs_c176 vs_uniforms_vec4[175]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
void main()
{
vs_r0 = fract(vs_v7);
vs_r0 = -vs_r0 + vs_v7;
vs_r0 = vs_r0 * vs_c177.xxxx;
vs_a0 = ivec4(floor(abs(vs_r0.yxzw) + vec4(0.5)) * sign(vs_r0.yxzw));
vs_r1 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x];
vs_r1 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x] * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x] * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.x] * vs_v0.wwww) + vs_r1;
vs_r1 = vs_r1 * vs_v6.yyyy;
vs_r2 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y];
vs_r2 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y] * vs_v0.xxxx) + vs_r2;
vs_r2 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y] * vs_v0.zzzz) + vs_r2;
vs_r2 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.y] * vs_v0.wwww) + vs_r2;
vs_r1 = (vs_r2 * vs_v6.xxxx) + vs_r1;
vs_r0 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.z];
vs_r0 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.z] * vs_v0.xxxx) + vs_r0;
vs_r0 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.z] * vs_v0.zzzz) + vs_r0;
vs_r0 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.z] * vs_v0.wwww) + vs_r0;
vs_r0 = (vs_r0 * vs_v6.zzzz) + vs_r1;
vs_r1 = vs_v0.yyyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.w];
vs_r1 = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w] * vs_v0.xxxx) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.w] * vs_v0.zzzz) + vs_r1;
vs_r1 = (vs_uniforms_vec4[(ARRAYBASE_0 + 3) + vs_a0.w] * vs_v0.wwww) + vs_r1;
vs_r0 = (vs_r1 * vs_v6.wwww) + vs_r0;
vs_r1 = vs_r0.yyyy * vs_c157;
vs_r1 = (vs_c156 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c158 * vs_r0.zzzz) + vs_r1;
vs_oPos = (vs_c159 * vs_r0.wwww) + vs_r1;
vs_r1.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x].zxy;
vs_r1.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x].zxy * vs_v1.xxx) + vs_r1.xyz;
vs_r1.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x].zxy * vs_v1.zzz) + vs_r1.xyz;
vs_r1.xyz = vs_r1.xyz * vs_v6.yyy;
vs_r2.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y].zxy;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y].zxy * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y].zxy * vs_v1.zzz) + vs_r2.xyz;
vs_r1.xyz = (vs_r2.xyz * vs_v6.xxx) + vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.z].zxy;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.z].zxy * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.z].zxy * vs_v1.zzz) + vs_r2.xyz;
vs_r1.xyz = (vs_r2.xyz * vs_v6.zzz) + vs_r1.xyz;
vs_r2.xyz = vs_v1.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.w].zxy;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].zxy * vs_v1.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.w].zxy * vs_v1.zzz) + vs_r2.xyz;
vs_r1.xyz = (vs_r2.xyz * vs_v6.www) + vs_r1.xyz;
vs_r1.w = dot(vs_r1.xyz, vs_r1.xyz);
vs_r1.w = inversesqrt(vs_r1.w);
vs_r1.xyz = vs_r1.www * vs_r1.xyz;
vs_r2.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.y].yzx;
vs_r2.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.y].yzx * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.y].yzx * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.x].yzx;
vs_r3.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.x].yzx * vs_v3.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.x].yzx * vs_v3.zzz) + vs_r3.xyz;
vs_r3.xyz = vs_r3.xyz * vs_v6.yyy;
vs_r2.xyz = (vs_r2.xyz * vs_v6.xxx) + vs_r3.xyz;
vs_r3.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.z].yzx;
vs_r3.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.z].yzx * vs_v3.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.z].yzx * vs_v3.zzz) + vs_r3.xyz;
vs_r2.xyz = (vs_r3.xyz * vs_v6.zzz) + vs_r2.xyz;
vs_r3.xyz = vs_v3.yyy * vs_uniforms_vec4[(ARRAYBASE_0 + 1) + vs_a0.w].yzx;
vs_r3.xyz = (vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].yzx * vs_v3.xxx) + vs_r3.xyz;
vs_r3.xyz = (vs_uniforms_vec4[(ARRAYBASE_0 + 2) + vs_a0.w].yzx * vs_v3.zzz) + vs_r3.xyz;
vs_r2.xyz = (vs_r3.xyz * vs_v6.www) + vs_r2.xyz;
vs_r1.w = dot(vs_r2.xyz, vs_r2.xyz);
vs_r1.w = inversesqrt(vs_r1.w);
vs_r2.xyz = vs_r1.www * vs_r2.xyz;
vs_r3.xyz = vs_r1.xyz * vs_r2.xyz;
vs_r3.xyz = (vs_r1.zxy * vs_r2.yzx) + -vs_r3.xyz;
vs_r4.xyz = vs_v1.xyz;
vs_r5.xyz = vs_r4.zxy * vs_v3.yzx;
vs_r4.xyz = (vs_r4.yzx * vs_v3.zxy) + -vs_r5.xyz;
vs_r1.w = dot(vs_r4.xyz, vs_v4.xyz);
vs_r1.w = float(vs_r1.w < vs_c177.y);
vs_r4.xyz = vs_r1.www * vs_r3.xyz;
vs_r3.xyz = (vs_r4.xyz * vs_c177.zzz) + vs_r3.xyz;
vs_r4.xyz = vs_r3.yyy * vs_c165.xyz;
vs_r3.xyw = (vs_c164.xyz * vs_r3.xxx) + vs_r4.xyz;
vs_r3.xyz = (vs_c166.xyz * vs_r3.zzz) + vs_r3.xyw;
vs_r4.xyz = normalize(vs_r3.xyz);
vs_r3.y = dot(vs_r4.xyz, -vs_c174.xyz);
vs_r5.xyz = vs_r2.xxx * vs_c165.xyz;
vs_r2.xzw = (vs_c164.xyz * vs_r2.zzz) + vs_r5.xyz;
vs_r2.xyz = (vs_c166.xyz * vs_r2.yyy) + vs_r2.xzw;
vs_r5.xyz = normalize(vs_r2.xyz);
vs_r3.x = dot(vs_r5.xyz, -vs_c174.xyz);
vs_r2.xyz = vs_r1.zzz * vs_c165.xyz;
vs_r1.yzw = (vs_c164.xyz * vs_r1.yyy) + vs_r2.xyz;
vs_r1.xyz = (vs_c166.xyz * vs_r1.xxx) + vs_r1.yzw;
vs_r2.xyz = normalize(vs_r1.xyz);
vs_r3.z = dot(vs_r2.xyz, -vs_c174.xyz);
vs_r1.x = dot(vs_r3.xyz, vs_r3.xyz);
vs_r1.x = inversesqrt(vs_r1.x);
vs_oT1.xyz = vs_r1.xxx * vs_r3.xyz;
vs_r1 = vs_r0.yyyy * vs_c165;
vs_r1 = (vs_c164 * vs_r0.xxxx) + vs_r1;
vs_r1 = (vs_c166 * vs_r0.zzzz) + vs_r1;
vs_r1 = (vs_c167 * vs_r0.wwww) + vs_r1;
vs_a0.w = int(floor(abs(vs_c153.x) + 0.5) * sign(vs_c153.x));
vs_r3.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r3.xyz = vs_r3.www * vs_r3.xyz;
vs_r3.x = dot(vs_r2.xyz, vs_r3.xyz);
vs_r3.x = max(vs_r3.x, vs_c177.y);
vs_r3.x = min(vs_r3.x, vs_c177.w);
vs_a0.w = int(floor(abs(vs_c153.x) + 0.5) * sign(vs_c153.x));
vs_r3.xyz = vs_r3.xxx * vs_uniforms_vec4[ARRAYBASE_138 + vs_a0.w].xyz;
vs_r3.xyz = vs_r2.www * vs_r3.xyz;
vs_r3.xyz = vs_r3.xyz * vs_c149.xxx;
vs_a0.w = int(floor(abs(vs_c152.x) + 0.5) * sign(vs_c152.x));
vs_r6.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r6.xyz, vs_r6.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r6.xyz = vs_r3.www * vs_r6.xyz;
vs_r3.w = dot(vs_r2.xyz, vs_r6.xyz);
vs_r3.w = max(vs_r3.w, vs_c177.y);
vs_r3.w = min(vs_r3.w, vs_c177.w);
vs_a0.w = int(floor(abs(vs_c152.x) + 0.5) * sign(vs_c152.x));
vs_r6.xyz = vs_r3.www * vs_uniforms_vec4[ARRAYBASE_138 + vs_a0.w].xyz;
vs_r6.xyz = vs_r2.www * vs_r6.xyz;
vs_r3.xyz = (vs_c148.xxx * vs_r6.xyz) + vs_r3.xyz;
vs_a0.w = int(floor(abs(vs_c154.x) + 0.5) * sign(vs_c154.x));
vs_r6.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r6.xyz, vs_r6.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r6.xyz = vs_r3.www * vs_r6.xyz;
vs_r3.w = dot(vs_r2.xyz, vs_r6.xyz);
vs_r3.w = max(vs_r3.w, vs_c177.y);
vs_r3.w = min(vs_r3.w, vs_c177.w);
vs_a0.w = int(floor(abs(vs_c154.x) + 0.5) * sign(vs_c154.x));
vs_r6.xyz = vs_r3.www * vs_uniforms_vec4[ARRAYBASE_138 + vs_a0.w].xyz;
vs_r6.xyz = vs_r2.www * vs_r6.xyz;
vs_oD1.xyz = (vs_c150.xxx * vs_r6.xyz) + vs_r3.xyz;
vs_a0.w = int(floor(abs(vs_c155.x) + 0.5) * sign(vs_c155.x));
vs_r3.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_128 + vs_a0.w].xyz;
vs_r2.w = dot(vs_r3.xyz, vs_r3.xyz);
vs_r3.w = inversesqrt(vs_r2.w);
vs_r2.w = 1.0 / vs_r2.w;
vs_r2.w = max(vs_r2.w, vs_c177.y);
vs_oT3.w = min(vs_r2.w, vs_c177.w);
vs_r3.xyz = vs_r3.www * vs_r3.xyz;
vs_oT3.x = dot(vs_r5.xyz, vs_r3.xyz);
vs_oT3.y = dot(vs_r4.xyz, vs_r3.xyz);
vs_oT3.z = dot(vs_r2.xyz, vs_r3.xyz);
vs_r3.xyz = -vs_r1.xyz + vs_c175.xyz;
vs_r6.xyz = normalize(vs_r3.xyz);
vs_oT6.x = dot(vs_r5.xyz, vs_r6.xyz);
vs_oT2.x = vs_r5.z;
vs_oT6.y = dot(vs_r4.xyz, vs_r6.xyz);
vs_oT2.y = vs_r4.z;
vs_oT6.z = dot(vs_r2.xyz, vs_r6.xyz);
vs_oT2.z = vs_r2.z;
vs_oD0.w = vs_v5.w * vs_c172.w;
vs_r2 = vs_r1.yyyy * vs_c169;
vs_r2 = (vs_c168 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c170 * vs_r1.zzzz) + vs_r2;
vs_r1 = (vs_c171 * vs_r1.wwww) + vs_r2;
vs_r1.w = 1.0 / vs_r1.w;
vs_oT4.z = vs_r1.w * vs_r1.z;
vs_oT5.xy = vs_r1.xy * vs_c176.xx;
vs_oT4.xy = vs_r1.xy;
vs_r1.xyz = vs_r0.yyy * vs_c161.xyz;
vs_r1.xyz = (vs_c160.xyz * vs_r0.xxx) + vs_r1.xyz;
vs_r0.xyz = (vs_c162.xyz * vs_r0.zzz) + vs_r1.xyz;
vs_r0.xyz = (vs_c163.xyz * vs_r0.www) + vs_r0.xyz;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c173.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c177.w;
}
OBJECT #203: SHADER, technique 0, pass 0
OBJECT #204: SHADER, technique 0, pass 0
OBJECT #205: SHADER, technique 0, pass 0
OBJECT #206: SHADER, technique 0, pass 0
OBJECT #207: SHADER, technique 0, pass 0
OBJECT #208: SHADER, technique 0, pass 0
OBJECT #209: SHADER, technique 0, pass 0
OBJECT #210: SHADER, technique 0, pass 0
OBJECT #211: SHADER, technique 0, pass 0
OBJECT #212: SHADER, technique 0, pass 0
OBJECT #213: SHADER, technique 0, pass 0
OBJECT #214: SHADER, technique 0, pass 0
OBJECT #215: SHADER, technique 0, pass 0
OBJECT #216: SHADER, technique 0, pass 0
OBJECT #217: SHADER, technique 0, pass 0
OBJECT #218: SHADER, technique 0, pass 0
OBJECT #219: SHADER, technique 0, pass 0
OBJECT #220: SHADER, technique 0, pass 0
OBJECT #221: SHADER, technique 0, pass 0
OBJECT #222: SHADER, technique 0, pass 0
OBJECT #223: SHADER, technique 0, pass 0
OBJECT #224: SHADER, technique 0, pass 0
OBJECT #225: SHADER, technique 0, pass 0
OBJECT #226: SHADER, technique 0, pass 0
OBJECT #227: SHADER, technique 0, pass 0
OBJECT #228: SHADER, technique 0, pass 0
OBJECT #229: SHADER, technique 0, pass 0
OBJECT #230: SHADER, technique 0, pass 0
OBJECT #231: SHADER, technique 0, pass 0
OBJECT #232: SHADER, technique 0, pass 0
OBJECT #233: SHADER, technique 0, pass 0
OBJECT #234: SHADER, technique 0, pass 0
OBJECT #235: SHADER, technique 0, pass 0
OBJECT #236: SHADER, technique 0, pass 0
OBJECT #237: SHADER, technique 0, pass 0
OBJECT #238: SHADER, technique 0, pass 0
OBJECT #239: SHADER, technique 0, pass 0
OBJECT #240: SHADER, technique 0, pass 0
OBJECT #241: SHADER, technique 0, pass 0
OBJECT #242: SHADER, technique 0, pass 0
OBJECT #243: SHADER, technique 0, pass 0
OBJECT #244: SHADER, technique 0, pass 0
OBJECT #245: SHADER, technique 0, pass 0
OBJECT #246: SHADER, technique 0, pass 0
OBJECT #247: SHADER, technique 0, pass 0
OBJECT #248: SHADER, technique 0, pass 0
OBJECT #249: SHADER, technique 0, pass 0
OBJECT #250: SHADER, technique 0, pass 0
OBJECT #251: SHADER, technique 0, pass 0
OBJECT #252: SHADER, technique 0, pass 0
OBJECT #253: SHADER, technique 0, pass 0
OBJECT #254: SHADER, technique 0, pass 0
OBJECT #255: SHADER, technique 0, pass 0
OBJECT #256: SHADER, technique 0, pass 0
OBJECT #257: SHADER, technique 0, pass 0
OBJECT #258: SHADER, technique 0, pass 0
OBJECT #259: SHADER, technique 0, pass 0
OBJECT #260: SHADER, technique 0, pass 0
OBJECT #261: SHADER, technique 0, pass 0
OBJECT #262: SHADER, technique 0, pass 0
OBJECT #263: SHADER, technique 0, pass 0
OBJECT #264: SHADER, technique 0, pass 0
OBJECT #265: SHADER, technique 0, pass 0
OBJECT #266: SHADER, technique 0, pass 0
OBJECT #267: SHADER, technique 0, pass 0
OBJECT #268: SHADER, technique 0, pass 0
OBJECT #269: SHADER, technique 0, pass 0
OBJECT #270: SHADER, technique 0, pass 0
OBJECT #271: SHADER, technique 0, pass 0
OBJECT #272: SHADER, technique 0, pass 0
OBJECT #273: SHADER, technique 0, pass 0
OBJECT #274: SHADER, technique 0, pass 0
OBJECT #275: SHADER, technique 0, pass 0
OBJECT #276: SHADER, technique 0, pass 0
OBJECT #277: SHADER, technique 0, pass 0
OBJECT #278: SHADER, technique 0, pass 0
OBJECT #279: SHADER, technique 0, pass 0
OBJECT #280: SHADER, technique 0, pass 0
OBJECT #281: SHADER, technique 0, pass 0
OBJECT #282: SHADER, technique 0, pass 0
OBJECT #283: SHADER, technique 0, pass 0
OBJECT #284: SHADER, technique 0, pass 0
OBJECT #285: SHADER, technique 0, pass 0
OBJECT #286: SHADER, technique 0, pass 0
OBJECT #287: SHADER, technique 0, pass 0
OBJECT #288: SHADER, technique 0, pass 0
OBJECT #289: SHADER, technique 0, pass 0
OBJECT #290: SHADER, technique 0, pass 0
OBJECT #291: SHADER, technique 0, pass 0
OBJECT #292: SHADER, technique 0, pass 0
OBJECT #293: SHADER, technique 0, pass 0
OBJECT #294: SHADER, technique 0, pass 0
OBJECT #295: SHADER, technique 0, pass 0
OBJECT #296: SHADER, technique 0, pass 0
OBJECT #297: SHADER, technique 0, pass 0
OBJECT #298: SHADER, technique 0, pass 0
OBJECT #299: SHADER, technique 0, pass 0
OBJECT #300: SHADER, technique 0, pass 0
OBJECT #301: SHADER, technique 0, pass 0
OBJECT #302: SHADER, technique 0, pass 0
OBJECT #303: SHADER, technique 0, pass 0
OBJECT #304: SHADER, technique 0, pass 0
OBJECT #305: SHADER, technique 0, pass 0
OBJECT #306: SHADER, technique 0, pass 0
OBJECT #307: SHADER, technique 0, pass 0
OBJECT #308: SHADER, technique 0, pass 0
OBJECT #309: SHADER, technique 0, pass 0
OBJECT #310: SHADER, technique 0, pass 0
OBJECT #311: SHADER, technique 0, pass 0
OBJECT #312: SHADER, technique 0, pass 0
OBJECT #313: SHADER, technique 0, pass 0
OBJECT #314: SHADER, technique 0, pass 0
OBJECT #315: SHADER, technique 0, pass 0
OBJECT #316: SHADER, technique 0, pass 0
OBJECT #317: SHADER, technique 0, pass 0
OBJECT #318: SHADER, technique 0, pass 0
OBJECT #319: SHADER, technique 0, pass 0
OBJECT #320: SHADER, technique 0, pass 0
OBJECT #321: SHADER, technique 0, pass 0
OBJECT #322: SHADER, technique 0, pass 0
OBJECT #323: SHADER, technique 0, pass 0
OBJECT #324: SHADER, technique 0, pass 0
OBJECT #325: SHADER, technique 0, pass 0
OBJECT #326: SHADER, technique 131, pass 0
PROFILE: (null)
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
/tmp/mb.fx:712: ERROR: Unknown preshader opcode.
