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; shader debug name: 6f1827ca98d304bb96344f2386ea9cac.pdb | |
; shader hash: 6f1827ca98d304bb96344f2386ea9cac | |
; Vertex Shader, compiled under SM6.2 | |
_dx.types.Handle = type { int8* } | |
_dx.types.CBufRet.f32 = type { float, float, float, float } | |
_hostlayout.VSConstants = type { float4[4], float4[4], float3 } | |
Inputs | |
float3 POSITION; | |
float2 TEXCOORD; | |
float3 NORMAL; | |
float3 TANGENT; | |
float3 BITANGENT; | |
uint SV_VertexID; | |
Outputs | |
float4 SV_Position; | |
float3 WorldPos; | |
float2 TexCoord0; | |
float3 TexCoord1; | |
float3 TexCoord2; | |
float3 Normal; | |
float3 Tangent; | |
float3 Bitangent; | |
cbuffer VSConstants : register(b0, space0) | |
{ | |
float4x4 modelToProjection; | |
float4x4 modelToShadow; | |
float3 ViewerPos; | |
}; | |
void @main() | |
{ | |
_dx.types.Handle _VSConstants_cbuffer = VSConstants; | |
float _1 = <IN>.BITANGENT.x; | |
float _2 = <IN>.BITANGENT.y; | |
float _3 = <IN>.BITANGENT.z; | |
float _4 = <IN>.TANGENT.x; | |
float _5 = <IN>.TANGENT.y; | |
float _6 = <IN>.TANGENT.z; | |
float _7 = <IN>.NORMAL.x; | |
float _8 = <IN>.NORMAL.y; | |
float _9 = <IN>.NORMAL.z; | |
float _10 = <IN>.TEXCOORD.x; | |
float _11 = <IN>.TEXCOORD.y; | |
float _12 = <IN>.POSITION.x; | |
float _13 = <IN>.POSITION.y; | |
float _14 = <IN>.POSITION.z; | |
_dx.types.CBufRet.f32 _15 = {VSConstants.modelToProjection[0]}; // cbuffer = VSConstants, byte_offset = 0 | |
float _16 = extractvalue _15, 0; | |
float _17 = extractvalue _15, 1; | |
float _18 = extractvalue _15, 2; | |
float _19 = extractvalue _15, 3; | |
_dx.types.CBufRet.f32 _20 = {VSConstants.modelToProjection[1]}; // cbuffer = VSConstants, byte_offset = 16 | |
float _21 = extractvalue _20, 0; | |
float _22 = extractvalue _20, 1; | |
float _23 = extractvalue _20, 2; | |
float _24 = extractvalue _20, 3; | |
_dx.types.CBufRet.f32 _25 = {VSConstants.modelToProjection[2]}; // cbuffer = VSConstants, byte_offset = 32 | |
float _26 = extractvalue _25, 0; | |
float _27 = extractvalue _25, 1; | |
float _28 = extractvalue _25, 2; | |
float _29 = extractvalue _25, 3; | |
_dx.types.CBufRet.f32 _30 = {VSConstants.modelToProjection[3]}; // cbuffer = VSConstants, byte_offset = 48 | |
float _31 = extractvalue _30, 0; | |
float _32 = extractvalue _30, 1; | |
float _33 = extractvalue _30, 2; | |
float _34 = extractvalue _30, 3; | |
float _35 = _16 * _12; | |
float _FMad24 = mad(_21, _13, _35); | |
float _FMad23 = mad(_26, _14, _FMad24); | |
float _36 = _FMad23 + _31; | |
float _37 = _17 * _12; | |
float _FMad21 = mad(_22, _13, _37); | |
float _FMad20 = mad(_27, _14, _FMad21); | |
float _38 = _FMad20 + _32; | |
float _39 = _18 * _12; | |
float _FMad18 = mad(_23, _13, _39); | |
float _FMad17 = mad(_28, _14, _FMad18); | |
float _40 = _FMad17 + _33; | |
float _41 = _19 * _12; | |
float _FMad15 = mad(_24, _13, _41); | |
float _FMad14 = mad(_29, _14, _FMad15); | |
float _42 = _FMad14 + _34; | |
<OUT>.SV_Position.x = _36; | |
<OUT>.SV_Position.y = _38; | |
<OUT>.SV_Position.z = _40; | |
<OUT>.SV_Position.w = _42; | |
<OUT>.WorldPos.x = _12; | |
<OUT>.WorldPos.y = _13; | |
<OUT>.WorldPos.z = _14; | |
<OUT>.TexCoord0.x = _10; | |
<OUT>.TexCoord0.y = _11; | |
_dx.types.CBufRet.f32 _43 = {VSConstants.ViewerPos.x, VSConstants.ViewerPos.y, VSConstants.ViewerPos.z, <padding>}; // cbuffer = VSConstants, byte_offset = 128 | |
float _44 = extractvalue _43, 0; | |
float _45 = extractvalue _43, 1; | |
float _46 = extractvalue _43, 2; | |
float _.i0 = _12 - _44; | |
float _.i1 = _13 - _45; | |
float _.i2 = _14 - _46; | |
<OUT>.TexCoord1.x = _.i0; | |
<OUT>.TexCoord1.y = _.i1; | |
<OUT>.TexCoord1.z = _.i2; | |
_dx.types.CBufRet.f32 _47 = {VSConstants.modelToShadow[0]}; // cbuffer = VSConstants, byte_offset = 64 | |
float _48 = extractvalue _47, 0; | |
float _49 = extractvalue _47, 1; | |
float _50 = extractvalue _47, 2; | |
_dx.types.CBufRet.f32 _51 = {VSConstants.modelToShadow[1]}; // cbuffer = VSConstants, byte_offset = 80 | |
float _52 = extractvalue _51, 0; | |
float _53 = extractvalue _51, 1; | |
float _54 = extractvalue _51, 2; | |
_dx.types.CBufRet.f32 _55 = {VSConstants.modelToShadow[2]}; // cbuffer = VSConstants, byte_offset = 96 | |
float _56 = extractvalue _55, 0; | |
float _57 = extractvalue _55, 1; | |
float _58 = extractvalue _55, 2; | |
_dx.types.CBufRet.f32 _59 = {VSConstants.modelToShadow[3]}; // cbuffer = VSConstants, byte_offset = 112 | |
float _60 = extractvalue _59, 0; | |
float _61 = extractvalue _59, 1; | |
float _62 = extractvalue _59, 2; | |
float _63 = _48 * _12; | |
float _FMad12 = mad(_52, _13, _63); | |
float _FMad11 = mad(_56, _14, _FMad12); | |
float _64 = _FMad11 + _60; | |
float _65 = _49 * _12; | |
float _FMad9 = mad(_53, _13, _65); | |
float _FMad8 = mad(_57, _14, _FMad9); | |
float _66 = _FMad8 + _61; | |
float _67 = _50 * _12; | |
float _FMad6 = mad(_54, _13, _67); | |
float _FMad5 = mad(_58, _14, _FMad6); | |
float _68 = _FMad5 + _62; | |
<OUT>.TexCoord2.x = _64; | |
<OUT>.TexCoord2.y = _66; | |
<OUT>.TexCoord2.z = _68; | |
<OUT>.Normal.x = _7; | |
<OUT>.Normal.y = _8; | |
<OUT>.Normal.z = _9; | |
<OUT>.Tangent.x = _4; | |
<OUT>.Tangent.y = _5; | |
<OUT>.Tangent.z = _6; | |
<OUT>.Bitangent.x = _1; | |
<OUT>.Bitangent.y = _2; | |
<OUT>.Bitangent.z = _3; | |
return; | |
} |
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