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The document contains a shader program written in HLSL, utilizing various texture and sampler resources. It defines constant buffers and implements a main function that processes input parameters to produce output colors based on texture sampling and conditional logic. The shader is generated by 3Dmigoto and is compatible with Direct3D 11, specifically using the ps_5_0 profile.
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0% found this document useful (0 votes)
14 views4 pages

1a918a5bef919426-Ps Replace

The document contains a shader program written in HLSL, utilizing various texture and sampler resources. It defines constant buffers and implements a main function that processes input parameters to produce output colors based on texture sampling and conditional logic. The shader is generated by 3Dmigoto and is compatible with Direct3D 11, specifically using the ps_5_0 profile.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// ---- Created with 3Dmigoto v1.3.

16 on Sun May 19 12:18:29 2024


Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)


{
float4 cb1[9];
}

cbuffer cb0 : register(b0)


{
float4 cb0[92];
}

// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);

void main(
float4 v0 : SV_POSITION0,
float4 v1 : COLOR0,
float4 v2 : TEXCOORD0,
float4 v3 : TEXCOORD1,
float4 v4 : TEXCOORD2,
float4 v5 : TEXCOORD5,
float4 v6 : TEXCOORD6,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = t0.Sample(s0_s, v2.zw).xyzw;


r1.xyzw = cmp(cb0[76].yyyy == float4(1,2,3,4));
r2.xyz = r1.www ? r0.www : r0.xyz;
r2.xyz = r1.zzz ? r0.zzz : r2.xyz;
r1.yzw = r1.yyy ? r0.yyy : r2.xyz;
r1.xyz = r1.xxx ? r0.xxx : r1.yzw;
r2.xyzw = cmp(cb0[83].yyyy == float4(0,1,2,3));
r0.z = r2.w ? r0.z : 1;
r0.y = r2.z ? r0.y : r0.z;
r0.x = r2.y ? r0.x : r0.y;
r0.x = r2.x ? r0.w : r0.x;
r0.y = cb0[83].z * r0.x;
r2.xyzw = t1.Sample(s1_s, v6.xy).xyzw;
r3.xyzw = cmp(cb0[84].yyyy == float4(0,1,2,3));
r0.z = r3.w ? r2.w : 0;
r0.z = r3.z ? r2.z : r0.z;
r0.z = r3.y ? r2.y : r0.z;
r0.z = r3.x ? r2.x : r0.z;
r0.z = cb0[84].x * r0.z;
r0.w = cmp(0 != cb0[83].w);
r0.x = r0.x * cb0[83].z + r0.z;
r0.y = r0.y * r0.z;
r0.x = r0.w ? r0.x : r0.y;
r0.y = -cb1[6].y + v3.w;
r2.x = -cb0[87].z;
r2.y = -cb0[88].x;
r0.yz = r2.xy + r0.yy;
r0.yz = saturate(r0.yz / cb0[87].yw);
r0.zw = float2(1,1) + -r0.yz;
r1.w = cmp(0 != cb0[87].x);
r0.y = r1.w ? r0.y : r0.z;
r0.z = min(r0.y, r0.w);
r0.w = cmp(0 != cb0[86].w);
r0.y = r0.w ? r0.z : r0.y;
r0.x = r0.x * r0.y;
r0.y = cmp(0 < cb0[91].y);
r0.zw = v5.xy / v5.ww;
r0.z = t2.Sample(s2_s, r0.zw).x;
r0.w = cb1[6].z * r0.z;
r0.z = cb1[8].z * r0.z + cb1[8].w;
r0.z = rcp(r0.z);
r0.y = r0.y ? r0.w : r0.z;
r0.y = -v5.w + r0.y;
r0.z = saturate(cb0[88].y * r0.y);
r0.y = saturate(r0.y / cb0[88].z);
r0.w = 1 + -r0.z;
r0.y = r0.y * r0.w + r0.z;
r0.x = r0.x * r0.y;
r0.yzw = cb0[76].xxx * r1.xyz;
r0.x = cb0[83].x * r0.x;
r0.xyzw = cb0[82].wxyz * r0.xyzw;
r0.yzw = v1.xyz * r0.yzw;
r0.yzw = cb0[75].xyz * r0.yzw;
r1.x = cmp(0 < cb0[74].x);
if (r1.x != 0) {
r1.x = t3.Load(float4(0,0,0,0)).y;
r1.x = -1 + r1.x;
r1.x = cb0[74].x * r1.x + 1;
o0.xyz = r1.xxx * r0.yzw;
} else {
o0.xyz = r0.yzw;
}
r0.y = cb0[75].w * v1.w;
r0.x = r0.y * r0.x;
o0.w = saturate(cb0[74].z * r0.x);

