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hh 8 hd @@PP!@@%°¬€0¥&':  + XH-ÀÀ5P0 Cˆ`(D0¡˜˜™G¡€!Data/Shaders/S_Scattering_vs__Scattering_fs__24390.cgfx#374A3D6D8E972FCD300C0FCFB7237C5E#materialData/Shaders/S_Scattering_vs__Scattering_fs__24390.fx#374A3D6D8E972FCD300C0FCFB7237C5E #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #define D_PLATFORM_D3D11x64 #define UV_OFFSET #define SOFT // Automatically generated. Do not edit. // =======================================================================================================================[COMMON DEFINES]=== #define PHYRE3X_ENABLED #if !defined(D_PLATFORM_GXM) #define h2tex3D tex3D #define h4tex2D tex2D #define h3tex2D tex2D #define h2tex2D tex2D #define h1tex2D tex2D #define h4texCUBE texCUBE #define h3texCUBE texCUBE #endif // ========================================================================================================================[COMMON STATES]=== #if !defined(D_PLATFORM_GXM) BlendState ourBlendState { BlendEnable[0] = FALSE; BlendEnable[1] = FALSE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; RenderTargetWriteMask[0] = 15; AlphaToCoverageEnable = false; }; DepthStencilState ourDepthStencilState { DepthEnable=true; DepthFunc=less; StencilEnable=false; }; RasterizerState ourRasterState { CullMode=None; DepthBias=0.0f; ScissorEnable=false; MultiSampleEnable=false; DepthClipEnable=false; AntialiasedLineEnable=false; }; #endif // ==================================================================================================================[VERTEX SHADER BEGIN]=== #define main Opaque_vs_main #define IN Opaque_vs_IN #define OUT Opaque_vs_OUT #define v2f Opaque_vs_v2f #define a2v Opaque_vs_a2v // ------------------------------------------------------------------------------------------------------------------------------------------ #define GLOBAL_LEAN_AND_MEAN #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #ifndef MIGRATORY_SH #define MIGRATORY_SH //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_D3D11x64 #define D_PLATFORM_D3D11 #endif #ifdef D_PLATFORM_D3D11 //#pragma pack_matrix(column_major) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT SV_POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #elif defined(D_PLATFORM_GNM) #ifdef __ORBIS__ #pragma warning (disable:5203) // parameter unreferenced #pragma warning (disable:5206) // local variable unreferenced #pragma warning (disable:6204) // does not support uniform default values #pragma warning (disable:6459) // __user_defined__ is not a valid semantic for uniform #pragma warning (disable:5581) // PSSL treats 'half' type as 'float' #pragma warning (disable:5609) // PSSL treats 'half' type as 'float' #pragma warning (disable:5583) // PSSL treats 'half' literals as 'float' #pragma warning (disable:5524) // unsupported compiler hint //! Some evil #defines to sort out matrix multiplies. #define float4x4 row_major float4x4 #define float3x4 row_major float3x4 #define float4x3 row_major float4x3 //! Semantics for VS/PS inputs and outputs. #define POSITION S_POSITION #define SV_POSITION S_POSITION #define SV_GroupID S_GROUP_ID #define SV_VertexID S_VERTEX_ID #define SV_DispatchThreadID S_DISPATCH_THREAD_ID #define SV_GroupThreadID S_GROUP_THREAD_ID #define SV_GroupIndex S_GROUP_INDEX #define SV_PRIMITIVEID S_PRIMITIVE_ID #define SV_IsFrontFace S_FRONT_FACE #define SV_Depth FRAG_OUTPUT_DEPTH #define FRAG_OUTPUT_COLOR S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR0 S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR1 S_TARGET_OUTPUT1 #define FRAG_OUTPUT_COLOR2 S_TARGET_OUTPUT2 #define FRAG_OUTPUT_COLOR3 S_TARGET_OUTPUT3 #define FRAG_OUTPUT_DEPTH S_DEPTH_OUTPUT //! Some defines to make textures compile with PSSL for now (sort out later) SamplerState globalSamplerState; SamplerComparisonState globalSamplerComparisonState { // Sampler state Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = CLAMP; AddressV = CLAMP; // Sampler comparison state ComparisonFunc = LESS; ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; }; #define cbuffer ConstantBuffer #define sampler SamplerState #define sampler2D Texture2D #define sampler3D Texture3D #define samplerCUBE TextureCube #define tex2Dproj(a,b) a.Sample(globalSamplerState, (b).xy / (b).w) #define h1tex2Dproj(a,b) ((half)(a.Sample(globalSamplerState, (b).xy / (b).w).x)) #define h4tex2D(a,b) ((half4)a.Sample(globalSamplerState, (b).xy)) #define h4tex2Dlod(a,b) ((half4)a.SampleLOD(globalSamplerState, (b).xy, (b).w)) #define tex2D(a,b) a.Sample(globalSamplerState, (b).xy) #define