OBJECT #327: SHADER, technique 132, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #328: SHADER, technique 132, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 70
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 9: float (2.000000 -1.000000 0.050000 1.000000)
* 10: float (0.500000 2.200000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 3: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c0.x, r0.w, c9.x, r1.x
cmp c0.y, r0.w, c9.y, r1.y
cmp c0.z, r0.w, c9.z, r1.z
mul r0.x, c12.x, (0.1)
mul c1.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c9 = vec4(2.0, -1.0, 0.05, 1.0);
const vec4 ps_c10 = vec4(0.5, 2.200000047, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
uniform sampler2D ps_s3;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2DProj(ps_s7, ps_t4);
ps_r0.w = ps_r1.x + ps_c9.z;
ps_r1.xyz = ps_r0.www * ps_c7.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_c9.xxx) + ps_c9.yyy;
ps_r1.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r1.w + ps_c9.w;
ps_r1.w = clamp(ps_r1.w, 0.0, 1.0);
ps_r2.x = ps_r2.w * ps_c10.x;
ps_r3.xyz = ps_c7.xyz;
ps_r2.yzw = (ps_r3.xyz * -ps_r0.www) + ps_c6.xyz;
ps_r1.xyz = (ps_r2.xxx * ps_r2.yzw) + ps_r1.xyz;
ps_r2.x = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.x = ps_r0.w * ps_r2.x;
ps_r1.xyz = (ps_r2.xxx * ps_c5.xyz) + ps_r1.xyz;
ps_r1.xyz = (ps_r1.www * ps_c4.xyz) + ps_r1.xyz;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r1.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r2.xyz = ps_r1.www * ps_c0.xyz;
ps_r2.xyz = clamp(ps_r2.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r1.xyz = ps_r1.xyz + ps_r2.xyz;
ps_r1.xyz = ps_r1.xyz * ps_c2.xyz;
ps_r2 = texture2D(ps_s9, ps_t0.xy);
ps_r3.x = log2(ps_r2.x);
ps_r3.y = log2(ps_r2.y);
ps_r3.z = log2(ps_r2.z);
ps_r2.xyz = ps_r2.www * ps_c1.xyz;
ps_r3.xyz = ps_r3.xyz * ps_c10.yyy;
ps_r4.x = exp2(ps_r3.x);
ps_r4.y = exp2(ps_r3.y);
ps_r4.z = exp2(ps_r3.z);
ps_r1.xyz = ps_r1.xyz * ps_r4.xyz;
ps_r3.xyz = ps_r2.xyz * ps_c5.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c0.xyz;
ps_r3.xyz = ps_r0.www * ps_r3.xyz;
ps_r4.xyz = ps_t6.xyz;
ps_r5.xyz = ps_r4.xyz + ps_t1.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r0.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r3.xyz = ps_r1.www * ps_r3.xyz;
ps_r0.w = ps_t3.w * ps_c10.x;
ps_r2.xyz = ps_r0.www * ps_r2.xyz;
ps_r4.xyz = ps_r4.xyz + ps_t3.xyz;
ps_r5.xyz = normalize(ps_r4.xyz);
ps_r1.w = clamp(dot(ps_r5.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r1.w), ps_c3.x);
ps_r0.xyz = ps_r2.www * ps_r2.xyz;
ps_r0.xyz = (ps_r3.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r1.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c8.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_r1.w = ps_v0.w;
ps_oC0 = ps_r1;
}
OBJECT #329: SHADER, technique 133, pass 0
PROFILE: (null)
/tmp/mb.fx:3748: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:3904: ERROR: relative address needs replicate swizzle
OBJECT #330: SHADER, technique 133, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 44
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 8: float (1.000000 0.500000 2.000000 2.200000)
* 9: float (0.330000 0.100000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
SAMPLERS:
* 4: 2d ("ps_s4")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "output_gamma_inv"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vGroundAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSunDir"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "spec_coef"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "vAmbientColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 2: "vGroundAmbientColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vSpecularColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
neg r0.xyz, c2.xyz
add c0.xyz, r0.xyz, c1.xyz
mul r0.x, c3.x, (0.1)
mul c1.xyz, r0.x, c0.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[8];
const vec4 ps_c8 = vec4(1.0, 0.5, 2.0, 2.200000047);
const vec4 ps_c9 = vec4(0.330000012, 0.100000001, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
uniform sampler2D ps_s4;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s4, ps_t0.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2.xyz = ps_t6.xyz + -ps_c4.xyz;
ps_r3.xyz = normalize(ps_r2.xyz);
ps_r0.w = clamp(dot(ps_r3.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.x = pow(abs(ps_r0.w), ps_c3.x);
ps_r0.x = dot(ps_r0.xyz, ps_c9.xxx);
ps_r0.xyz = ps_r0.xxx * ps_c1.xyz;
ps_r2.yzw = ps_r0.zyx * ps_c5.zyx;
ps_r0.xyz = ps_r0.xyz * ps_t2.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c9.yyy;
ps_r2.xyz = ps_r2.xxx * ps_r2.wzy;
ps_r0.xyz = (ps_r2.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r0.w = ps_t1.z + ps_c8.x;
ps_r0.w = ps_r0.w * ps_c8.y;
ps_r2.xyz = ps_c0.xyz;
ps_r2.xyz = (ps_r0.www * ps_r2.xyz) + ps_c6.xyz;
ps_r0.w = clamp(dot(-ps_c4.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.xyz = (ps_r0.www * ps_c5.xyz) + ps_r2.xyz;
ps_r2.xyz = ps_r2.xyz + ps_v1.xyz;
ps_r3.xyz = min(ps_r2.xyz, ps_c8.zzz);
ps_r2.xyz = ps_r3.xyz * ps_c2.xyz;
ps_r3.x = log2(ps_r1.x);
ps_r3.y = log2(ps_r1.y);
ps_r3.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r3.xyz = ps_r3.xyz * ps_c8.www;
ps_r4.x = exp2(ps_r3.x);
ps_r4.y = exp2(ps_r3.y);
ps_r4.z = exp2(ps_r3.z);
ps_r2.xyz = ps_r2.xyz * ps_r4.xyz;
ps_r0.xyz = (ps_r2.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c7.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #331: SHADER, technique 134, pass 0
PROFILE: (null)
/tmp/mb.fx:3968: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:4124: ERROR: relative address needs replicate swizzle
OBJECT #332: SHADER, technique 134, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 73
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 9: float (0.050000 0.500000 2.200000 0.330000)
* 10: float (1.000000 0.000000 -1.000000 -0.000000)
* 11: float (0.100000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
SAMPLERS:
* 4: 2d ("ps_s4")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "fShadowMapNextPixel"
register set float4
register index 6
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "output_gamma_inv"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vGroundAmbientColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSunColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "spec_coef"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "vSpecularColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
mul r0.x, c1.x, (0.1)
mul c8.xyz, r0.x, c0.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c9 = vec4(0.05, 0.5, 2.200000047, 0.330000012);
const vec4 ps_c10 = vec4(1.0, 0.0, -1.0, 0.0);
const vec4 ps_c11 = vec4(0.100000001, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
uniform sampler2D ps_s4;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2 = texture2D(ps_s4, ps_t0.xy);
ps_r3.xy = ps_t4.xy + ps_c6.xx;
ps_r4.x = ps_t4.x;
ps_r4.y = ps_t4.y + ps_c6.x;
ps_r5.x = ps_t4.x + ps_c6.x;
ps_r5.y = ps_t4.y;
ps_r3 = texture2D(ps_s7, ps_r3.xy);
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r5 = texture2D(ps_s7, ps_r5.xy);
ps_r2.w = ps_r3.x + -ps_t4.z;
ps_r2.w = ((ps_r2.w >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.y = ps_r4.x + -ps_t4.z;
ps_r0.z = ((ps_r0.y >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r2.w = ps_r0.z + ps_r2.w;
ps_r0.zw = fract(ps_t5.yx);
ps_r2.w = (ps_r0.w * ps_r2.w) + ps_r0.y;
ps_r0.y = ps_r5.x + -ps_t4.z;
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.x = ps_r0.x + -ps_t4.z;
ps_r3.x = ((ps_r0.x >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.x = ((ps_r0.x >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.y = ps_r0.y + ps_r3.x;
ps_r0.x = (ps_r0.w * ps_r0.y) + ps_r0.x;
ps_r3.x = mix(ps_r0.x, ps_r2.w, ps_r0.z);
ps_r2.w = ps_r3.x + ps_c9.x;
ps_r0.xyz = ps_r2.www * ps_c5.xyz;
ps_r3.xyz = ps_c5.xyz;
ps_r3.xyz = (ps_r3.xyz * -ps_r2.www) + ps_c4.xyz;
ps_r0.w = ps_t1.z + ps_c10.x;
ps_r0.w = ps_r0.w * ps_c9.y;
ps_r0.xyz = (ps_r0.www * ps_r3.xyz) + ps_r0.xyz;
ps_r0.w = clamp(dot(-ps_c2.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r0.w = ps_r2.w * ps_r0.w;
ps_r0.xyz = (ps_r0.www * ps_c3.xyz) + ps_r0.xyz;
ps_r0.xyz = ps_r0.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c0.xyz;
ps_r3.x = log2(ps_r1.x);
ps_r3.y = log2(ps_r1.y);
ps_r3.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r3.xyz = ps_r3.xyz * ps_c9.zzz;
ps_r4.x = exp2(ps_r3.x);
ps_r4.y = exp2(ps_r3.y);
ps_r4.z = exp2(ps_r3.z);
ps_r0.xyz = ps_r0.xyz * ps_r4.xyz;
ps_r0.w = dot(ps_r2.xyz, ps_c9.www);
ps_r2.xyz = ps_r0.www * ps_c8.xyz;
ps_r3.xyz = ps_r2.xyz * ps_c3.xyz;
ps_r2.xyz = ps_r2.xyz * ps_t2.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c11.xxx;
ps_r3.xyz = ps_r2.www * ps_r3.xyz;
ps_r4.xyz = ps_t6.xyz + -ps_c2.xyz;
ps_r5.xyz = normalize(ps_r4.xyz);
ps_r0.w = clamp(dot(ps_r5.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r0.w), ps_c1.x);
ps_r2.xyz = (ps_r3.xyz * ps_r2.www) + ps_r2.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_v0.xyz) + ps_r2.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c7.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #333: SHADER, technique 135, pass 0
PROFILE: (null)
/tmp/mb.fx:3968: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:4124: ERROR: relative address needs replicate swizzle
OBJECT #334: SHADER, technique 135, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 49
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 8: float (0.050000 1.000000 0.500000 2.200000)
* 9: float (0.330000 0.100000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
SAMPLERS:
* 4: 2d ("ps_s4")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vAmbientColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vGroundAmbientColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSunDir"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "spec_coef"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "vSpecularColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
mul r0.x, c1.x, (0.1)
mul c7.xyz, r0.x, c0.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[8];
const vec4 ps_c8 = vec4(0.05, 1.0, 0.5, 2.200000047);
const vec4 ps_c9 = vec4(0.330000012, 0.100000001, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
uniform sampler2D ps_s4;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0.w = ps_t1.z + ps_c8.y;
ps_r0.x = ps_r0.w * ps_c8.z;
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2 = texture2DProj(ps_s7, ps_t4);
ps_r0.y = ps_r2.x + ps_c8.x;
ps_r2.xyz = ps_r0.yyy * ps_c5.xyz;
ps_r3.xyz = ps_c5.xyz;
ps_r3.xyz = (ps_r3.xyz * -ps_r0.yyy) + ps_c4.xyz;
ps_r0.xzw = (ps_r0.xxx * ps_r3.xyz) + ps_r2.xyz;
ps_r2.x = clamp(dot(-ps_c2.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.x = ps_r0.y * ps_r2.x;
ps_r0.xzw = (ps_r2.xxx * ps_c3.xyz) + ps_r0.xzw;
ps_r0.xzw = ps_r0.xzw + ps_v1.xyz;
ps_r0.xzw = ps_r0.xzw * ps_c0.xyz;
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r2.xyz = ps_r2.xyz * ps_c8.www;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.xzw = ps_r0.xzw * ps_r3.xyz;
ps_r2 = texture2D(ps_s4, ps_t0.xy);
ps_r2.x = dot(ps_r2.xyz, ps_c9.xxx);
ps_r2.xyz = ps_r2.xxx * ps_c7.xyz;
ps_r3.xyz = ps_r2.xyz * ps_c3.xyz;
ps_r2.xyz = ps_r2.xyz * ps_t2.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c9.yyy;
ps_r3.xyz = ps_r0.yyy * ps_r3.xyz;
ps_r4.xyz = ps_t6.xyz + -ps_c2.xyz;
ps_r5.xyz = normalize(ps_r4.xyz);
ps_r2.w = clamp(dot(ps_r5.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r3.w = pow(abs(ps_r2.w), ps_c1.x);
ps_r3.xyz = ps_r3.www * ps_r3.xyz;
ps_r2.xyz = (ps_r3.xyz * ps_v0.xyz) + ps_r2.xyz;
ps_r0.xyz = (ps_r0.xzw * ps_v0.xyz) + ps_r2.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c6.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #335: SHADER, technique 136, pass 0
PROFILE: (null)
/tmp/mb.fx:2756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:2912: ERROR: relative address needs replicate swizzle
OBJECT #336: SHADER, technique 136, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 68
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 12: float (2.000000 -1.000000 1.000000 0.500000)
