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MinecraftConsoles/Minecraft.Client/Windows64/4JLibs/libs/4J_Render.lib

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!<arch>
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GPUPE_RANK_BANK10_ACCESSES#<11> GPUPE_RANK_BANK11_ACCESSES"<11>#GPUINITIATOR_CONTEXT_DONE<11>'D3DBLENDOP_SUBTRACT#<11> GPUPE_RANK_BANK12_ACCESSES<11>'D3DBLENDOP_MIN!<11>#GPUINITIATOR_CACHE_FLUSH<11>'D3DBLENDOP_MAX$<11>#GPUINITIATOR_VIZQUERY_START#<11> GPUPE_RANK_BANK13_ACCESSES#<11>GPUPE_RANK_BANK14_ACCESSES"<11>#GPUINITIATOR_VIZQUERY_END<11>'D3DBLENDOP_REVSUBTRACT#<11>'<04><><EFBFBD><EFBFBD>D3DBLENDOP_FORCE_DWORD <11># GPUINITIATOR_SC_WAIT_WC#<11>GPUPE_RANK_BANK15_ACCESSES<11>GPUPE_READ_2_WRITE)<11>#
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GPUPE_IOC_WRITE<11>D3DPT_TRIANGLELIST"<11> GPUPE_IOC_READ_BYTE_COUNT<11>D3DPT_TRIANGLEFAN#<11> GPUPE_IOC_WRITE_BYTE_COUNT<11>D3DPT_TRIANGLESTRIP<11> GPUPE_IOC_URGENT<11>D3DPT_RECTLIST<11>GPUPE_MH_IOC_RTR<11> D3DPT_QUADLIST<11>GPUPE_TC0_READ<11><04><><EFBFBD><EFBFBD>D3DPT_FORCE_DWORD<11>GPUPE_MH_TC0_RTR<11>GPUPE_TC1_READ<11>GPUPE_MH_TC1_RTR?D3DTPT_LINELIST<11>GPUPE_VC0_READ_MEMORY?D3DTPT_LINESTRIP<11>GPUPE_VC0_READ_PGLB?D3DTPT_TRIANGLELIST<11>GPUPE_MH_VC0_RTR?D3DTPT_TRIANGLEFAN<11>GPUPE_VC1_READ_MEMORY?D3DTPT_TRIANGLESTRIP<11>GPUPE_VC1_READ_PGLB,`$XPLAYERLIST_BUTTON_TYPE_TITLECUSTOM-`$XPLAYERLIST_BUTTON_TYPE_PLAYERREVIEW<11>GPUPE_MH_VC1_RTR? D3DTPT_QUADLIST+`$XPLAYERLIST_BUTTON_TYPE_GAMEINVITE<11>GPUPE_BC0_CP_WRITE?D3DTPT_LINEPATCH<11>GPUPE_BC0_EX_WRITE?D3DTPT_TRIPATCH(`$XPLAYERLIST_BUTTON_TYPE_MESSAGE?D3DTPT_QUADPATCH.`$XPLAYERLIST_BUTTON_TYPE_FRIENDREQUEST<11>GPUPE_MH_BC0_RTR<11>GPUPE_BC1_CP_WRITE'D3DLIGHT_POINT?<04><><EFBFBD><EFBFBD>D3DTPT_FORCE_DWORD'D3DLIGHT_SPOT<11>GPUPE_BC1_EX_WRITE'D3DLIGHT_DIRECTIONAL<11>GPUPE_MH_BC1_RTR<11>GPUPE_DC_GRAPHICS_REQ!'<04><><EFBFBD><EFBFBD>D3DLIGHT_FORCE_DWORD<11> GPUPE_DC_OVERLAY_REQ<11>!GPUPE_DC_URGENT<11>"GPUPE_PGLB_BIU_REQ <11>#GPUPE_BIU_PGL_READ_DATA <11>$GPUPE_PGL_MHS_READ_DATA<11>%GPUPE_MH_MC0_READ_REQS <11>&GPUPE_MH_MC0_WRITE_REQS D3DQUERYTYPE_VCACHE<11>'GPUPE_MH_MC1_READ_REQS% D3DQUERYTYPE_RESOURCEMANAGER$<11>(XPLAYERLIST_FLAG_CUSTOMTEXT <11>(GPUPE_MH_MC1_WRITE_REQS<11>)GPUPE_MC0_MH_READ_DATA! D3DQUERYTYPE_VERTEXSTATS<11>*GPUPE_MC1_MH_READ_DATA D3DQUERYTYPE_EVENT<11>+GPUPE_MH_CP_SEND  D3DQUERYTYPE_OCCLUSION<11>,GPUPE_MH_VGT_SEND" 
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L K O O O <00> P <00> P <00> Q <00> Q R  R <00> S <00> S  T  T q U u U <00>F <00>F <00> <00> <00> <00> <00> G <00> G <00> H <00> H <00> I <00> I $!J (!J <00>!" <00>!" struct PS_IN { float2 Tex0 : TEXCOORD0; }; sampler2D screen_texture : register(s0); float4 main( PS_IN In ) : COLOR { return tex2D( screen_texture, In.Tex0 ); } struct VS_IN
{
float2 ObjPos : POSITION;
float2 Texture : TEXCOORD0;
};
struct VS_OUT
{
float4 ProjPos : POSITION;
float2 Tex0 : TEXCOORD0;
};