SampleLevel SampleLOD #define SampleCmpLevelZero SampleCmpLOD0 #define StructuredBuffer RegularBuffer #define RWStructuredBuffer RW_RegularBuffer #define numthreads NUM_THREADS #define maxvertexcount MAX_VERTEX_COUNT #define groupshared thread_group_memory #define TriangleStream TriangleBuffer #define PointStream PointBuffer #define triangle Triangle #define IncrementCounter IncrementCount #define DecrementCounter DecrementCount #define GroupMemoryBarrierWithGroupSync ThreadGroupMemoryBarrierSync #define InterlockedMin AtomicMin #define InterlockedMax AtomicMax #define InterlockedAdd AtomicAdd #endif //! __ORBIS__ #if defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define FRAG_OUTPUT_COLOR SV_TARGET #define FRAG_OUTPUT_COLOR0 SV_TARGET0 #define FRAG_OUTPUT_COLOR1 SV_TARGET1 #define FRAG_OUTPUT_COLOR2 SV_TARGET2 #define FRAG_OUTPUT_COLOR3 SV_TARGET3 #define FRAG_OUTPUT_DEPTH SV_DEPTH #define SYSTEM_PRIMITIVE_INDEX SV_PRIMITIVEID #endif //! defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT POSITION #define FINAL_COLOR FRAG_OUTPUT_COLOR #else #define D_D3D11_OTHER(x,y) y #define D_D3D11_ONLY(x) #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define POSITION_OUT POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #endif #if defined(__psp2__) #define NATIVECOLOR __nativecolor #define REGFORMAT __regformat #else #define NATIVECOLOR #define REGFORMAT #endif #if !defined(__ORBIS__) && !defined(D_PLATFORM_GXM) BlendState NoBlend_BlendState { BlendEnable[0] = FALSE; }; BlendState Alpha_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState Additive_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = ONE; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState ParticleBlended_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; RasterizerState NoCull_RasterizerState { CullMode=None; }; RasterizerState BackFaceCull_RasterizerState { CullMode=Back; FrontCounterClockwise = TRUE; }; RasterizerState FrontFaceCull_RasterizerState { CullMode=Front; FrontCounterClockwise = TRUE; }; #endif #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) #define MatrixMul(a,b) mul(b,a) #define HALF float #define HALF2 float2 #define HALF3 float3 #define HALF4 float4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define half float #define half2 float2 #define half3 float3 #define half4 float4 #else #define MatrixMul(a,b) mul(a,b) #endif // samplers #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) sampler PointClampSampler : register(s8) { Filter = Min_Mag_Mip_Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearClampSampler : register(s9) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearWrapTSampler : register(s10) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Wrap; AddressW = Clamp; }; sampler LinearWrapSampler : register(s11) { Filter = Min_Mag_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler PointWrapSampler : register(s12) { Filter = Min_Mag_Mip_Point; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler AnisoClampSampler : register(s13) { Filter = ANISOTROPIC; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; MaxAnisotropy = 16; }; sampler LinearWrapAnisoSampler : register(s14) { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; sampler PointWrapAnisoSampler : register(s15) { Filter = Min_Mag_Point_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; #define SAMPLER_WRAP_ANISO LinearWrapAnisoSampler #define SAMPLER_WRAP_LINEAR LinearWrapSampler #define SAMPLER_WRAP_POINT PointWrapSampler #define SAMPLER_CLAMP_ANISO AnisoClampSampler #define SAMPLER_CLAMP_LINEAR LinearClampSampler #define SAMPLER_CLAMP_POINT PointClampSampler static const float kSRGB = 2.2f; #define SRGB_ON(x) pow(x,kSRGB) #define SRGB_OFF(x) x #define SAMPLETEX(tex,uv,filter,wrap,srgb) SRGB_##srgb(tex.Sample(SAMPLER_##wrap##_##filter, uv)) #ifdef __ORBIS__ #define D_DECLARE_TEXTURE2DMS_4(x) MS_Texture2D x #else #define D_DECLARE_TEXTURE2DMS_4(x) Texture2DMS x #endif #define D_DECLARE_TEXTURE2D_4(x) Texture2D x #define D_DECLARE_TEXTURE3D_4(x) Texture3D x #define D_DECLARE_TEXTURE_CUBE_4(x) TextureCube x #define D_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) tex.Sample(PointClampSampler,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(LinearClampSampler,(float2) (uv.xy / uv.w) ) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(PointClampSampler,(float2) (uv.xy / uv.w) ) #define D_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(PointClampSampler,uv,lod).