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

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/ 1406197472 0 36800 `
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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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GPUPE_RBBM_SC_CNTX17_BUSY(cD3DCOUNTER_FRAME_ACTIVE_PERCENT/<11>.XBACKGROUND_DOWNLOAD_MODE_ALWAYS_ALLOW<11>GPUPE_4(<11><D3DRS_HIGHPRECISIONBLENDENABLE2)y&D3DTOP_MODULATEINVCOLOR_ADDALPHA#cD3DCOUNTER_XAM_GPU_PERCENTy GPUPE_RBBM_TPC_BUSY'<11>.XBACKGROUND_DOWNLOAD_MODE_AUTOy&D3DTOP_BUMPENVMAP(<11>@D3DRS_HIGHPRECISIONBLENDENABLE3<11>GPUPE_5#y&D3DTOP_BUMPENVMAPLUMINANCE<11>DD3DRS_HALFPIXELOFFSETy GPUPE_RBBM_TC_BUSY*cD3DCOUNTER_FRAME_GPU_IDLE_PERCENTy GPUPE_RBBM_SX_BUSYy&D3DTOP_DOTPRODUCT3#<11>HD3DRS_PRIMITIVERESETENABLE-cD3DCOUNTER_PRIMITIVES_CULLED_PERCENT.c D3DCOUNTER_PRIMITIVES_CLIPPED_PERCENT#<11>#GPUPE_DMIF_PER_DCREQ_EVENTy&D3DTOP_MULTIPLYADD"<11>LD3DRS_PRIMITIVERESETINDEXyGPUPE_RESERVED1y&D3DTOP_LERP!yGPUPE_RBBM_CP_COHER_BUSY(<11>#GPUPE_DMIF_PER_DCGRPH_REQ_EVENT.c
D3DCOUNTER_PRIMITIVES_VISIBLE_PERCENT <11>PD3DRS_ALPHATOMASKENABLE$c D3DCOUNTER_BANDWIDTH_SYSTEM'<11>#GPUPE_DMIF_PER_DCOVL_REQ_EVENTy&D3DTOP_MAXyGPUPE_RBBM_CP_NRT_BUSY!<11>TD3DRS_ALPHATOMASKOFFSETS%c D3DCOUNTER_BANDWIDTH_INDICES(<11>#GPUPE_DMIF_PER_DCREQ_SIZE_EVENTy&<04><><EFBFBD><EFBFBD>D3DTOP_FORCE_DWORDyGPUPE_RESERVED2<11>XD3DRS_GUARDBAND_XyGPUPE_RBBM_CP_DMA_BUSY%c D3DCOUNTER_BANDWIDTH_TEXTURE<11>\D3DRS_GUARDBAND_Y-<11>#GPUPE_DMIF_PER_DCGRPH_REQ_SIZE_EVENT<11>&D3DXRS_BOOL<11>&D3DXRS_INT4,<11>#GPUPE_DMIF_PER_DCOVL_REQ_SIZE_EVENT<11>`D3DRS_DISCARDBAND_X$cD3DCOUNTER_BANDWIDTH_VERTEXyGPUPE_RESERVED3<11>dD3DRS_DISCARDBAND_Y%cD3DCOUNTER_BANDWIDTH_RESOLVE(D3DVBF_DISABLE.<11>#GPUPE_DMIF_PER_DCSURFACE_UPDATE_EVENTyGPUPE_RESERVED4<11>&D3DXRS_FLOAT4<11>&D3DXRS_SAMPLERyGPUPE_RESERVED5'<11>#GPUPE_DMIF_PER_DC_MH_REQ_EVENT'cD3DCOUNTER_BANDWIDTH_MEMEXPORT(D3DVBF_1WEIGHTS<11>hD3DRS_HISTENCILENABLE(D3DVBF_2WEIGHTS"yGPUPE_RBBM_DMA_IDLE_STALL+cD3DCOUNTER_XAM_COMMAND_BUFFER_SIZE<11>&<04><><EFBFBD><EFBFBD>D3DXRS_FORCE_DWORD#<11>lD3DRS_HISTENCILWRITEENABLE.<11>#GPUPE_DMIF_PER_DC_MH_D1GRPH_REQ_EVENT-<11># GPUPE_DMIF_PER_DC_MH_D1OVL_REQ_EVENT<11>pD3DRS_HISTENCILFUNC(D3DVBF_3WEIGHTSyGPUPE_RESERVED6,cD3DCOUNTER_FRAME_GPU_WASTED_PERCENT,<11>#