VS_OUT main ( VS_IN In )
{
VS_OUT Out;
Out.ProjPos = float4( In.ObjPos, 0, 1 );
Out.Tex0 = In.Texture;
return Out;
}
sampler2D diffuse_texture : register( s0 );
float4 diffuse_colour : register(c0);
float4 fog_colour : register(c1);
float4 cbuff_colour : register(c4);
struct PS_IN
{
float4 Color : COLOR;
float4 TextureFog : TEXCOORD0_centroid;
};
float4 main( PS_IN In ) : COLOR
{
float4 baseTexture = tex2Dproj( diffuse_texture, In.TextureFog );
float4 baseColour = baseTexture * diffuse_colour * In.Color;
float3 foggedColour = lerp(fog_colour.xyz,baseColour.xyz,In.TextureFog.z);
return float4(foggedColour.xyz,baseColour.w);
}
sampler2D diffuse_texture : register( s0 );
float4 diffuse_colour : register(c0);
float4 fog_colour : register(c1);
float4 cbuff_colour : register(c4);
struct PS_IN
{
float4 Color : COLOR;
float4 TextureFog : TEXCOORD0_centroid;
};
float4 main( PS_IN In ) : COLOR
{
float2 uv = In.TextureFog.xy;
float4 baseTexture = tex2D( diffuse_texture, uv );
if( uv.x > 1.0 )
{
asm {
tfetch2D baseTexture, uv, diffuse_texture, UseComputedLOD=false
};
}
float4 baseColour = baseTexture * diffuse_colour * In.Color;
float3 foggedColour = lerp(fog_colour.xyz,baseColour.xyz,In.TextureFog.z);
return float4(foggedColour.xyz,baseColour.w);
}
float4x4 matWV : register(c0);
float4x4 matP : register(c4);
float4x4 matWV2 : register(c8);
float4 vecFog : register(c12);
float4x4 matUV: register(c19);
float4 vecUVT2: register(c23);
float4x4 matTexGenEye : register(c24);
float4x4 matTexGenObj : register(c28);
sampler2D light_texture : register( s0 );
struct VS_IN
{
float4 ObjPos : POSITION;
float4 Color : COLOR;
float3 Normal : NORMAL;
float2 Texture : TEXCOORD0;
float2 TextureLight : TEXCOORD1;
};
struct VS_OUT
{
float4 ProjPos : POSITION;
float4 Color : COLOR;
float4 TextureFog: TEXCOORD0;
};
VS_OUT main( VS_IN In )
{
VS_OUT Out;
float4 worldPos = mul( matWV2, In.ObjPos );
float4 worldPos2 = mul( matWV, worldPos);
Out.ProjPos = mul( matP, worldPos2 );
float2 lightUV = In.TextureLight * ( 1.0 / 256.0);
lightUV = frac(max(lightUV, vecUVT2.xy));
float4 lightCol;
asm {
tfetch2D lightCol, lightUV, light_texture, UseComputedLOD=false
};
lightCol.w = 1.0;
lightCol *= In.Color.wxyz;
Out.Color = lightCol;
float4 texgen = mul( matTexGenEye, worldPos2 );
texgen += mul( matTexGenObj, In.ObjPos );
Out.TextureFog.xyw = (mul( matUV, texgen )).xyw;
if( vecFog.z == 1 )
Out.TextureFog.z = saturate((vecFog.x + worldPos2.z ) * vecFog.y);
else if( vecFog.z == 2)
Out.TextureFog.z = saturate(exp(vecFog.x * worldPos2.z ));
else
Out.TextureFog.z = 1.0;
return Out;
}
float4x4 matWV : register(c0);
float4x4 matP : register(c4);
float4x4 matWV2 : register(c8);
float4 vecFog : register(c12);
float3 vecLight0 : register(c13);
float3 vecLight1 : register(c14);
float4 vecLight0Col : register(c15);
float4 vecLight1Col : register(c16);
float4 vecLightAmbientCol : register(c17);
float4x4 matUV: register(c19);
float4 vecUVT2: register(c23);