o0.xyz = float3(0.9,0.9,0.9);

return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.16 on Sun May 19 12:18:29 2024
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float zw
// TEXCOORD 1 xyzw 3 NONE float w
// TEXCOORD 2 xyzw 4 NONE float
// TEXCOORD 5 xyzw 5 NONE float xy w
// TEXCOORD 6 xyzw 6 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[92], immediateIndexed
dcl_constantbuffer CB1[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.zw
dcl_input_ps linear v3.w
dcl_input_ps linear v5.xyw
dcl_input_ps linear v6.xy
dcl_output o0.xyzw
dcl_temps 4
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v2.zwzz, t0.xyzw, s0
eq r1.xyzw, cb0[76].yyyy, l(1.000000, 2.000000, 3.000000, 4.000000)
movc r2.xyz, r1.wwww, r0.wwww, r0.xyzx
movc r2.xyz, r1.zzzz, r0.zzzz, r2.xyzx
movc r1.yzw, r1.yyyy, r0.yyyy, r2.xxyz
movc r1.xyz, r1.xxxx, r0.xxxx, r1.yzwy
eq r2.xyzw, cb0[83].yyyy, l(0.000000, 1.000000, 2.000000, 3.000000)
movc r0.z, r2.w, r0.z, l(1.000000)
movc r0.y, r2.z, r0.y, r0.z
movc r0.x, r2.y, r0.x, r0.y
movc r0.x, r2.x, r0.w, r0.x
mul r0.y, r0.x, cb0[83].z
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, v6.xyxx, t1.xyzw, s1
eq r3.xyzw, cb0[84].yyyy, l(0.000000, 1.000000, 2.000000, 3.000000)
and r0.z, r2.w, r3.w
movc r0.z, r3.z, r2.z, r0.z
movc r0.z, r3.y, r2.y, r0.z
movc r0.z, r3.x, r2.x, r0.z
mul r0.z, r0.z, cb0[84].x
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[83].w
mad r0.x, r0.x, cb0[83].z, r0.z
mul r0.y, r0.z, r0.y
movc r0.x, r0.w, r0.x, r0.y
add r0.y, v3.w, -cb1[6].y
mov r2.x, -cb0[87].z
mov r2.y, -cb0[88].x
add r0.yz, r0.yyyy, r2.xxyx
div_sat r0.yz, r0.yyzy, cb0[87].yywy
add r0.zw, -r0.yyyz, l(0.000000, 0.000000, 1.000000, 1.000000)
ne r1.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[87].x
movc r0.y, r1.w, r0.y, r0.z
min r0.z, r0.w, r0.y
ne r0.w, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[86].w
movc r0.y, r0.w, r0.z, r0.y
mul r0.x, r0.y, r0.x
lt r0.y, l(0.000000), cb0[91].y
div r0.zw, v5.xxxy, v5.wwww
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t2.yzxw, s2
mul r0.w, r0.z, cb1[6].z
mad r0.z, cb1[8].z, r0.z, cb1[8].w
rcp r0.z, r0.z
movc r0.y, r0.y, r0.w, r0.z
add r0.y, r0.y, -v5.w
mul_sat r0.z, r0.y, cb0[88].y
div_sat r0.y, r0.y, cb0[88].z
add r0.w, -r0.z, l(1.000000)
mad r0.y, r0.y, r0.w, r0.z
mul r0.x, r0.y, r0.x
mul r0.yzw, r1.xxyz, cb0[76].xxxx
mul r0.x, r0.x, cb0[83].x
mul r0.xyzw, r0.xyzw, cb0[82].wxyz
mul r0.yzw, r0.yyzw, v1.xxyz
mul r0.yzw, r0.yyzw, cb0[75].xxyz
lt r1.x, l(0.000000), cb0[74].x
if_nz r1.x
ld_indexable(texture2d)(float,float,float,float) r1.x, l(0, 0, 0, 0), t3.yxzw
add r1.x, r1.x, l(-1.000000)
mad r1.x, cb0[74].x, r1.x, l(1.000000)
mul o0.xyz, r0.yzwy, r1.xxxx
else
mov o0.xyz, r0.yzwy
endif
mul r0.y, v1.w, cb0[75].w
mul r0.x, r0.x, r0.y
mul_sat o0.w, r0.x, cb0[74].z
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

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