GPUPE_DMIF_PER_DC_MH_REQ_SIZE_EVENTcD3DCOUNTER_MAX(<00>D3DVBF_TWEENING<11>tD3DRS_HISTENCILREFyGPUPE_RESERVED73<11># GPUPE_DMIF_PER_DC_MH_D1GRPH_REQ_SIZE_EVENT<11>xD3DRS_PRESENTINTERVAL(D3DVBF_0WEIGHTS"yGPUPE_RBBM_GFX_IDLE_STALL(<11>|D3DRS_PRESENTIMMEDIATETHRESHOLD(<04><><EFBFBD><EFBFBD>D3DVBF_FORCE_DWORD#yGPUPE_RBBM_GFX_IDLEC_STALL<11>&D3DXPC_SCALAR2<11># GPUPE_DMIF_PER_DC_MH_D1OVL_REQ_SIZE_EVENT2<11># GPUPE_DMIF_PER_DC_MH_SURFACE_UPDATE_EVENTyGPUPE_RBBM_INTERRUPT<11><00>D3DRS_HIZENABLE<11>&D3DXPC_VECTOR'<11>#GPUPE_DMIF_PER_MH_DC_RTR_EVENT<11><00>D3DRS_HIZWRITEENABLE<11>&D3DXPC_MATRIX_ROWS<11>&D3DXPC_MATRIX_COLUMNS<11>'D3DTTFF_DISABLE<11><00>D3DRS_LASTPIXEL5<11>#GPUPE_DMIF_PER_CMD_PROC_WAIT_RTR_STATE_EVENT<11><00>D3DRS_LINEWIDTH<11>&D3DXPC_OBJECT1<11>#GPUPE_DMIF_PER_CMD_PROC_IDLE_STATE_EVENT#|GPUPE_SQ_PIXEL_VECTORS_SUB<11>'D3DTTFF_COUNT1*<11>#GPUPE_DMIF_PER_DC_MH_URGENT_EVENT<11><00>D3DRS_BUFFER2FRAMES<11>'D3DTTFF_COUNT2$|GPUPE_SQ_VERTEX_VECTORS_SUB<11>&D3DXPC_STRUCT<11>'D3DTTFF_COUNT3'|GPUPE_SQ_ALU0_ACTIVE_VTX_SIMD0<11>&<04><><EFBFBD><EFBFBD>D3DXPC_FORCE_DWORD(<11>#GPUPE_DMIF_PER_MH_DC_SEND_EVENT<11><00>D3DRS_MAX/<11>#GPUPE_DMIF_PER_MH_DC_SEND_D1GRPH_EVENT'|GPUPE_SQ_ALU1_ACTIVE_VTX_SIMD0<11>'D3DTTFF_COUNT4<11><04><><EFBFBD><EFBFBD>D3DRS_FORCE_DWORD<11>'D3DTTFF_PROJECTED.<11>#GPUPE_DMIF_PER_MH_DC_SEND_D1OVL_EVENT'|GPUPE_SQ_ALU0_ACTIVE_PIX_SIMD0'|GPUPE_SQ_ALU1_ACTIVE_PIX_SIMD0 <11>'<04><><EFBFBD><EFBFBD>D3DTTFF_FORCE_DWORD'<11>#GPUPE_DMIF_PER_DC_MH_RTR_EVENT<11>D3DSAMP_ADDRESSU'|GPUPE_SQ_ALU0_ACTIVE_VTX_SIMD1'<11>#GPUPE_DMIF_PER_DMIF_BUSY_EVENT<11>&D3DXPT_VOID2<11>#GPUPE_DMIF_PER_DMIF_BUSY_MH_DC_SEND_EVENT<11>&D3DXPT_BOOL<11>D3DSAMP_ADDRESSV'|GPUPE_SQ_ALU1_ACTIVE_VTX_SIMD11<11>#GPUPE_DMIF_PER_DMIF_BUSY_DC_MH_RTR_EVENT<11>&D3DXPT_INT'|GPUPE_SQ_ALU0_ACTIVE_PIX_SIMD1<11>D3DSAMP_ADDRESSW'| GPUPE_SQ_ALU1_ACTIVE_PIX_SIMD1)<11>#GPUPE_DMIF_PER_DMIF_DCSEND_EVENT<11>&D3DXPT_FLOAT<11> D3DSAMP_BORDERCOLOR<11>D3DSAMP_MAGFILTER|