sampler2D light_texture : register( s0 );
struct VS_IN
{
float4 ObjPos : POSITION;
float4 Color : COLOR;
float3 Normal : NORMAL;
float2 Texture : TEXCOORD0;
float2 TextureLight : TEXCOORD1;
};
struct VS_OUT
{
float4 ProjPos : POSITION;
float4 Color : COLOR;
float4 TextureFog: TEXCOORD0;
};
VS_OUT main( VS_IN In )
{
VS_OUT Out;
float4 worldPos = mul( matWV2, In.ObjPos );
float4 worldPos2 = mul( matWV, worldPos);
Out.ProjPos = mul( matP, worldPos2 );
float3 normal = mul( (float3x3)matWV2, In.Normal);
normal = mul((float3x3)matWV, normal);
normal = normalize(normal);
float light0 = max(dot(vecLight0, normal),0);
float light1 = max(dot(vecLight1, normal),0);
Out.Color = saturate(light0 * vecLight0Col + light1 * vecLight1Col + vecLightAmbientCol);
float2 lightUV = In.TextureLight * ( 1.0 / 256.0);
lightUV = frac(max(lightUV, vecUVT2.xy));
float4 lightCol;
asm {
tfetch2D lightCol, lightUV, light_texture, UseComputedLOD=false
};
Out.Color.xyz *= lightCol;
Out.Color *= In.Color.wxyz;
Out.TextureFog.w = 1.0;
Out.TextureFog.xy = mul( matUV, float4( In.Texture.x, In.Texture.y, 0.0, 1.0 ) );
if( vecFog.z == 1 )
Out.TextureFog.z = saturate((vecFog.x + worldPos2.z ) * vecFog.y);
else if( vecFog.z == 2)
Out.TextureFog.z = saturate(exp(vecFog.x * worldPos2.z ));
else
Out.TextureFog.z = 1.0;
return Out;
}
float4x4 matWV : register(c0);
float4x4 matP : register(c4);
float4 vecTrans : register(c11);
float4 vecFog : register(c12);
struct VS_OUT
{
float4 ProjPos : POSITION;
float4 Color : COLOR;
float4 TextureFog : TEXCOORD0;
};
sampler2D light_texture : register( s0 );
sampler mySampler : register(vf0);
VS_OUT main( int idx : INDEX )
{
VS_OUT Out;
float4 DataThis;
float4 DataBase;
float3 ObjPosBase;
float4 ObjPos;
float4 Texture;
float idxBase = trunc(idx * (1.0/4.0)) * 4.0;
float idxOffset = idx - idxBase;
float4 vertData[4];
asm {
vfetch_full vertData[0].yxwz, idxBase, mySampler, DataFormat=FMT_16_16_16_16, NumFormat=integer, Signed=false, Stride=2, Offset=0, PrefetchCount =8;
vfetch_mini vertData[1].yxwz, DataFormat=FMT_16_16_16_16, NumFormat=integer, Signed=false, Offset=2;
vfetch_mini vertData[2].yxwz, DataFormat=FMT_16_16_16_16, NumFormat=integer, Signed=false, Offset=4;
vfetch_mini vertData[3].yxwz, DataFormat=FMT_16_16_16_16, NumFormat=integer, Signed=false, Offset=6;
};
DataThis = vertData[idxOffset];
DataBase = float4(vertData[0].x,vertData[1].x,vertData[2].x,vertData[3].x);
float4 colIndex = float4(DataThis.w,DataThis.w,DataThis.w,DataThis.w);
colIndex *= float4(1.0/4096.0, 1.0/256.0, 1.0/16.0, 1.0);
colIndex = trunc(colIndex);
colIndex *= 1.0/16.0;
colIndex = frac(colIndex);
ObjPosBase = float3(DataBase.x, DataBase.x, DataBase.x);
ObjPosBase *= float3(1.0/32768.0, 1.0/1024.0, 1.0/32.0);
ObjPosBase = frac(ObjPosBase);
ObjPosBase *= 32.0;
ObjPosBase = trunc(ObjPosBase);
ObjPosBase -= 16.0;
ObjPos = float4(DataThis.y, DataThis.y, DataThis.z, DataThis.z);
ObjPos *= float4(1.0/65536.0, 1.0/256.0, 1.0/65536.0, 1.0 / 256.0);
