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@Zorro666
Last active May 29, 2024 11:46
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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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