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D3DXPT_SAMPLER!|GPUPE_SQ_BOOLEAN_WRITTEN1<11>#!GPUPE_DCCG_PER_SCLK_G_SCL_CLOCK_ON_EVENT|GPUPE_SQ_LOOPS_WRITTEN<11>& D3DXPT_SAMPLER1D<11>,D3DSAMP_MINFILTERZ&<11>0D3DSAMP_SEPARATEZFILTERENABLE|GPUPE_SQ_PIXEL_SWAP_IN/<11>#"GPUPE_DCCG_PER_SCLK_G_DCCLOCK_ON_EVENT<11>& D3DXPT_SAMPLER2D0<11>##GPUPE_DCCG_PER_PCLK_CRTC_CLOCK_ON_EVENT |GPUPE_SQ_PIXEL_SWAP_OUT<11>4D3DSAMP_MINMIPLEVEL<11>& D3DXPT_SAMPLER3D#<11>8D3DSAMP_TRILINEARTHRESHOLD |GPUPE_SQ_VERTEX_SWAP_IN0<11>#$GPUPE_DCCG_PER_DVOACLK_C_CLOCK_ON_EVENT<11>&D3DXPT_SAMPLERCUBE<11><D3DSAMP_ANISOTROPYBIAS0<11>#%GPUPE_DCCG_PER_DVOACLK_D_CLOCK_ON_EVENT<11>'XMEMCODEC_DEFAULT<11>&D3DXPT_PIXELSHADER!|GPUPE_SQ_VERTEX_SWAP_OUT!<11>@D3DSAMP_HGRADIENTEXPBIAS)<11>#&GPUPE_CRTC1_PER_START_LINE_EVENT<11>&D3DXPT_VERTEXSHADER<11>'XMEMCODEC_LZX%|GPUPE_SQ_ALU_VTX_INST_ISSUED&<11>#'GPUPE_CRTC1_PER_HSYNC_A_EVENT<11>&D3DXPT_PIXELFRAGMENT%|GPUPE_SQ_TEX_VTX_INST_ISSUED!<11>DD3DSAMP_VGRADIENTEXPBIAS&<11>#(GPUPE_CRTC1_PER_VSYNC_A_EVENT"<11>HD3DSAMP_WHITEBORDERCOLORW<11>&D3DXPT_VERTEXFRAGMENT$|GPUPE_SQ_VC_VTX_INST_ISSUED<11>&<04><><EFBFBD><EFBFBD>D3DXPT_FORCE_DWORD#W'ExceptionContinueExecution"<11>LD3DSAMP_POINTBORDERENABLE,<11>#)GPUPE_CRTC1_PER_H_DATA_ACTIVE_EVENT$|GPUPE_SQ_CF_VTX_INST_ISSUED<11>PD3DSAMP_MAX,<11>#*GPUPE_CRTC1_PER_V_DATA_ACTIVE_EVENT W'ExceptionContinueSearch%|GPUPE_SQ_ALU_PIX_INST_ISSUED!W'ExceptionNestedException <11><04><><EFBFBD><EFBFBD>D3DSAMP_FORCE_DWORD*<11>#+GPUPE_CRTC1_PER_DATA_ACTIVE_EVENT%|GPUPE_SQ_TEX_PIX_INST_ISSUED W'ExceptionCollidedUnwind&<11>#,GPUPE_CRTC1_PER_H_BLANK_EVENT$|GPUPE_SQ_VC_PIX_INST_ISSUED&<11>#-GPUPE_CRTC1_PER_V_BLANK_EVENT$|GPUPE_SQ_CF_PIX_INST_ISSUED'|GPUPE_SQ_ALU0_FIFO_EMPTY_SIMD0$<11>#.GPUPE_CRTC1_PER_BLANK_EVENT<11>%D3DTEXF_NONE/<11>#/GPUPE_CRTC1_PER_INTERLACE_SELECT_EVENT'|GPUPE_SQ_ALU1_FIFO_EMPTY_SIMD0<11>%D3DTEXF_POINT,<11>#0GPUPE_CRTC1_PER_STEREO_SELECT_EVENT'| GPUPE_SQ_ALU0_FIFO_EMPTY_SIMD1<11>%D3DTEXF_LINEAR<11>%D3DTEXF_ANISOTROPIC+<11>#1GPUPE_SCL1_PER_HOST_CONFLICT_EVENT'|!GPUPE_SQ_ALU1_FIFO_EMPTY_SIMD1|"GPUPE_SQ_ALU_NOPS <11>%<04><><EFBFBD><EFBFBD>D3DTEXF_FORCE_DWORD0<11>#2GPUPE_SCL1_PER_ADVANCE_FILTER_POS_EVENT#<11>#3GPUPE_SCL1_PER_TAINC_EVENT|#GPUPE_SQ_PRED_SKIP)<11>#4GPUPE_SCL1_PER_REQUEST_EOL_EVENT*|$GPUPE_SQ_SYNC_ALU_STALL_SIMD0_VTX<11>%D3DTRILINEAR_IMMEDIATE*|%GPUPE_SQ_SYNC_ALU_STALL_SIMD1_VTX,<11>#5GPUPE_SCL1_PER_V_COEF_PRELOAD_EVENT$|&GPUPE_SQ_SYNC_TEX_STALL_VTX!