* 13: float (2.200000 0.330000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
* 10: float ("ps_c10")
* 11: float ("ps_c11")
SAMPLERS:
* 3: 2d ("ps_s3")
* 4: 2d ("ps_s4")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 7
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 11
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vGroundAmbientColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vMaterialColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSkyLightColor"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunColor"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 14
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vAmbientColor"
register set float4
register index 12
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vGroundAmbientColor"
register set float4
register index 13
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 5: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
neg r0.xyz, c13.xyz
add c0.xyz, r0.xyz, c12.xyz
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c4.x, r0.w, c9.x, r1.x
cmp c4.y, r0.w, c9.y, r1.y
cmp c4.z, r0.w, c9.z, r1.z
mul r0.x, c14.x, (0.1)
mul c5.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c12 = vec4(2.0, -1.0, 1.0, 0.5);
const vec4 ps_c13 = vec4(2.200000047, 0.330000012, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c4 ps_uniforms_vec4[1]
#define ps_c5 ps_uniforms_vec4[2]
#define ps_c6 ps_uniforms_vec4[3]
#define ps_c7 ps_uniforms_vec4[4]
#define ps_c8 ps_uniforms_vec4[5]
#define ps_c9 ps_uniforms_vec4[6]
#define ps_c10 ps_uniforms_vec4[7]
#define ps_c11 ps_uniforms_vec4[8]
uniform sampler2D ps_s3;
uniform sampler2D ps_s4;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2 = texture2D(ps_s4, ps_t0.xy);
ps_r0.xyz = (ps_r0.xyz * ps_c12.xxx) + ps_c12.yyy;
ps_r0.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r0.w + ps_c12.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r2.w = ps_r2.w * ps_c12.w;
ps_r3.xyz = ps_c0.xyz;
ps_r3.xyz = (ps_r2.www * ps_r3.xyz) + ps_c10.xyz;
ps_r2.w = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r3.xyz = (ps_r2.www * ps_c9.xyz) + ps_r3.xyz;
ps_r3.xyz = (ps_r0.www * ps_c8.xyz) + ps_r3.xyz;
ps_r3.xyz = ps_r3.xyz + ps_v1.xyz;
ps_r0.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r4.xyz = ps_r0.www * ps_c4.xyz;
ps_r4.xyz = clamp(ps_r4.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r3.xyz = ps_r3.xyz + ps_r4.xyz;
ps_r4.xyz = min(ps_r3.xyz, ps_c12.xxx);
ps_r3.xyz = ps_r4.xyz * ps_c6.xyz;
ps_r4.x = log2(ps_r1.x);
ps_r4.y = log2(ps_r1.y);
ps_r4.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r4.xyz = ps_r4.xyz * ps_c13.xxx;
ps_r5.x = exp2(ps_r4.x);
ps_r5.y = exp2(ps_r4.y);
ps_r5.z = exp2(ps_r4.z);
ps_r3.xyz = ps_r3.xyz * ps_r5.xyz;
ps_r4.xyz = ps_t6.xyz;
ps_r5.xyz = ps_r4.xyz + ps_t1.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r0.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r0.w), ps_c7.x);
ps_r0.w = dot(ps_r2.xyz, ps_c13.yyy);
ps_r2.xyz = ps_r0.www * ps_c5.xyz;
ps_r5.xyz = ps_r2.xyz * ps_c9.xyz;
ps_r5.xyz = ps_r2.www * ps_r5.xyz;
ps_r6.xyz = ps_r2.xyz * ps_t4.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c4.xyz;
ps_r5.xyz = (ps_r5.xyz * ps_v0.xyz) + ps_r6.xyz;
ps_r4.xyz = ps_r4.xyz + ps_t3.xyz;
ps_r6.xyz = normalize(ps_r4.xyz);
ps_r2.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r3.w = pow(abs(ps_r2.w), ps_c7.x);
ps_r2.w = ps_t3.w * ps_c12.w;
ps_r0.xyz = ps_r2.www * ps_r2.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_r3.www) + ps_r5.xyz;
ps_r0.xyz = (ps_r3.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c11.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #337: SHADER, technique 137, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #338: SHADER, technique 137, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 96
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 10: float (0.050000 0.500000 2.200000 0.330000)
* 11: float (2.000000 -1.000000 1.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
SAMPLERS:
* 3: 2d ("ps_s3")
* 4: 2d ("ps_s4")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 4: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "fShadowMapNextPixel"
register set float4
register index 8
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 6: "output_gamma_inv"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 3: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c0.x, r0.w, c9.x, r1.x
cmp c0.y, r0.w, c9.y, r1.y
cmp c0.z, r0.w, c9.z, r1.z
mul r0.x, c12.x, (0.1)
mul c1.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[10];
const vec4 ps_c10 = vec4(0.05, 0.5, 2.200000047, 0.330000012);
const vec4 ps_c11 = vec4(2.0, -1.0, 1.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
vec4 ps_r7;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
#define ps_c9 ps_uniforms_vec4[9]
uniform sampler2D ps_s3;
uniform sampler2D ps_s4;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s3, ps_t0.xy);
ps_r2 = texture2D(ps_s9, ps_t0.xy);
ps_r3 = texture2D(ps_s4, ps_t0.xy);
ps_r4.xy = ps_t4.xy + ps_c8.xx;
ps_r5.x = ps_t4.x;
ps_r5.y = ps_t4.y + ps_c8.x;
ps_r6.x = ps_t4.x + ps_c8.x;
ps_r6.y = ps_t4.y;
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r5 = texture2D(ps_s7, ps_r5.xy);
ps_r6 = texture2D(ps_s7, ps_r6.xy);
ps_r1.w = ps_r4.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r3.w = ps_r5.x + -ps_t4.z;
ps_r0.y = ((ps_r3.w >= 0.0) ? -ps_c11.z : -ps_c11.w);
ps_r3.w = ((ps_r3.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r1.w = ps_r0.y + ps_r1.w;
ps_r0.yz = fract(ps_t5.xy);
ps_r0.w = (ps_r0.y * ps_r1.w) + ps_r3.w;
ps_r1.w = ps_r6.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r3.w = ps_r0.x + -ps_t4.z;
ps_r0.x = ((ps_r3.w >= 0.0) ? -ps_c11.z : -ps_c11.w);
ps_r3.w = ((ps_r3.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r1.w = ps_r0.x + ps_r1.w;
ps_r1.w = (ps_r0.y * ps_r1.w) + ps_r3.w;
ps_r3.w = mix(ps_r1.w, ps_r0.w, ps_r0.z);
ps_r1.w = ps_r3.w + ps_c10.x;
ps_r0.xyz = ps_r1.www * ps_c7.xyz;
ps_r4.xyz = ps_c7.xyz;
ps_r4.xyz = (ps_r4.xyz * -ps_r1.www) + ps_c6.xyz;
ps_r1.xyz = (ps_r1.xyz * ps_c11.xxx) + ps_c11.yyy;
ps_r0.w = dot(ps_r1.xyz, ps_t2.xyz);
ps_r3.w = ps_r0.w + ps_c11.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r3.w = ps_r3.w * ps_c10.y;
ps_r0.xyz = (ps_r3.www * ps_r4.xyz) + ps_r0.xyz;
ps_r3.w = clamp(dot(ps_t1.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r3.w = ps_r1.w * ps_r3.w;
ps_r0.xyz = (ps_r3.www * ps_c5.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r0.www * ps_c4.xyz) + ps_r0.xyz;
ps_r0.xyz = ps_r0.xyz + ps_v1.xyz;
ps_r0.w = dot(ps_t3.xyz, ps_r1.xyz);
ps_r4.xyz = ps_r0.www * ps_c0.xyz;
ps_r4.xyz = clamp(ps_r4.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r0.xyz = ps_r0.xyz + ps_r4.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c2.xyz;
ps_r4.x = log2(ps_r2.x);
ps_r4.y = log2(ps_r2.y);
ps_r4.z = log2(ps_r2.z);
ps_r2.w = ps_r2.w * ps_v0.w;
ps_r4.xyz = ps_r4.xyz * ps_c10.zzz;
ps_r5.x = exp2(ps_r4.x);
ps_r5.y = exp2(ps_r4.y);
ps_r5.z = exp2(ps_r4.z);
ps_r0.xyz = ps_r0.xyz * ps_r5.xyz;
ps_r0.w = dot(ps_r3.xyz, ps_c10.www);
ps_r3.xyz = ps_r0.www * ps_c1.xyz;
ps_r4.xyz = ps_r3.xyz * ps_c5.xyz;
ps_r3.xyz = ps_r3.xyz * ps_c0.xyz;
ps_r4.xyz = ps_r1.www * ps_r4.xyz;
ps_r5.xyz = ps_t6.xyz;
ps_r6.xyz = ps_r5.xyz + ps_t1.xyz;
ps_r7.xyz = normalize(ps_r6.xyz);
ps_r0.w = clamp(dot(ps_r7.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r0.w = ps_t3.w * ps_c10.y;
ps_r3.xyz = ps_r0.www * ps_r3.xyz;
ps_r5.xyz = ps_r5.xyz + ps_t3.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r0.w = clamp(dot(ps_r6.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r3.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r1.xyz = ps_r3.www * ps_r3.xyz;
ps_r1.xyz = (ps_r4.xyz * ps_r1.www) + ps_r1.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_v0.xyz) + ps_r1.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c9.xxx;
ps_r2.x = exp2(ps_r0.x);
ps_r2.y = exp2(ps_r0.y);
ps_r2.z = exp2(ps_r0.z);
ps_oC0 = ps_r2;
}
OBJECT #339: SHADER, technique 138, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #340: SHADER, technique 138, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 72
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 9: float (2.000000 -1.000000 0.050000 1.000000)
* 10: float (0.500000 2.200000 0.330000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
SAMPLERS:
* 3: 2d ("ps_s3")
* 4: 2d ("ps_s4")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 4: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "output_gamma_inv"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 3: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c0.x, r0.w, c9.x, r1.x
cmp c0.y, r0.w, c9.y, r1.y
cmp c0.z, r0.w, c9.z, r1.z
mul r0.x, c12.x, (0.1)
mul c1.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c9 = vec4(2.0, -1.0, 0.05, 1.0);
const vec4 ps_c10 = vec4(0.5, 2.200000047, 0.330000012, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
vec4 ps_r7;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
uniform sampler2D ps_s3;
uniform sampler2D ps_s4;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2DProj(ps_s7, ps_t4);
ps_r0.w = ps_r1.x + ps_c9.z;
ps_r1.xyz = ps_r0.www * ps_c7.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_c9.xxx) + ps_c9.yyy;
ps_r1.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r1.w + ps_c9.w;
ps_r1.w = clamp(ps_r1.w, 0.0, 1.0);
ps_r2.x = ps_r2.w * ps_c10.x;
ps_r3.xyz = ps_c7.xyz;
ps_r2.yzw = (ps_r3.xyz * -ps_r0.www) + ps_c6.xyz;
ps_r1.xyz = (ps_r2.xxx * ps_r2.yzw) + ps_r1.xyz;
ps_r2.x = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.x = ps_r0.w * ps_r2.x;
ps_r1.xyz = (ps_r2.xxx * ps_c5.xyz) + ps_r1.xyz;
ps_r1.xyz = (ps_r1.www * ps_c4.xyz) + ps_r1.xyz;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r1.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r2.xyz = ps_r1.www * ps_c0.xyz;
ps_r2.xyz = clamp(ps_r2.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r1.xyz = ps_r1.xyz + ps_r2.xyz;
ps_r1.xyz = ps_r1.xyz * ps_c2.xyz;
ps_r2 = texture2D(ps_s4, ps_t0.xy);
ps_r3 = texture2D(ps_s9, ps_t0.xy);
ps_r4.x = log2(ps_r3.x);
ps_r4.y = log2(ps_r3.y);
ps_r4.z = log2(ps_r3.z);
ps_r3.w = ps_r3.w * ps_v0.w;
ps_r4.xyz = ps_r4.xyz * ps_c10.yyy;
ps_r5.x = exp2(ps_r4.x);
ps_r5.y = exp2(ps_r4.y);
ps_r5.z = exp2(ps_r4.z);
ps_r1.xyz = ps_r1.xyz * ps_r5.xyz;
ps_r1.w = dot(ps_r2.xyz, ps_c10.zzz);
ps_r2.xyz = ps_r1.www * ps_c1.xyz;
ps_r4.xyz = ps_r2.xyz * ps_c5.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c0.xyz;
ps_r4.xyz = ps_r0.www * ps_r4.xyz;
ps_r5.xyz = ps_t6.xyz;
ps_r6.xyz = ps_r5.xyz + ps_t1.xyz;
ps_r7.xyz = normalize(ps_r6.xyz);
ps_r0.w = clamp(dot(ps_r7.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r4.xyz = ps_r1.www * ps_r4.xyz;
ps_r0.w = ps_t3.w * ps_c10.x;
ps_r2.xyz = ps_r0.www * ps_r2.xyz;
ps_r5.xyz = ps_r5.xyz + ps_t3.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r1.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r1.w), ps_c3.x);
ps_r0.xyz = ps_r2.www * ps_r2.xyz;
ps_r0.xyz = (ps_r4.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r1.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c8.xxx;
ps_r3.x = exp2(ps_r0.x);
ps_r3.y = exp2(ps_r0.y);
ps_r3.z = exp2(ps_r0.z);
ps_oC0 = ps_r3;
}
OBJECT #341: SHADER, technique 139, pass 0
PROFILE: (null)
/tmp/mb.fx:3748: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:3904: ERROR: relative address needs replicate swizzle
OBJECT #342: SHADER, technique 139, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 42
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 8: float (1.000000 0.500000 2.000000 2.200000)
* 9: float (0.100000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
SAMPLERS:
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "output_gamma_inv"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vGroundAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vSunDir"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "spec_coef"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "vAmbientColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 2: "vGroundAmbientColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vSpecularColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