ObjPos = frac(ObjPos);
ObjPos *= 256.0;
ObjPos = trunc(ObjPos);
ObjPos.xyz *= 1.0/128.0;
ObjPos.xyz += ObjPosBase;
float2 lightUV = float2(ObjPos.w, ObjPos.w);
lightUV *= float2(1.0/16.0, 1.0);
lightUV = trunc(lightUV);
lightUV *= 1.0/16.0;
lightUV = frac(lightUV);
float4 lightCol;
asm {
tfetch2D lightCol, lightUV, light_texture, UseComputedLOD=false
};
Out.Color = float4(colIndex.xyz,1.0) * float4(lightCol.xyz,1.0);
ObjPos.xyz += vecTrans.xyz;
float4 worldPos2 = mul( matWV, float4(ObjPos.xyz,1));
Out.ProjPos = mul( matP, worldPos2 );
if( colIndex.w == 0 )
{
Out.TextureFog.x = DataBase.y;
Out.TextureFog.y = DataBase.z;
}
else if( colIndex.w == 1.0/16.0 )
{
Out.TextureFog.x = DataBase.y;
float dv = 256.0 * frac( DataBase.w * ( 1/256.0 ) );
Out.TextureFog.y = DataBase.z + dv;
}
else if( colIndex.w == 2.0/16.0 )
{
float du = trunc( DataBase.w * ( 1/256.0 ) );
Out.TextureFog.x = DataBase.y + du;
Out.TextureFog.y = DataBase.z;
}
else if( colIndex.w == 3.0/16.0 )
{
float du = trunc( DataBase.w * ( 1/256.0 ) );
Out.TextureFog.x = DataBase.y + du;
float dv = 256.0 * frac( DataBase.w * ( 1/256.0 ) );
Out.TextureFog.y = DataBase.z + dv;
}
else
{
float idxExtra = idx + 4;
float2 texCoordExtra;
asm {
vfetch_full texCoordExtra.wz__, idxExtra, mySampler, DataFormat=FMT_16_16_16_16, NumFormat=integer, Signed=false, Stride=2, Offset=0;
};
Out.TextureFog.xy = texCoordExtra;
}
Out.TextureFog.xy *= 1.0 / 4096.0;
Out.TextureFog.w = 1.0;
if( vecFog.z == 1 )
Out.TextureFog.z = saturate((vecFog.x + worldPos2.z ) * vecFog.y);
else if( vecFog.z == 2)
Out.TextureFog.z = saturate(exp(vecFog.x * worldPos2.z ));
else
Out.TextureFog.z = 1.0;
return Out;
}
float4x4 matWV : register(c0);
float4x4 matP : register(c4);
float4x4 matWV2 : register(c8);
float4 vecFog : register(c12);
float4x4 matUV: register(c19);
float4 vecUVT2: register(c23);
sampler2D light_texture : register( s0 );
struct VS_IN
{
float4 ObjPos : POSITION;
float4 Color : COLOR;
float3 Normal : NORMAL;
float2 Texture : TEXCOORD0;
float2 TextureLight : TEXCOORD1;
};
struct VS_OUT
{
float4 ProjPos : POSITION;
float4 Color : COLOR;
float4 TextureFog: TEXCOORD0;
};
VS_OUT main( VS_IN In )
{
VS_OUT Out;
float4 worldPos = mul( matWV2, In.ObjPos );
float4 worldPos2 = mul( matWV, worldPos);
Out.ProjPos = mul( matP, worldPos2 );
float2 lightUV = In.TextureLight * ( 1.0 / 256.0);
lightUV = frac(max(lightUV, vecUVT2.xy));
float4 lightCol;
asm {
tfetch2D lightCol, lightUV, light_texture, UseComputedLOD=false
};
lightCol.w = 1.0;
lightCol *= In.Color.wxyz;
Out.Color = lightCol;
Out.TextureFog.xy = mul( matUV, float4( In.Texture.x, In.Texture.y, 0.0, 1.0 ) );
Out.TextureFog.w = 1.0;
if( vecFog.z == 1 )
Out.TextureFog.z = saturate((vecFog.x + worldPos2.z ) * vecFog.y);
else if( vecFog.z == 2)
Out.TextureFog.z = saturate(exp(vecFog.x * worldPos2.z ));
else
Out.TextureFog.z = 1.0;
return Out;
}
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