<11>#6GPUPE_SCL1_PER_EOL_EVENT<11>%D3DTRILINEAR_ONESIXTH<11>_Noinit#|'GPUPE_SQ_SYNC_VC_STALL_VTX<11>%D3DTRILINEAR_ONEFOURTH!<11>#7GPUPE_SCL1_PER_SOF_EVENT+<11>#8GPUPE_LB_PER_DISP1_RESET_REQ_EVENT"<11>%D3DTRILINEAR_THREEEIGHTHS&|(GPUPE_SQ_CONSTANTS_USED_SIMD0)|)GPUPE_SQ_CONSTANTS_SENT_SP_SIMD0*<11>#9GPUPE_LB_PER_DISP1_REQ_SEND_EVENT%<11>%<04><><EFBFBD><EFBFBD>D3DTRILINEAR_FORCE_DWORD/<11>#:GPUPE_LB_PER_DISP1_REQ_UNDERFLOW_EVENT|*GPUPE_SQ_GPR_STALL_VTX0<11>#;GPUPE_LB_PER_DISP1_DATA_UNDERFLOW_EVENT|+GPUPE_SQ_GPR_STALL_PIX|,GPUPE_SQ_VTX_RS_STALL(<11>#<GPUPE_LB_PER_DISP1_URGENT_EVENTW&D3DDECLUSAGE_POSITION|-GPUPE_SQ_PIX_RS_STALL!W&D3DDECLUSAGE_BLENDWEIGHT-<11>#=GPUPE_LB_PER_DISP1_VBLANK_STAT_EVENT<11>%IMPORT_OBJECT_CODE"W&D3DDECLUSAGE_BLENDINDICES|.GPUPE_SQ_SX_PC_FULL<11>%IMPORT_OBJECT_DATA,<11>#>GPUPE_LB_PER_DISP1_VLINE_STAT_EVENT=<11>#?GPUPE_DOUT_PER_SCL_DISP1_MODE_CHANGE_INTERRUPT_EVENTW&D3DDECLUSAGE_NORMAL"|/GPUPE_SQ_SX_EXP_BUFF_FULL<11>%IMPORT_OBJECT_CONSTW&D3DDECLUSAGE_PSIZE3<11>#@GPUPE_DOUT_PER_LB_D1_VLINE_INTERRUPT_EVENT"|0GPUPE_SQ_SX_POS_BUFF_FULL4<11>#AGPUPE
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<00> <00>
<00>  N  N <00> O <00> O  R  R s S w S <00> T <00> T 1 U 5 U <00> V <00> V QW UW <00>X <00>X <00> I <00> I c!<00> g!<00> <00>!J <00>!J <00>!K <00>!K <00>!L <00>!L "M "M <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);
float4 lod : register(c5);
struct PS_IN
{
float4 Color : COLOR;
float4 TextureFog : TEXCOORD0_centroid;
};
float4 main( PS_IN In ) : COLOR
{
float2 uv = In.TextureFog.xy;
float4 baseTexture;
asm {
setTexLOD lod.x
tfetch2D baseTexture, uv, diffuse_texture, UseComputedLOD=false, UseRegisterLOD=true
};
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
{
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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