neg r0.xyz, c2.xyz
add c0.xyz, r0.xyz, c1.xyz
mul r0.x, c3.x, (0.1)
mul c1.xyz, r0.x, c0.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[8];
const vec4 ps_c8 = vec4(1.0, 0.5, 2.0, 2.200000047);
const vec4 ps_c9 = vec4(0.100000001, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s9, ps_t0.xy);
ps_r1.w = ps_t1.z + ps_c8.x;
ps_r1.x = ps_r1.w * ps_c8.y;
ps_r2.xyz = ps_c0.xyz;
ps_r1.xyz = (ps_r1.xxx * ps_r2.xyz) + ps_c6.xyz;
ps_r1.w = clamp(dot(-ps_c4.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r1.xyz = (ps_r1.www * ps_c5.xyz) + ps_r1.xyz;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r2.xyz = min(ps_r1.xyz, ps_c8.zzz);
ps_r1.xyz = ps_r2.xyz * ps_c2.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r0.www * ps_c1.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c8.www;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r1.xyz = ps_r1.xyz * ps_r3.xyz;
ps_r2.xyz = ps_t6.xyz + -ps_c4.xyz;
ps_r3.xyz = normalize(ps_r2.xyz);
ps_r0.w = clamp(dot(ps_r3.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r2.xyz = ps_r0.xyz * ps_c5.xyz;
ps_r0.xyz = ps_r0.xyz * ps_t2.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c9.xxx;
ps_r2.xyz = ps_r1.www * ps_r2.xyz;
ps_r0.xyz = (ps_r2.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r1.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c7.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_r1.w = ps_v0.w;
ps_oC0 = ps_r1;
}
OBJECT #343: SHADER, technique 140, pass 0
PROFILE: (null)
/tmp/mb.fx:3968: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:4124: ERROR: relative address needs replicate swizzle
OBJECT #344: SHADER, technique 140, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 71
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 9: float (0.050000 0.500000 2.200000 0.100000)
* 10: float (1.000000 0.000000 -1.000000 -0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
SAMPLERS:
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "fMaterialPower"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "fShadowMapNextPixel"
register set float4
register index 6
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vAmbientColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vGroundAmbientColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSunDir"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "spec_coef"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "vSpecularColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
mul r0.x, c1.x, (0.1)
mul c8.xyz, r0.x, c0.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c9 = vec4(0.05, 0.5, 2.200000047, 0.100000001);
const vec4 ps_c10 = vec4(1.0, 0.0, -1.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2.xy = ps_t4.xy + ps_c6.xx;
ps_r3.x = ps_t4.x;
ps_r3.y = ps_t4.y + ps_c6.x;
ps_r4.x = ps_t4.x + ps_c6.x;
ps_r4.y = ps_t4.y;
ps_r2 = texture2D(ps_s7, ps_r2.xy);
ps_r3 = texture2D(ps_s7, ps_r3.xy);
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r0.y = ps_r2.x + -ps_t4.z;
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.z = ps_r3.x + -ps_t4.z;
ps_r0.w = ((ps_r0.z >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.z = ((ps_r0.z >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.y = ps_r0.w + ps_r0.y;
ps_r2.xy = fract(ps_t5.xy);
ps_r0.y = (ps_r2.x * ps_r0.y) + ps_r0.z;
ps_r0.z = ps_r4.x + -ps_t4.z;
ps_r0.z = ((ps_r0.z >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.x = ps_r0.x + -ps_t4.z;
ps_r0.w = ((ps_r0.x >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.x = ((ps_r0.x >= 0.0) ? ps_c10.x : ps_c10.y);
ps_r0.z = ps_r0.w + ps_r0.z;
ps_r0.x = (ps_r2.x * ps_r0.z) + ps_r0.x;
ps_r3.x = mix(ps_r0.x, ps_r0.y, ps_r2.y);
ps_r0.x = ps_r3.x + ps_c9.x;
ps_r0.yzw = ps_r0.xxx * ps_c5.zyx;
ps_r2.xyz = ps_c5.xyz;
ps_r2.xyz = (ps_r2.xyz * -ps_r0.xxx) + ps_c4.xyz;
ps_r2.w = ps_t1.z + ps_c10.x;
ps_r2.w = ps_r2.w * ps_c9.y;
ps_r0.yzw = (ps_r2.www * ps_r2.zyx) + ps_r0.yzw;
ps_r2.x = clamp(dot(-ps_c2.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.x = ps_r0.x * ps_r2.x;
ps_r0.yzw = (ps_r2.xxx * ps_c3.zyx) + ps_r0.yzw;
ps_r0.yzw = ps_r0.yzw + ps_v1.zyx;
ps_r0.yzw = ps_r0.yzw * ps_c0.zyx;
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.xyz = ps_r1.www * ps_c8.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c9.zzz;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.yzw = ps_r0.yzw * ps_r3.zyx;
ps_r2.xyz = ps_r1.xyz * ps_c3.xyz;
ps_r1.xyz = ps_r1.xyz * ps_t2.xyz;
ps_r1.xyz = ps_r1.xyz * ps_c9.www;
ps_r2.xyz = ps_r0.xxx * ps_r2.xyz;
ps_r3.xyz = ps_t6.xyz + -ps_c2.xyz;
ps_r4.xyz = normalize(ps_r3.xyz);
ps_r1.w = clamp(dot(ps_r4.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r1.w), ps_c1.x);
ps_r1.xyz = (ps_r2.xyz * ps_r2.www) + ps_r1.xyz;
ps_r0.xyz = (ps_r0.wzy * ps_v0.xyz) + ps_r1.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c7.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_r1.w = ps_v0.w;
ps_oC0 = ps_r1;
}
OBJECT #345: SHADER, technique 141, pass 0
PROFILE: (null)
/tmp/mb.fx:3968: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:4124: ERROR: relative address needs replicate swizzle
OBJECT #346: SHADER, technique 141, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 47
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 8: float (0.050000 1.000000 0.500000 2.200000)
* 9: float (0.100000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
SAMPLERS:
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "fMaterialPower"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "output_gamma_inv"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vAmbientColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vGroundAmbientColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSunColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunDir"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "spec_coef"
register set float4
register index 1
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 1: "vSpecularColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
mul r0.x, c1.x, (0.1)
mul c7.xyz, r0.x, c0.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[8];
const vec4 ps_c8 = vec4(0.05, 1.0, 0.5, 2.200000047);
const vec4 ps_c9 = vec4(0.100000001, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0.w = ps_t1.z + ps_c8.y;
ps_r0.x = ps_r0.w * ps_c8.z;
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2 = texture2DProj(ps_s7, ps_t4);
ps_r0.y = ps_r2.x + ps_c8.x;
ps_r2.xyz = ps_r0.yyy * ps_c5.xyz;
ps_r3.xyz = ps_c5.xyz;
ps_r3.xyz = (ps_r3.xyz * -ps_r0.yyy) + ps_c4.xyz;
ps_r0.xzw = (ps_r0.xxx * ps_r3.xyz) + ps_r2.xyz;
ps_r2.x = clamp(dot(-ps_c2.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.x = ps_r0.y * ps_r2.x;
ps_r0.xzw = (ps_r2.xxx * ps_c3.xyz) + ps_r0.xzw;
ps_r0.xzw = ps_r0.xzw + ps_v1.xyz;
ps_r0.xzw = ps_r0.xzw * ps_c0.xyz;
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.xyz = ps_r1.www * ps_c7.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c8.www;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.xzw = ps_r0.xzw * ps_r3.xyz;
ps_r2.xyz = ps_r1.xyz * ps_c3.xyz;
ps_r1.xyz = ps_r1.xyz * ps_t2.xyz;
ps_r1.xyz = ps_r1.xyz * ps_c9.xxx;
ps_r2.xyz = ps_r0.yyy * ps_r2.xyz;
ps_r3.xyz = ps_t6.xyz + -ps_c2.xyz;
ps_r4.xyz = normalize(ps_r3.xyz);
ps_r1.w = clamp(dot(ps_r4.xyz, ps_t1.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r1.w), ps_c1.x);
ps_r2.xyz = ps_r2.www * ps_r2.xyz;
ps_r1.xyz = (ps_r2.xyz * ps_v0.xyz) + ps_r1.xyz;
ps_r0.xyz = (ps_r0.xzw * ps_v0.xyz) + ps_r1.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c6.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_r1.w = ps_v0.w;
ps_oC0 = ps_r1;
}
OBJECT #347: SHADER, technique 142, pass 0
PROFILE: (null)
/tmp/mb.fx:2756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:2912: ERROR: relative address needs replicate swizzle
OBJECT #348: SHADER, technique 142, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 40
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 10: float (2.000000 -1.000000 1.000000 0.500000)
* 11: float (2.200000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
SAMPLERS:
* 3: 2d ("ps_s3")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "output_gamma_inv"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vGroundAmbientColor"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vMaterialColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vSkyLightColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vSunColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 10
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "vAmbientColor"
register set float4
register index 11
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 2: "vGroundAmbientColor"
register set float4
register index 12
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
neg r0.xyz, c12.xyz
add c0.xyz, r0.xyz, c11.xyz
add r0, c10.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c10.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c10.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c4.x, r0.w, c9.x, r1.x
cmp c4.y, r0.w, c9.y, r1.y
cmp c4.z, r0.w, c9.z, r1.z
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[7];
const vec4 ps_c10 = vec4(2.0, -1.0, 1.0, 0.5);
const vec4 ps_c11 = vec4(2.200000047, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c4 ps_uniforms_vec4[1]
#define ps_c5 ps_uniforms_vec4[2]
#define ps_c6 ps_uniforms_vec4[3]
#define ps_c7 ps_uniforms_vec4[4]
#define ps_c8 ps_uniforms_vec4[5]
#define ps_c9 ps_uniforms_vec4[6]
uniform sampler2D ps_s3;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r0.xyz = (ps_r0.xyz * ps_c10.xxx) + ps_c10.yyy;
ps_r0.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r0.w + ps_c10.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r2.x = ps_r2.w * ps_c10.w;
ps_r3.xyz = ps_c0.xyz;
ps_r2.xyz = (ps_r2.xxx * ps_r3.xyz) + ps_c8.xyz;
ps_r2.w = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r0.x = dot(ps_t3.xyz, ps_r0.xyz);
ps_r0.xyz = ps_r0.xxx * ps_c4.xyz;
ps_r0.xyz = clamp(ps_r0.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r2.xyz = (ps_r2.www * ps_c7.xyz) + ps_r2.xyz;
ps_r2.xyz = (ps_r0.www * ps_c6.xyz) + ps_r2.xyz;
ps_r2.xyz = ps_r2.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r0.xyz + ps_r2.xyz;
ps_r2.xyz = min(ps_r0.xyz, ps_c10.xxx);
ps_r0.xyz = ps_r2.xyz * ps_c5.xyz;
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r2.xyz = ps_r2.xyz * ps_c11.xxx;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.xyz = ps_r0.xyz * ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_v0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c9.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #349: SHADER, technique 143, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #350: SHADER, technique 143, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 69
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 8: float (0.050000 0.500000 2.200000 0.000000)
* 9: float (2.000000 -1.000000 1.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fShadowMapNextPixel"
register set float4
register index 5
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vAmbientColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vGroundAmbientColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSkyLightColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSunColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 10
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
add r0, c10.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c10.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c10.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c7.x, r0.w, c9.x, r1.x
cmp c7.y, r0.w, c9.y, r1.y
cmp c7.z, r0.w, c9.z, r1.z
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[8];
const vec4 ps_c8 = vec4(0.05, 0.5, 2.200000047, 0.0);
const vec4 ps_c9 = vec4(2.0, -1.0, 1.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
uniform sampler2D ps_s3;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s3, ps_t0.xy);
ps_r2 = texture2D(ps_s9, ps_t0.xy);
ps_r3.xy = ps_t4.xy + ps_c5.xx;
ps_r4.x = ps_t4.x;
ps_r4.y = ps_t4.y + ps_c5.x;
ps_r5.x = ps_t4.x + ps_c5.x;
ps_r5.y = ps_t4.y;
ps_r3 = texture2D(ps_s7, ps_r3.xy);
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r5 = texture2D(ps_s7, ps_r5.xy);
ps_r1.w = ps_r3.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c9.z : ps_c9.w);
ps_r0.y = ps_r4.x + -ps_t4.z;
ps_r0.z = ((ps_r0.y >= 0.0) ? -ps_c9.z : -ps_c9.w);
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c9.z : ps_c9.w);
ps_r1.w = ps_r0.z + ps_r1.w;
ps_r0.zw = fract(ps_t5.yx);
ps_r1.w = (ps_r0.w * ps_r1.w) + ps_r0.y;
ps_r0.y = ps_r5.x + -ps_t4.z;
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c9.z : ps_c9.w);
ps_r0.x = ps_r0.x + -ps_t4.z;
ps_r3.x = ((ps_r0.x >= 0.0) ? -ps_c9.z : -ps_c9.w);
ps_r0.x = ((ps_r0.x >= 0.0) ? ps_c9.z : ps_c9.w);
ps_r0.y = ps_r0.y + ps_r3.x;
ps_r0.x = (ps_r0.w * ps_r0.y) + ps_r0.x;
ps_r3.x = mix(ps_r0.x, ps_r1.w, ps_r0.z);
ps_r1.w = ps_r3.x + ps_c8.x;
ps_r0.xyz = ps_r1.www * ps_c4.xyz;
ps_r3.xyz = ps_c4.xyz;
ps_r3.xyz = (ps_r3.xyz * -ps_r1.www) + ps_c3.xyz;
ps_r1.xyz = (ps_r1.xyz * ps_c9.xxx) + ps_c9.yyy;
ps_r0.w = dot(ps_r1.xyz, ps_t2.xyz);
ps_r3.w = ps_r0.w + ps_c9.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r3.w = ps_r3.w * ps_c8.y;
ps_r0.xyz = (ps_r3.www * ps_r3.xyz) + ps_r0.xyz;
ps_r3.x = clamp(dot(ps_t1.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r1.x = dot(ps_t3.xyz, ps_r1.xyz);
ps_r1.xyz = ps_r1.xxx * ps_c7.xyz;
ps_r1.xyz = clamp(ps_r1.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r1.w = ps_r1.w * ps_r3.x;
ps_r0.xyz = (ps_r1.www * ps_c2.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r0.www * ps_c1.xyz) + ps_r0.xyz;
ps_r0.xyz = ps_r0.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r1.xyz + ps_r0.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c0.xyz;
ps_r1.x = log2(ps_r2.x);
ps_r1.y = log2(ps_r2.y);
ps_r1.z = log2(ps_r2.z);
ps_r2.w = ps_r2.w * ps_v0.w;
ps_r1.xyz = ps_r1.xyz * ps_c8.zzz;
ps_r3.x = exp2(ps_r1.x);
ps_r3.y = exp2(ps_r1.y);
ps_r3.z = exp2(ps_r1.z);
ps_r0.xyz = ps_r0.xyz * ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_v0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c6.xxx;
ps_r2.x = exp2(ps_r0.x);
ps_r2.y = exp2(ps_r0.y);
ps_r2.z = exp2(ps_r0.z);
ps_oC0 = ps_r2;
}
OBJECT #351: SHADER, technique 144, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #352: SHADER, technique 144, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 44
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 7: float (2.000000 -1.000000 0.050000 1.000000)
* 8: float (0.500000 2.200000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "output_gamma_inv"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vAmbientColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vGroundAmbientColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSkyLightColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 10
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
add r0, c10.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c10.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c10.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c6.x, r0.w, c9.x, r1.x
cmp c6.y, r0.w, c9.y, r1.y
cmp c6.z, r0.w, c9.z, r1.z
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[7];
const vec4 ps_c7 = vec4(2.0, -1.0, 0.05, 1.0);
const vec4 ps_c8 = vec4(0.5, 2.200000047, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
uniform sampler2D ps_s3;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
void main()
{
ps_r0 = texture2DProj(ps_s7, ps_t4);
ps_r1 = texture2D(ps_s3, ps_t0.xy);
ps_r0.yzw = (ps_r1.xyz * ps_c7.xxx) + ps_c7.yyy;
ps_r1.x = dot(ps_r0.yzw, ps_t2.xyz);
ps_r1.y = ps_r1.x + ps_c7.w;
ps_r1.x = clamp(ps_r1.x, 0.0, 1.0);
ps_r1.y = ps_r1.y * ps_c8.x;
ps_r0.x = ps_r0.x + ps_c7.z;
ps_r2.xyz = ps_r0.xxx * ps_c4.xyz;
ps_r3.xyz = ps_c4.xyz;
ps_r3.xyz = (ps_r3.xyz * -ps_r0.xxx) + ps_c3.xyz;
ps_r1.yzw = (ps_r1.yyy * ps_r3.xyz) + ps_r2.xyz;
ps_r2.x = clamp(dot(ps_t1.xyz, ps_r0.yzw), 0.0, 1.0);
ps_r0.y = dot(ps_t3.xyz, ps_r0.yzw);
ps_r0.yzw = ps_r0.yyy * ps_c6.xyz;
ps_r0.yzw = clamp(ps_r0.yzw * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r0.x = ps_r0.x * ps_r2.x;
ps_r1.yzw = (ps_r0.xxx * ps_c2.xyz) + ps_r1.yzw;
ps_r1.xyz = (ps_r1.xxx * ps_c1.xyz) + ps_r1.yzw;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r0.yzw + ps_r1.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c0.xyz;
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r2.xyz = ps_r2.xyz * ps_c8.yyy;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.xyz = ps_r0.xyz * ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_v0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c5.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #353: SHADER, technique 145, pass 0
PROFILE: (null)
/tmp/mb.fx:2756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:2912: ERROR: relative address needs replicate swizzle
OBJECT #354: SHADER, technique 145, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 36
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 6: float (2.000000 -1.000000 2.200000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
SAMPLERS:
* 3: 2d ("ps_s3")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "output_gamma_inv"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vAmbientColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vSkyLightColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vSunColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 10
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
add r0, c10.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c10.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c10.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c5.x, r0.w, c9.x, r1.x
cmp c5.y, r0.w, c9.y, r1.y
cmp c5.z, r0.w, c9.z, r1.z
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[6];
const vec4 ps_c6 = vec4(2.0, -1.0, 2.200000047, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
uniform sampler2D ps_s3;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r0.xyz = (ps_r0.xyz * ps_c6.xxx) + ps_c6.yyy;
ps_r0.w = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.xyz = ps_c2.xyz;
ps_r2.xyz = (ps_r0.www * ps_r2.xyz) + ps_c3.xyz;
ps_r0.w = clamp(dot(ps_t2.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r0.xyz = ps_r2.www * ps_c5.xyz;
ps_r0.xyz = clamp(ps_r0.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r2.xyz = (ps_r0.www * ps_c1.xyz) + ps_r2.xyz;
ps_r2.xyz = ps_r2.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r0.xyz + ps_r2.xyz;
ps_r2.xyz = min(ps_r0.xyz, ps_c6.xxx);
ps_r0.xyz = ps_r2.xyz * ps_c0.xyz;
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r2.xyz = ps_r2.xyz * ps_c6.zzz;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.xyz = ps_r0.xyz * ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_v0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c4.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #355: SHADER, technique 146, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #356: SHADER, technique 146, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 63
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 7: float (0.050000 2.200000 0.000000 0.000000)
* 8: float (2.000000 -1.000000 1.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fShadowMapNextPixel"
register set float4
register index 4
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vAmbientColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSkyLightColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 10
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
add r0, c10.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c10.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c10.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c6.x, r0.w, c9.x, r1.x
cmp c6.y, r0.w, c9.y, r1.y
cmp c6.z, r0.w, c9.z, r1.z
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[7];
const vec4 ps_c7 = vec4(0.05, 2.200000047, 0.0, 0.0);
const vec4 ps_c8 = vec4(2.0, -1.0, 1.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
uniform sampler2D ps_s3;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s3, ps_t0.xy);
ps_r2 = texture2D(ps_s9, ps_t0.xy);
ps_r3.xy = ps_t4.xy + ps_c4.xx;
ps_r4.x = ps_t4.x;
ps_r4.y = ps_t4.y + ps_c4.x;
ps_r5.x = ps_t4.x + ps_c4.x;
ps_r5.y = ps_t4.y;
ps_r3 = texture2D(ps_s7, ps_r3.xy);
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r5 = texture2D(ps_s7, ps_r5.xy);
ps_r1.w = ps_r3.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c8.z : ps_c8.w);
ps_r0.y = ps_r4.x + -ps_t4.z;
ps_r0.z = ((ps_r0.y >= 0.0) ? -ps_c8.z : -ps_c8.w);
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c8.z : ps_c8.w);
ps_r1.w = ps_r0.z + ps_r1.w;
ps_r0.zw = fract(ps_t5.yx);
ps_r1.w = (ps_r0.w * ps_r1.w) + ps_r0.y;
ps_r0.y = ps_r5.x + -ps_t4.z;
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c8.z : ps_c8.w);
ps_r0.x = ps_r0.x + -ps_t4.z;
ps_r3.x = ((ps_r0.x >= 0.0) ? -ps_c8.z : -ps_c8.w);
ps_r0.x = ((ps_r0.x >= 0.0) ? ps_c8.z : ps_c8.w);
ps_r0.y = ps_r0.y + ps_r3.x;
ps_r0.x = (ps_r0.w * ps_r0.y) + ps_r0.x;
ps_r3.x = mix(ps_r0.x, ps_r1.w, ps_r0.z);
ps_r1.w = ps_r3.x + ps_c7.x;
ps_r0.xyz = (ps_r1.xyz * ps_c8.xxx) + ps_c8.yyy;
ps_r0.w = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r0.w = ps_r1.w * ps_r0.w;
ps_r1.xyz = ps_c2.xyz;
ps_r1.xyz = (ps_r0.www * ps_r1.xyz) + ps_c3.xyz;
ps_r0.w = clamp(dot(ps_t2.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r1.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r0.xyz = ps_r1.www * ps_c6.xyz;
ps_r0.xyz = clamp(ps_r0.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r1.xyz = (ps_r0.www * ps_c1.xyz) + ps_r1.xyz;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r0.xyz + ps_r1.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c0.xyz;
ps_r1.x = log2(ps_r2.x);
ps_r1.y = log2(ps_r2.y);
ps_r1.z = log2(ps_r2.z);
ps_r2.w = ps_r2.w * ps_v0.w;
ps_r1.xyz = ps_r1.xyz * ps_c7.yyy;
ps_r3.x = exp2(ps_r1.x);
ps_r3.y = exp2(ps_r1.y);
ps_r3.z = exp2(ps_r1.z);
ps_r0.xyz = ps_r0.xyz * ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_v0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c5.xxx;
ps_r2.x = exp2(ps_r0.x);
ps_r2.y = exp2(ps_r0.y);
ps_r2.z = exp2(ps_r0.z);
ps_oC0 = ps_r2;
}
OBJECT #357: SHADER, technique 147, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #358: SHADER, technique 147, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 38
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 6: float (2.000000 -1.000000 0.050000 2.200000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "output_gamma_inv"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vAmbientColor"
register set float4
register index 3
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vMaterialColor"
register set float4
register index 0
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vSkyLightColor"
register set float4
register index 1
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSunColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 10
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
add r0, c10.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c10.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c10.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c5.x, r0.w, c9.x, r1.x
cmp c5.y, r0.w, c9.y, r1.y
cmp c5.z, r0.w, c9.z, r1.z
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[6];
const vec4 ps_c6 = vec4(2.0, -1.0, 0.05, 2.200000047);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
uniform sampler2D ps_s3;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2DProj(ps_s7, ps_t4);
ps_r0.w = ps_r1.x + ps_c6.z;
ps_r0.xyz = (ps_r0.xyz * ps_c6.xxx) + ps_c6.yyy;
ps_r1.x = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r0.w = ps_r0.w * ps_r1.x;
ps_r1.xyz = ps_c2.xyz;
ps_r1.xyz = (ps_r0.www * ps_r1.xyz) + ps_c3.xyz;
ps_r0.w = clamp(dot(ps_t2.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r1.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r0.xyz = ps_r1.www * ps_c5.xyz;
ps_r0.xyz = clamp(ps_r0.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r1.xyz = (ps_r0.www * ps_c1.xyz) + ps_r1.xyz;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r0.xyz = ps_r0.xyz + ps_r1.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c0.xyz;
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2.x = log2(ps_r1.x);
ps_r2.y = log2(ps_r1.y);
ps_r2.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r2.xyz = ps_r2.xyz * ps_c6.www;
ps_r3.x = exp2(ps_r2.x);
ps_r3.y = exp2(ps_r2.y);
ps_r3.z = exp2(ps_r2.z);
ps_r0.xyz = ps_r0.xyz * ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_v0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c4.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #359: SHADER, technique 148, pass 0
PROFILE: (null)
/tmp/mb.fx:2756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:2912: ERROR: relative address needs replicate swizzle
OBJECT #360: SHADER, technique 148, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 68
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 12: float (2.000000 -1.000000 1.000000 0.500000)
* 13: float (2.200000 0.330000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
* 10: float ("ps_c10")
* 11: float ("ps_c11")
SAMPLERS:
* 3: 2d ("ps_s3")
* 4: 2d ("ps_s4")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 7
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 11
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vGroundAmbientColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vMaterialColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSkyLightColor"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSunColor"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 14
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vAmbientColor"
register set float4
register index 12
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vGroundAmbientColor"
register set float4
register index 13
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 5: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
neg r0.xyz, c13.xyz
add c0.xyz, r0.xyz, c12.xyz
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c4.x, r0.w, c9.x, r1.x
cmp c4.y, r0.w, c9.y, r1.y
cmp c4.z, r0.w, c9.z, r1.z
mul r0.x, c14.x, (0.1)
mul c5.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c12 = vec4(2.0, -1.0, 1.0, 0.5);
const vec4 ps_c13 = vec4(2.200000047, 0.330000012, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c4 ps_uniforms_vec4[1]
#define ps_c5 ps_uniforms_vec4[2]
#define ps_c6 ps_uniforms_vec4[3]
#define ps_c7 ps_uniforms_vec4[4]
#define ps_c8 ps_uniforms_vec4[5]
#define ps_c9 ps_uniforms_vec4[6]
#define ps_c10 ps_uniforms_vec4[7]
#define ps_c11 ps_uniforms_vec4[8]
uniform sampler2D ps_s3;
uniform sampler2D ps_s4;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r2 = texture2D(ps_s4, ps_t0.xy);
ps_r0.xyz = (ps_r0.xyz * ps_c12.xxx) + ps_c12.yyy;
ps_r0.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r0.w + ps_c12.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r2.w = ps_r2.w * ps_c12.w;
ps_r3.xyz = ps_c0.xyz;
ps_r3.xyz = (ps_r2.www * ps_r3.xyz) + ps_c10.xyz;
ps_r2.w = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r3.xyz = (ps_r2.www * ps_c9.xyz) + ps_r3.xyz;
ps_r3.xyz = (ps_r0.www * ps_c8.xyz) + ps_r3.xyz;
ps_r3.xyz = ps_r3.xyz + ps_v1.xyz;
ps_r0.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r4.xyz = ps_r0.www * ps_c4.xyz;
ps_r4.xyz = clamp(ps_r4.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r3.xyz = ps_r3.xyz + ps_r4.xyz;
ps_r4.xyz = min(ps_r3.xyz, ps_c12.xxx);
ps_r3.xyz = ps_r4.xyz * ps_c6.xyz;
ps_r4.x = log2(ps_r1.x);
ps_r4.y = log2(ps_r1.y);
ps_r4.z = log2(ps_r1.z);
ps_r1.w = ps_r1.w * ps_v0.w;
ps_r4.xyz = ps_r4.xyz * ps_c13.xxx;
ps_r5.x = exp2(ps_r4.x);
ps_r5.y = exp2(ps_r4.y);
ps_r5.z = exp2(ps_r4.z);
ps_r3.xyz = ps_r3.xyz * ps_r5.xyz;
ps_r4.xyz = ps_t6.xyz;
ps_r5.xyz = ps_r4.xyz + ps_t1.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r0.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r0.w), ps_c7.x);
ps_r0.w = dot(ps_r2.xyz, ps_c13.yyy);
ps_r2.xyz = ps_r0.www * ps_c5.xyz;
ps_r5.xyz = ps_r2.xyz * ps_c9.xyz;
ps_r5.xyz = ps_r2.www * ps_r5.xyz;
ps_r6.xyz = ps_r2.xyz * ps_t4.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c4.xyz;
ps_r5.xyz = (ps_r5.xyz * ps_v0.xyz) + ps_r6.xyz;
ps_r4.xyz = ps_r4.xyz + ps_t3.xyz;
ps_r6.xyz = normalize(ps_r4.xyz);
ps_r2.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r3.w = pow(abs(ps_r2.w), ps_c7.x);
ps_r2.w = ps_t3.w * ps_c12.w;
ps_r0.xyz = ps_r2.www * ps_r2.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_r3.www) + ps_r5.xyz;
ps_r0.xyz = (ps_r3.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r2.x = log2(ps_r0.x);
ps_r2.y = log2(ps_r0.y);
ps_r2.z = log2(ps_r0.z);
ps_r0.xyz = ps_r2.xyz * ps_c11.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_oC0 = ps_r1;
}
OBJECT #361: SHADER, technique 149, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #362: SHADER, technique 149, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 96
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 10: float (0.050000 0.500000 2.200000 0.330000)
* 11: float (2.000000 -1.000000 1.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
SAMPLERS:
* 3: 2d ("ps_s3")
* 4: 2d ("ps_s4")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 4: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "fShadowMapNextPixel"
register set float4
register index 8
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 6: "output_gamma_inv"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 11: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 3: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c0.x, r0.w, c9.x, r1.x
cmp c0.y, r0.w, c9.y, r1.y
cmp c0.z, r0.w, c9.z, r1.z
mul r0.x, c12.x, (0.1)
mul c1.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[10];
const vec4 ps_c10 = vec4(0.05, 0.5, 2.200000047, 0.330000012);
const vec4 ps_c11 = vec4(2.0, -1.0, 1.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
vec4 ps_r7;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
#define ps_c9 ps_uniforms_vec4[9]
uniform sampler2D ps_s3;
uniform sampler2D ps_s4;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s3, ps_t0.xy);
ps_r2 = texture2D(ps_s9, ps_t0.xy);
ps_r3 = texture2D(ps_s4, ps_t0.xy);
ps_r4.xy = ps_t4.xy + ps_c8.xx;
ps_r5.x = ps_t4.x;
ps_r5.y = ps_t4.y + ps_c8.x;
ps_r6.x = ps_t4.x + ps_c8.x;
ps_r6.y = ps_t4.y;
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r5 = texture2D(ps_s7, ps_r5.xy);
ps_r6 = texture2D(ps_s7, ps_r6.xy);
ps_r1.w = ps_r4.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r3.w = ps_r5.x + -ps_t4.z;
ps_r0.y = ((ps_r3.w >= 0.0) ? -ps_c11.z : -ps_c11.w);
ps_r3.w = ((ps_r3.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r1.w = ps_r0.y + ps_r1.w;
ps_r0.yz = fract(ps_t5.xy);
ps_r0.w = (ps_r0.y * ps_r1.w) + ps_r3.w;
ps_r1.w = ps_r6.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r3.w = ps_r0.x + -ps_t4.z;
ps_r0.x = ((ps_r3.w >= 0.0) ? -ps_c11.z : -ps_c11.w);
ps_r3.w = ((ps_r3.w >= 0.0) ? ps_c11.z : ps_c11.w);
ps_r1.w = ps_r0.x + ps_r1.w;
ps_r1.w = (ps_r0.y * ps_r1.w) + ps_r3.w;
ps_r3.w = mix(ps_r1.w, ps_r0.w, ps_r0.z);
ps_r1.w = ps_r3.w + ps_c10.x;
ps_r0.xyz = ps_r1.www * ps_c7.xyz;
ps_r4.xyz = ps_c7.xyz;
ps_r4.xyz = (ps_r4.xyz * -ps_r1.www) + ps_c6.xyz;
ps_r1.xyz = (ps_r1.xyz * ps_c11.xxx) + ps_c11.yyy;
ps_r0.w = dot(ps_r1.xyz, ps_t2.xyz);
ps_r3.w = ps_r0.w + ps_c11.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r3.w = ps_r3.w * ps_c10.y;
ps_r0.xyz = (ps_r3.www * ps_r4.xyz) + ps_r0.xyz;
ps_r3.w = clamp(dot(ps_t1.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r3.w = ps_r1.w * ps_r3.w;
ps_r0.xyz = (ps_r3.www * ps_c5.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r0.www * ps_c4.xyz) + ps_r0.xyz;
ps_r0.xyz = ps_r0.xyz + ps_v1.xyz;
ps_r0.w = dot(ps_t3.xyz, ps_r1.xyz);
ps_r4.xyz = ps_r0.www * ps_c0.xyz;
ps_r4.xyz = clamp(ps_r4.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r0.xyz = ps_r0.xyz + ps_r4.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c2.xyz;
ps_r4.x = log2(ps_r2.x);
ps_r4.y = log2(ps_r2.y);
ps_r4.z = log2(ps_r2.z);
ps_r2.w = ps_r2.w * ps_v0.w;
ps_r4.xyz = ps_r4.xyz * ps_c10.zzz;
ps_r5.x = exp2(ps_r4.x);
ps_r5.y = exp2(ps_r4.y);
ps_r5.z = exp2(ps_r4.z);
ps_r0.xyz = ps_r0.xyz * ps_r5.xyz;
ps_r0.w = dot(ps_r3.xyz, ps_c10.www);
ps_r3.xyz = ps_r0.www * ps_c1.xyz;
ps_r4.xyz = ps_r3.xyz * ps_c5.xyz;
ps_r3.xyz = ps_r3.xyz * ps_c0.xyz;
ps_r4.xyz = ps_r1.www * ps_r4.xyz;
ps_r5.xyz = ps_t6.xyz;
ps_r6.xyz = ps_r5.xyz + ps_t1.xyz;
ps_r7.xyz = normalize(ps_r6.xyz);
ps_r0.w = clamp(dot(ps_r7.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r0.w = ps_t3.w * ps_c10.y;
ps_r3.xyz = ps_r0.www * ps_r3.xyz;
ps_r5.xyz = ps_r5.xyz + ps_t3.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r0.w = clamp(dot(ps_r6.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r3.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r1.xyz = ps_r3.www * ps_r3.xyz;
ps_r1.xyz = (ps_r4.xyz * ps_r1.www) + ps_r1.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_v0.xyz) + ps_r1.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c9.xxx;
ps_r2.x = exp2(ps_r0.x);
ps_r2.y = exp2(ps_r0.y);
ps_r2.z = exp2(ps_r0.z);
ps_oC0 = ps_r2;
}
OBJECT #363: SHADER, technique 150, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #364: SHADER, technique 150, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 72
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 9: float (2.000000 -1.000000 0.050000 1.000000)
* 10: float (0.500000 2.200000 0.330000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
SAMPLERS:
* 3: 2d ("ps_s3")
* 4: 2d ("ps_s4")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "SpecularTextureSampler"
register set sampler
register index 4
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 4: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "output_gamma_inv"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 3: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c0.x, r0.w, c9.x, r1.x
cmp c0.y, r0.w, c9.y, r1.y
cmp c0.z, r0.w, c9.z, r1.z
mul r0.x, c12.x, (0.1)
mul c1.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c9 = vec4(2.0, -1.0, 0.05, 1.0);
const vec4 ps_c10 = vec4(0.5, 2.200000047, 0.330000012, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
vec4 ps_r6;
vec4 ps_r7;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
uniform sampler2D ps_s3;
uniform sampler2D ps_s4;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2DProj(ps_s7, ps_t4);
ps_r0.w = ps_r1.x + ps_c9.z;
ps_r1.xyz = ps_r0.www * ps_c7.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_c9.xxx) + ps_c9.yyy;
ps_r1.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r1.w + ps_c9.w;
ps_r1.w = clamp(ps_r1.w, 0.0, 1.0);
ps_r2.x = ps_r2.w * ps_c10.x;
ps_r3.xyz = ps_c7.xyz;
ps_r2.yzw = (ps_r3.xyz * -ps_r0.www) + ps_c6.xyz;
ps_r1.xyz = (ps_r2.xxx * ps_r2.yzw) + ps_r1.xyz;
ps_r2.x = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.x = ps_r0.w * ps_r2.x;
ps_r1.xyz = (ps_r2.xxx * ps_c5.xyz) + ps_r1.xyz;
ps_r1.xyz = (ps_r1.www * ps_c4.xyz) + ps_r1.xyz;
ps_r1.xyz = ps_r1.xyz + ps_v1.xyz;
ps_r1.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r2.xyz = ps_r1.www * ps_c0.xyz;
ps_r2.xyz = clamp(ps_r2.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r1.xyz = ps_r1.xyz + ps_r2.xyz;
ps_r1.xyz = ps_r1.xyz * ps_c2.xyz;
ps_r2 = texture2D(ps_s4, ps_t0.xy);
ps_r3 = texture2D(ps_s9, ps_t0.xy);
ps_r4.x = log2(ps_r3.x);
ps_r4.y = log2(ps_r3.y);
ps_r4.z = log2(ps_r3.z);
ps_r3.w = ps_r3.w * ps_v0.w;
ps_r4.xyz = ps_r4.xyz * ps_c10.yyy;
ps_r5.x = exp2(ps_r4.x);
ps_r5.y = exp2(ps_r4.y);
ps_r5.z = exp2(ps_r4.z);
ps_r1.xyz = ps_r1.xyz * ps_r5.xyz;
ps_r1.w = dot(ps_r2.xyz, ps_c10.zzz);
ps_r2.xyz = ps_r1.www * ps_c1.xyz;
ps_r4.xyz = ps_r2.xyz * ps_c5.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c0.xyz;
ps_r4.xyz = ps_r0.www * ps_r4.xyz;
ps_r5.xyz = ps_t6.xyz;
ps_r6.xyz = ps_r5.xyz + ps_t1.xyz;
ps_r7.xyz = normalize(ps_r6.xyz);
ps_r0.w = clamp(dot(ps_r7.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r4.xyz = ps_r1.www * ps_r4.xyz;
ps_r0.w = ps_t3.w * ps_c10.x;
ps_r2.xyz = ps_r0.www * ps_r2.xyz;
ps_r5.xyz = ps_r5.xyz + ps_t3.xyz;
ps_r6.xyz = normalize(ps_r5.xyz);
ps_r1.w = clamp(dot(ps_r6.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r1.w), ps_c3.x);
ps_r0.xyz = ps_r2.www * ps_r2.xyz;
ps_r0.xyz = (ps_r4.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r1.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c8.xxx;
ps_r3.x = exp2(ps_r0.x);
ps_r3.y = exp2(ps_r0.y);
ps_r3.z = exp2(ps_r0.z);
ps_oC0 = ps_r3;
}
OBJECT #365: SHADER, technique 151, pass 0
PROFILE: (null)
/tmp/mb.fx:2756: ERROR: relative address needs replicate swizzle
/tmp/mb.fx:2912: ERROR: relative address needs replicate swizzle
OBJECT #366: SHADER, technique 151, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 66
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 12: float (2.000000 -1.000000 1.000000 0.500000)
* 13: float (2.200000 0.000000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
* 10: float ("ps_c10")
* 11: float ("ps_c11")
SAMPLERS:
* 3: 2d ("ps_s3")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "fMaterialPower"
register set float4
register index 7
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "output_gamma_inv"
register set float4
register index 11
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vGroundAmbientColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vMaterialColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vSkyLightColor"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vSunColor"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 14
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vAmbientColor"
register set float4
register index 12
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 3: "vGroundAmbientColor"
register set float4
register index 13
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 4: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 5: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
neg r0.xyz, c13.xyz
add c0.xyz, r0.xyz, c12.xyz
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c4.x, r0.w, c9.x, r1.x
cmp c4.y, r0.w, c9.y, r1.y
cmp c4.z, r0.w, c9.z, r1.z
mul r0.x, c14.x, (0.1)
mul c5.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[9];
const vec4 ps_c12 = vec4(2.0, -1.0, 1.0, 0.5);
const vec4 ps_c13 = vec4(2.200000047, 0.0, 0.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c4 ps_uniforms_vec4[1]
#define ps_c5 ps_uniforms_vec4[2]
#define ps_c6 ps_uniforms_vec4[3]
#define ps_c7 ps_uniforms_vec4[4]
#define ps_c8 ps_uniforms_vec4[5]
#define ps_c9 ps_uniforms_vec4[6]
#define ps_c10 ps_uniforms_vec4[7]
#define ps_c11 ps_uniforms_vec4[8]
uniform sampler2D ps_s3;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s3, ps_t0.xy);
ps_r1 = texture2D(ps_s9, ps_t0.xy);
ps_r0.xyz = (ps_r0.xyz * ps_c12.xxx) + ps_c12.yyy;
ps_r0.w = dot(ps_r0.xyz, ps_t2.xyz);
ps_r2.w = ps_r0.w + ps_c12.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r2.x = ps_r2.w * ps_c12.w;
ps_r3.xyz = ps_c0.xyz;
ps_r2.xyz = (ps_r2.xxx * ps_r3.xyz) + ps_c10.xyz;
ps_r2.w = clamp(dot(ps_t1.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.xyz = (ps_r2.www * ps_c9.xyz) + ps_r2.xyz;
ps_r2.xyz = (ps_r0.www * ps_c8.xyz) + ps_r2.xyz;
ps_r2.xyz = ps_r2.xyz + ps_v1.xyz;
ps_r0.w = dot(ps_t3.xyz, ps_r0.xyz);
ps_r3.xyz = ps_r0.www * ps_c4.xyz;
ps_r3.xyz = clamp(ps_r3.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r2.xyz = ps_r2.xyz + ps_r3.xyz;
ps_r3.xyz = min(ps_r2.xyz, ps_c12.xxx);
ps_r2.xyz = ps_r3.xyz * ps_c6.xyz;
ps_r3.x = log2(ps_r1.x);
ps_r3.y = log2(ps_r1.y);
ps_r3.z = log2(ps_r1.z);
ps_r1.xyz = ps_r1.www * ps_c5.xyz;
ps_r3.xyz = ps_r3.xyz * ps_c13.xxx;
ps_r4.x = exp2(ps_r3.x);
ps_r4.y = exp2(ps_r3.y);
ps_r4.z = exp2(ps_r3.z);
ps_r2.xyz = ps_r2.xyz * ps_r4.xyz;
ps_r3.xyz = ps_t6.xyz;
ps_r4.xyz = ps_r3.xyz + ps_t1.xyz;
ps_r5.xyz = normalize(ps_r4.xyz);
ps_r0.w = clamp(dot(ps_r5.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c7.x);
ps_r4.xyz = ps_r1.xyz * ps_c9.xyz;
ps_r4.xyz = ps_r1.www * ps_r4.xyz;
ps_r5.xyz = ps_r1.xyz * ps_t4.xyz;
ps_r1.xyz = ps_r1.xyz * ps_c4.xyz;
ps_r4.xyz = (ps_r4.xyz * ps_v0.xyz) + ps_r5.xyz;
ps_r3.xyz = ps_r3.xyz + ps_t3.xyz;
ps_r5.xyz = normalize(ps_r3.xyz);
ps_r1.w = clamp(dot(ps_r5.xyz, ps_r0.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r1.w), ps_c7.x);
ps_r1.w = ps_t3.w * ps_c12.w;
ps_r0.xyz = ps_r1.www * ps_r1.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_r2.www) + ps_r4.xyz;
ps_r0.xyz = (ps_r2.xyz * ps_v0.xyz) + ps_r0.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c11.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_r1.w = ps_v0.w;
ps_oC0 = ps_r1;
}
OBJECT #367: SHADER, technique 152, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #368: SHADER, technique 152, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 95
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 10: float (2.000000 -1.000000 1.000000 0.000000)
* 11: float (0.050000 0.500000 2.200000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
* 9: float ("ps_c9")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "fShadowMapNextPixel"
register set float4
register index 8
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 5: "output_gamma_inv"
register set float4
register index 9
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 11
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "spec_coef"
register set float4
register index 12
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "vLightDiffuse"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 3: "vSpecularColor"
register set float4
register index 10
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
add r0, c11.x, (-0, -1, -2, -3)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c0.x, (0)
cmp r1.y, r0.x, c0.y, (0)
cmp r1.z, r0.x, c0.z, (0)
cmp r2.x, r0.y, c1.x, r1.x
cmp r2.y, r0.y, c1.y, r1.y
cmp r2.z, r0.y, c1.z, r1.z
cmp r1.x, r0.z, c2.x, r2.x
cmp r1.y, r0.z, c2.y, r2.y
cmp r1.z, r0.z, c2.z, r2.z
cmp r2.x, r0.w, c3.x, r1.x
cmp r2.y, r0.w, c3.y, r1.y
cmp r2.z, r0.w, c3.z, r1.z
add r0.xy, c11.x, (-4, -5)
mul r1.xy, r0.xy, r0.xy
neg r0.xy, r1.xy
cmp r1.x, r0.x, c4.x, r2.x
cmp r1.y, r0.x, c4.y, r2.y
cmp r1.z, r0.x, c4.z, r2.z
cmp r2.x, r0.y, c5.x, r1.x
cmp r2.y, r0.y, c5.y, r1.y
cmp r2.z, r0.y, c5.z, r1.z
add r0, c11.x, (-6, -7, -8, -9)
mul r1, r0, r0
neg r0, r1
cmp r1.x, r0.x, c6.x, r2.x
cmp r1.y, r0.x, c6.y, r2.y
cmp r1.z, r0.x, c6.z, r2.z
cmp r2.x, r0.y, c7.x, r1.x
cmp r2.y, r0.y, c7.y, r1.y
cmp r2.z, r0.y, c7.z, r1.z
cmp r1.x, r0.z, c8.x, r2.x
cmp r1.y, r0.z, c8.y, r2.y
cmp r1.z, r0.z, c8.z, r2.z
cmp c0.x, r0.w, c9.x, r1.x
cmp c0.y, r0.w, c9.y, r1.y
cmp c0.z, r0.w, c9.z, r1.z
mul r0.x, c12.x, (0.1)
mul c1.xyz, r0.x, c10.xyz
OUTPUT:
#version 120
uniform vec4 ps_uniforms_vec4[10];
const vec4 ps_c10 = vec4(2.0, -1.0, 1.0, 0.0);
const vec4 ps_c11 = vec4(0.05, 0.5, 2.200000047, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
vec4 ps_r5;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_c1 ps_uniforms_vec4[1]
#define ps_c2 ps_uniforms_vec4[2]
#define ps_c3 ps_uniforms_vec4[3]
#define ps_c4 ps_uniforms_vec4[4]
#define ps_c5 ps_uniforms_vec4[5]
#define ps_c6 ps_uniforms_vec4[6]
#define ps_c7 ps_uniforms_vec4[7]
#define ps_c8 ps_uniforms_vec4[8]
#define ps_c9 ps_uniforms_vec4[9]
uniform sampler2D ps_s3;
uniform sampler2D ps_s7;
uniform sampler2D ps_s9;
#define ps_v0 gl_Color
#define ps_t0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
#define ps_v1 gl_SecondaryColor
#define ps_t1 gl_TexCoord[1]
#define ps_t2 gl_TexCoord[2]
#define ps_t3 gl_TexCoord[3]
#define ps_t4 gl_TexCoord[4]
#define ps_t5 gl_TexCoord[5]
#define ps_t6 gl_TexCoord[6]
void main()
{
ps_r0 = texture2D(ps_s7, ps_t4.xy);
ps_r1 = texture2D(ps_s3, ps_t0.xy);
ps_r2 = texture2D(ps_s9, ps_t0.xy);
ps_r3.xy = ps_t4.xy + ps_c8.xx;
ps_r4.x = ps_t4.x;
ps_r4.y = ps_t4.y + ps_c8.x;
ps_r5.x = ps_t4.x + ps_c8.x;
ps_r5.y = ps_t4.y;
ps_r3 = texture2D(ps_s7, ps_r3.xy);
ps_r4 = texture2D(ps_s7, ps_r4.xy);
ps_r5 = texture2D(ps_s7, ps_r5.xy);
ps_r1.w = ps_r3.x + -ps_t4.z;
ps_r1.w = ((ps_r1.w >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.y = ps_r4.x + -ps_t4.z;
ps_r0.z = ((ps_r0.y >= 0.0) ? -ps_c10.z : -ps_c10.w);
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r1.w = ps_r0.z + ps_r1.w;
ps_r0.zw = fract(ps_t5.yx);
ps_r1.w = (ps_r0.w * ps_r1.w) + ps_r0.y;
ps_r0.y = ps_r5.x + -ps_t4.z;
ps_r0.y = ((ps_r0.y >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.x = ps_r0.x + -ps_t4.z;
ps_r3.x = ((ps_r0.x >= 0.0) ? -ps_c10.z : -ps_c10.w);
ps_r0.x = ((ps_r0.x >= 0.0) ? ps_c10.z : ps_c10.w);
ps_r0.y = ps_r0.y + ps_r3.x;
ps_r0.x = (ps_r0.w * ps_r0.y) + ps_r0.x;
ps_r3.x = mix(ps_r0.x, ps_r1.w, ps_r0.z);
ps_r1.w = ps_r3.x + ps_c11.x;
ps_r0.xyz = ps_r1.www * ps_c7.xyz;
ps_r3.xyz = ps_c7.xyz;
ps_r3.xyz = (ps_r3.xyz * -ps_r1.www) + ps_c6.xyz;
ps_r1.xyz = (ps_r1.xyz * ps_c10.xxx) + ps_c10.yyy;
ps_r0.w = dot(ps_r1.xyz, ps_t2.xyz);
ps_r3.w = ps_r0.w + ps_c10.z;
ps_r0.w = clamp(ps_r0.w, 0.0, 1.0);
ps_r3.w = ps_r3.w * ps_c11.y;
ps_r0.xyz = (ps_r3.www * ps_r3.xyz) + ps_r0.xyz;
ps_r3.x = clamp(dot(ps_t1.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r3.x = ps_r1.w * ps_r3.x;
ps_r0.xyz = (ps_r3.xxx * ps_c5.xyz) + ps_r0.xyz;
ps_r0.xyz = (ps_r0.www * ps_c4.xyz) + ps_r0.xyz;
ps_r0.xyz = ps_r0.xyz + ps_v1.xyz;
ps_r0.w = dot(ps_t3.xyz, ps_r1.xyz);
ps_r3.xyz = ps_r0.www * ps_c0.xyz;
ps_r3.xyz = clamp(ps_r3.xyz * ps_t3.www, vec3(0.0), vec3(1.0));
ps_r0.xyz = ps_r0.xyz + ps_r3.xyz;
ps_r0.xyz = ps_r0.xyz * ps_c2.xyz;
ps_r3.x = log2(ps_r2.x);
ps_r3.y = log2(ps_r2.y);
ps_r3.z = log2(ps_r2.z);
ps_r2.xyz = ps_r2.www * ps_c1.xyz;
ps_r3.xyz = ps_r3.xyz * ps_c11.zzz;
ps_r4.x = exp2(ps_r3.x);
ps_r4.y = exp2(ps_r3.y);
ps_r4.z = exp2(ps_r3.z);
ps_r0.xyz = ps_r0.xyz * ps_r4.xyz;
ps_r3.xyz = ps_r2.xyz * ps_c5.xyz;
ps_r2.xyz = ps_r2.xyz * ps_c0.xyz;
ps_r3.xyz = ps_r1.www * ps_r3.xyz;
ps_r0.w = ps_t3.w * ps_c11.y;
ps_r2.xyz = ps_r0.www * ps_r2.xyz;
ps_r4.xyz = ps_t3.xyz;
ps_r4.xyz = ps_r4.xyz + ps_t6.xyz;
ps_r5.xyz = normalize(ps_r4.xyz);
ps_r0.w = clamp(dot(ps_r5.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r1.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r2.xyz = ps_r1.www * ps_r2.xyz;
ps_r4.xyz = ps_t6.xyz;
ps_r4.xyz = ps_r4.xyz + ps_t1.xyz;
ps_r5.xyz = normalize(ps_r4.xyz);
ps_r0.w = clamp(dot(ps_r5.xyz, ps_r1.xyz), 0.0, 1.0);
ps_r2.w = pow(abs(ps_r0.w), ps_c3.x);
ps_r1.xyz = (ps_r3.xyz * ps_r2.www) + ps_r2.xyz;
ps_r0.xyz = (ps_r0.xyz * ps_v0.xyz) + ps_r1.xyz;
ps_r1.x = log2(ps_r0.x);
ps_r1.y = log2(ps_r0.y);
ps_r1.z = log2(ps_r0.z);
ps_r0.xyz = ps_r1.xyz * ps_c9.xxx;
ps_r1.x = exp2(ps_r0.x);
ps_r1.y = exp2(ps_r0.y);
ps_r1.z = exp2(ps_r0.z);
ps_r1.w = ps_v0.w;
ps_oC0 = ps_r1;
}
OBJECT #369: SHADER, technique 153, pass 0
PROFILE: glsl
SHADER TYPE: vertex
VERSION: 2.0
INSTRUCTION COUNT: 158
INPUTS:
* position ("vs_v0")
* normal ("vs_v1")
* texcoord ("vs_v2")
* tangent ("vs_v3")
* binormal ("vs_v4")
* color ("vs_v5")
* texcoord1 ("vs_v6")
* texcoord2 ("vs_v7")
* texcoord3 ("vs_v8")
* texcoord4 ("vs_v9")
OUTPUTS:
* (null) ("vs_oPos")
* (null) ("vs_oD0")
* (null) ("vs_oT0")
* (null) ("vs_oFog")
* (null) ("vs_oD1")
* (null) ("vs_oT1")
* (null) ("vs_oT2")
* (null) ("vs_oT3")
* (null) ("vs_oT4")
* (null) ("vs_oT5")
* (null) ("vs_oT6")
CONSTANTS:
* 46: float (-0.057000 -0.200000 0.200000 0.100000)
* 47: float (-1.000000 1.000000 0.150000 0.000000)
* 48: float (0.500000 -1.800000 1.100000 0.250000)
UNIFORMS:
* 0: array[10] float ("vs_const_array_0_10")
* 10: array[10] float ("vs_const_array_10_10")
* 20: float ("vs_c20")
* 21: float ("vs_c21")
* 22: float ("vs_c22")
* 24: float ("vs_c24")
* 25: float ("vs_c25")
* 26: float ("vs_c26")
* 27: float ("vs_c27")
* 28: float ("vs_c28")
* 29: float ("vs_c29")
* 30: float ("vs_c30")
* 31: float ("vs_c31")
* 32: float ("vs_c32")
* 33: float ("vs_c33")
* 34: float ("vs_c34")
* 35: float ("vs_c35")
* 36: float ("vs_c36")
* 37: float ("vs_c37")
* 38: float ("vs_c38")
* 39: float ("vs_c39")
* 40: float ("vs_c40")
* 41: float ("vs_c41")
* 42: float ("vs_c42")
* 43: float ("vs_c43")
* 44: float ("vs_c44")
* 45: float ("vs_c45")
SAMPLERS: (none.)
SYMBOLS:
* 0: "bUseMotionBlur"
register set float4
register index 41
register count 1
symbol class scalar
symbol type bool
rows 1
columns 1
elements 1
* 1: "fFogDensity"
register set float4
register index 42
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 2: "fShadowMapSize"
register set float4
register index 45
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 3: "matSunViewProj"
register set float4
register index 28
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 4: "matView"
register set float4
register index 32
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 5: "matViewProj"
register set float4
register index 36
register count 4
symbol class column-major matrix
symbol type float
rows 4
columns 4
elements 1
* 6: "vCameraPos"
register set float4
register index 44
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vLightDiffuse"
register set float4
register index 10
register count 10
symbol class vector
symbol type float
rows 1
columns 4
elements 10
* 8: "vLightPosDir"
register set float4
register index 0
register count 10
symbol class vector
symbol type float
rows 1
columns 3
elements 10
* 9: "vMaterialColor"
register set float4
register index 40
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 10: "vSunDir"
register set float4
register index 43
register count 1
symbol class vector
symbol type float
rows 1
columns 3
elements 1
PRESHADER:
SYMBOLS:
* 0: "iLightIndices"
register set float4
register index 0
register count 4
symbol class scalar
symbol type int
rows 1
columns 1
elements 4
* 1: "iLightPointCount"
register set float4
register index 4
register count 1
symbol class scalar
symbol type int
rows 1
columns 1
elements 1
lt c20.x, (1), c4.x
lt c21.x, (2), c4.x
lt c22.x, (3), c4.x
mov c24.x, c1.x
mov c25.x, c2.x
mov c26.x, c3.x
mov c27.x, c0.x
OUTPUT:
#version 120
uniform vec4 vs_uniforms_vec4[45];
const vec4 vs_c46 = vec4(-0.057, -0.200000002, 0.200000002, 0.100000001);
const vec4 vs_c47 = vec4(-1.0, 1.0, 0.150000004, 0.0);
const vec4 vs_c48 = vec4(0.5, -1.799999949, 1.100000023, 0.25);
vec4 vs_r0;
ivec4 vs_a0;
vec4 vs_r1;
vec4 vs_r2;
vec4 vs_r3;
vec4 vs_r4;
vec4 vs_r5;
vec4 vs_r6;
vec4 vs_r7;
vec4 vs_r8;
#define ARRAYBASE_0 0
#define ARRAYBASE_10 10
#define vs_c0 vs_uniforms_vec4[0]
#define vs_c10 vs_uniforms_vec4[10]
#define vs_c20 vs_uniforms_vec4[20]
#define vs_c21 vs_uniforms_vec4[21]
#define vs_c22 vs_uniforms_vec4[22]
#define vs_c24 vs_uniforms_vec4[23]
#define vs_c25 vs_uniforms_vec4[24]
#define vs_c26 vs_uniforms_vec4[25]
#define vs_c27 vs_uniforms_vec4[26]
#define vs_c28 vs_uniforms_vec4[27]
#define vs_c29 vs_uniforms_vec4[28]
#define vs_c30 vs_uniforms_vec4[29]
#define vs_c31 vs_uniforms_vec4[30]
#define vs_c32 vs_uniforms_vec4[31]
#define vs_c33 vs_uniforms_vec4[32]
#define vs_c34 vs_uniforms_vec4[33]
#define vs_c35 vs_uniforms_vec4[34]
#define vs_c36 vs_uniforms_vec4[35]
#define vs_c37 vs_uniforms_vec4[36]
#define vs_c38 vs_uniforms_vec4[37]
#define vs_c39 vs_uniforms_vec4[38]
#define vs_c40 vs_uniforms_vec4[39]
#define vs_c41 vs_uniforms_vec4[40]
#define vs_c42 vs_uniforms_vec4[41]
#define vs_c43 vs_uniforms_vec4[42]
#define vs_c44 vs_uniforms_vec4[43]
#define vs_c45 vs_uniforms_vec4[44]
attribute vec4 vs_v0;
#define vs_oPos gl_Position
#define vs_oD0 gl_FrontColor
#define vs_oT0 gl_TexCoord[0]
attribute vec4 vs_v1;
#define vs_oFog gl_FogFragCoord
#define vs_oD1 gl_FrontSecondaryColor
#define vs_oT1 gl_TexCoord[1]
attribute vec4 vs_v2;
#define vs_oT2 gl_TexCoord[2]
attribute vec4 vs_v3;
#define vs_oT3 gl_TexCoord[3]
attribute vec4 vs_v4;
#define vs_oT4 gl_TexCoord[4]
attribute vec4 vs_v5;
#define vs_oT5 gl_TexCoord[5]
attribute vec4 vs_v6;
#define vs_oT6 gl_TexCoord[6]
attribute vec4 vs_v7;
attribute vec4 vs_v8;
attribute vec4 vs_v9;
void main()
{
vs_r0.y = vs_v0.w;
vs_r1.y = vs_c47.w;
vs_r0.z = -vs_v0.y + vs_c48.x;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = normalize(vs_v7.xyz);
vs_r2.w = -vs_r2.y + vs_c46.x;
vs_r3.xyz = vs_r2.xwz * vs_c47.xyx;
vs_r2.xyz = vs_r2.xwz * vs_c46.yzy;
vs_r4.xyz = vs_v8.xyz;
vs_r5.xyz = vs_r4.xyz * vs_v1.yyy;
vs_r6.xyz = vs_v7.xyz;
vs_r5.xyz = (vs_r6.xyz * vs_v1.xxx) + vs_r5.xyz;
vs_r7.xyz = vs_v9.xyz;
vs_r5.xyz = (vs_r7.xyz * vs_v1.zzz) + vs_r5.xyz;
vs_r8.xyz = normalize(vs_r5.xyz);
vs_r0.w = dot(vs_r8.xyz, vs_r3.xyz);
vs_r1.z = vs_r0.w + vs_c48.x;
vs_r0.w = float(vs_c46.w < vs_r0.w);
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r1.z = (vs_r1.z * vs_c48.y) + vs_c48.z;
vs_r1.z = max(vs_r1.z, vs_c47.w);
vs_r1.z = min(vs_r1.z, vs_c47.y);
vs_r0.z = vs_r0.z + vs_r1.z;
vs_r0.z = vs_r0.z + vs_c48.w;
vs_r0.x = vs_v5.w;
vs_r1.x = -vs_r0.x + vs_r0.z;
vs_r0.xy = (vs_c41.xx * vs_r1.xy) + vs_r0.xy;
vs_r1.x = vs_v7.x;
vs_r1.y = vs_v8.x;
vs_r1.z = vs_v9.x;
vs_r1.w = vs_v6.x;
vs_r1.x = dot(vs_r1, vs_v0);
vs_r3.x = vs_v7.y;
vs_r3.y = vs_v8.y;
vs_r3.z = vs_v9.y;
vs_r3.w = vs_v6.y;
vs_r1.y = dot(vs_r3, vs_v0);
vs_r3.x = vs_v7.z;
vs_r3.y = vs_v8.z;
vs_r3.z = vs_v9.z;
vs_r3.w = vs_v6.z;
vs_r1.z = dot(vs_r3, vs_v0);
vs_r0.z = vs_v0.y + vs_c47.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_r0.z = min(vs_r0.z, vs_c47.y);
vs_r0.z = vs_r0.z * vs_r0.w;
vs_r2.xyz = vs_r2.xyz * vs_r0.zzz;
vs_r1.xyz = (vs_c41.xxx * vs_r2.xyz) + vs_r1.xyz;
vs_r2 = vs_r1.yyyy * vs_c37;
vs_r2 = (vs_c36 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c38 * vs_r1.zzzz) + vs_r2;
vs_oPos = (vs_c39 * vs_r0.yyyy) + vs_r2;
vs_r2.xyz = vs_r4.xyz * vs_v3.yyy;
vs_r2.xyz = (vs_r6.xyz * vs_v3.xxx) + vs_r2.xyz;
vs_r2.xyz = (vs_r7.xyz * vs_v3.zzz) + vs_r2.xyz;
vs_r3.xyz = normalize(vs_r2.xyz);
vs_r2.x = dot(vs_r3.xyz, -vs_c43.xyz);
vs_r4.xyz = vs_r4.xyz * vs_v4.yyy;
vs_r4.xyz = (vs_r6.xyz * vs_v4.xxx) + vs_r4.xyz;
vs_r4.xyz = (vs_r7.xyz * vs_v4.zzz) + vs_r4.xyz;
vs_r5.xyz = normalize(vs_r4.xyz);
vs_r2.y = dot(vs_r5.xyz, -vs_c43.xyz);
vs_r2.z = dot(vs_r8.xyz, -vs_c43.xyz);
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.z = inversesqrt(vs_r0.z);
vs_oT1.xyz = vs_r0.zzz * vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r2.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c25.x) + 0.5) * sign(vs_c25.x));
vs_r2.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r2.xyz = vs_r0.zzz * vs_r2.xyz;
vs_r2.xyz = vs_r2.xyz * vs_c21.xxx;
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c24.x) + 0.5) * sign(vs_c24.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_r2.xyz = (vs_c20.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r4.xyz, vs_r4.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r4.xyz = vs_r0.www * vs_r4.xyz;
vs_r0.w = dot(vs_r8.xyz, vs_r4.xyz);
vs_r0.w = max(vs_r0.w, vs_c47.w);
vs_r0.w = min(vs_r0.w, vs_c47.y);
vs_a0.w = int(floor(abs(vs_c26.x) + 0.5) * sign(vs_c26.x));
vs_r4.xyz = vs_r0.www * vs_uniforms_vec4[ARRAYBASE_10 + vs_a0.w].xyz;
vs_r4.xyz = vs_r0.zzz * vs_r4.xyz;
vs_oD1.xyz = (vs_c22.xxx * vs_r4.xyz) + vs_r2.xyz;
vs_a0.w = int(floor(abs(vs_c27.x) + 0.5) * sign(vs_c27.x));
vs_r2.xyz = -vs_r1.xyz + vs_uniforms_vec4[ARRAYBASE_0 + vs_a0.w].xyz;
vs_r0.z = dot(vs_r2.xyz, vs_r2.xyz);
vs_r0.w = inversesqrt(vs_r0.z);
vs_r0.z = 1.0 / vs_r0.z;
vs_r0.z = max(vs_r0.z, vs_c47.w);
vs_oT3.w = min(vs_r0.z, vs_c47.y);
vs_r2.xyz = vs_r0.www * vs_r2.xyz;
vs_oT3.x = dot(vs_r3.xyz, vs_r2.xyz);
vs_oT3.y = dot(vs_r5.xyz, vs_r2.xyz);
vs_oT3.z = dot(vs_r8.xyz, vs_r2.xyz);
vs_r2.xyz = -vs_r1.xyz + vs_c44.xyz;
vs_r4.xyz = normalize(vs_r2.xyz);
vs_oT6.x = dot(vs_r3.xyz, vs_r4.xyz);
vs_oT2.x = vs_r3.z;
vs_oT6.y = dot(vs_r5.xyz, vs_r4.xyz);
vs_oT2.y = vs_r5.z;
vs_oT6.z = dot(vs_r8.xyz, vs_r4.xyz);
vs_oT2.z = vs_r8.z;
vs_oD0.w = vs_r0.x * vs_c40.w;
vs_r2 = vs_r1.yyyy * vs_c29;
vs_r2 = (vs_c28 * vs_r1.xxxx) + vs_r2;
vs_r2 = (vs_c30 * vs_r1.zzzz) + vs_r2;
vs_r2 = (vs_c31 * vs_r0.yyyy) + vs_r2;
vs_r0.x = 1.0 / vs_r2.w;
vs_oT4.z = vs_r0.x * vs_r2.z;
vs_oT5.xy = vs_r2.xy * vs_c45.xx;
vs_oT4.xy = vs_r2.xy;
vs_r0.xzw = vs_r1.yyy * vs_c33.xyz;
vs_r0.xzw = (vs_c32.xyz * vs_r1.xxx) + vs_r0.xzw;
vs_r0.xzw = (vs_c34.xyz * vs_r1.zzz) + vs_r0.xzw;
vs_r0.xyz = (vs_c35.xyz * vs_r0.yyy) + vs_r0.xzw;
vs_r0.x = dot(vs_r0.xyz, vs_r0.xyz);
vs_r0.x = inversesqrt(vs_r0.x);
vs_r0.x = 1.0 / vs_r0.x;
vs_r0.x = vs_r0.x * vs_c42.x;
vs_r0.x = exp2(vs_r0.x);
vs_oFog = 1.0 / vs_r0.x;
vs_oD0.xyz = vs_v5.xyz;
vs_oT0.xy = vs_v2.xy;
vs_oT4.w = vs_c47.y;
}
OBJECT #370: SHADER, technique 153, pass 0
PROFILE: glsl
SHADER TYPE: pixel
VERSION: 2.1
INSTRUCTION COUNT: 70
INPUTS: (none.)
OUTPUTS:
* (null) ("ps_oC0")
CONSTANTS:
* 9: float (2.000000 -1.000000 0.050000 1.000000)
* 10: float (0.500000 2.200000 0.000000 0.000000)
UNIFORMS:
* 0: float ("ps_c0")
* 1: float ("ps_c1")
* 2: float ("ps_c2")
* 3: float ("ps_c3")
* 4: float ("ps_c4")
* 5: float ("ps_c5")
* 6: float ("ps_c6")
* 7: float ("ps_c7")
* 8: float ("ps_c8")
SAMPLERS:
* 3: 2d ("ps_s3")
* 7: 2d ("ps_s7")
* 9: 2d ("ps_s9")
SYMBOLS:
* 0: "MeshTextureSampler"
register set sampler
register index 9
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 1: "NormalTextureSampler"
register set sampler
register index 3
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 2: "ShadowmapTextureSampler"
register set sampler
register index 7
register count 1
symbol class object
symbol type sampler2d
rows 1
columns 1
elements 1
* 3: "fMaterialPower"
register set float4
register index 3
register count 1
symbol class scalar
symbol type float
rows 1
columns 1
elements 1
* 4: "output_gamma_inv"
register set float4
register index 8
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 5: "vAmbientColor"
register set float4
register index 6
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 6: "vGroundAmbientColor"
register set float4
register index 7
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 7: "vMaterialColor"
register set float4
register index 2
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 8: "vSkyLightColor"
register set float4
register index 4
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements 1
* 9: "vSunColor"
register set float4
register index 5
register count 1
symbol class vector
symbol type float
rows 1
columns 4
elements
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