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod) #if defined(D_PLATFORM_D3D11) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).x,2.2f) #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xy,2.2f) #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).x,2.2f) #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xy,2.2f) #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f), tex.Sample(LinearWrapSampler,uv).a ) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapTSampler,uv).xyz,2.2f), tex.Sample(LinearWrapTSampler,uv).a) #define D_H3_SAMPLE_WRAP_ANISO_SRGBTEXTURE(tex,uv) pow( tex.Sample(LinearWrapAnisoSampler,uv).xyz, 2.2f) #else #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapTSampler,uv) #endif #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #if defined(D_PLATFORM_D3D11) #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #else #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #endif #else #define D_DECLARE_TEXTURE2D_4(x) sampler2D x #define D_DECLARE_TEXTURE3D_4(x) sampler3D x #define D_DECLARE_TEXTURE_CUBE_4(x) samplerCUBE x #define D_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #define D_SAMPLE_TEXTURE_3D(tex,uv) h4tex3D(tex,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) h4tex3D(tex,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) h4tex2D(tex,uv) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) h3texCUBE(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #endif #if !defined(GLOBAL_LEAN_AND_MEAN) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // these constants are system constants; uploaded by Phyre itself. // we can't do this, but we don't want to upload them all the time, either. consequently, we make these global // i guess we can eventually stuff these into a separate uniform buffer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float4x4 view : view ; // uploaded once per camera float4x4 projection : projection ; // view inverse float4x4 viewprojection : viewprojection ; float4 eyeDirectionWS : eyeDirectionWS ; float4 eyePositionWS : eyePositionWS ; float4 eyePositionOS : eyePositionOS ; float4 cameraNear : cameraNearFar ; float4x4 modelIT : modelit ; // uploaded per primitive // model inverse transpose float4x4 model : model ; float4x4 modelViewProj : modelviewproj ; #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // depth conversion code, stolen from the sample code //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float cameraNearTimesFar; float cameraFarMinusNear; float4 cameraNearFar; // Convert a depth value from post projection space to view space. float ConvertDepth(float depth) { // float viewSpaceZ = -(scene.cameraNearTimesFar / (depth * scene.cameraFarMinusNear - scene.cameraNearFar.y)); #if defined(D_PLATFORM_GXM) float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #else float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #endif return viewSpaceZ; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // skinning //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef SKINNING_ENABLED // grabbed off [PhyreCoreShaderShared.h] // Description: // Encapsulates the skinning transformation matrices. #if defined(D_PLATFORM_GXM) #define PE_MAX_SKIN_CB_TRANSFORMS 32 float4x4 boneTransforms[PE_MAX_SKIN_CB_TRANSFORMS]; float4x4 GenerateBoneMatrix(int4 SkinIndices,float4 SkinWeights) { return boneTransforms[SkinIndices[0]]*SkinWeights[0] + boneTransforms[SkinIndices[1]]*SkinWeights[1] + boneTransforms[SkinIndices[2]]*SkinWeights[2] + boneTransforms[SkinIndices[3]]*SkinWeights[3]; } #else #define PE_MAX_SKIN_CB_TRANSFORMS 32 struct PSkinTransforms { float4x4 Mtxs[PE_MAX_SKIN_CB_TRANSFORMS]; // The skinning transformation matrices. }; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms; } float4x4 GenerateBoneMatrix(uint4 SkinIndices,float4 SkinWeights) { return SkinTransforms.Mtxs[SkinIndices[0]]*SkinWeights[0] + SkinTransforms.Mtxs[SkinIndices[1]]*SkinWeights[1] + SkinTransforms.Mtxs[SkinIndices[2]]*SkinWeights[2] + SkinTransforms.Mtxs[SkinIndices[3]]*SkinWeights[3]; } #endif #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// static const float4x4 SCALE_BIAS = float4x4( float4( 0.5, 0.0, 0.0, 0.5 ), #if defined(D_PLATFORM_D3D11) float4( 0.0, -0.5, 0.0, 0.5 ), #else float4( 0.0, 0.5, 0.0, 0.5 ), #endif float4( 0.0, 0.0, 0.5, 0.5 ), float4( 0.0, 0.0, 0.0, 1.0 ) ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_GXM #define D_INT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #define D_UINT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #elif defined(D_PLATFORM_GNM) #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((uint)floor(val) % mod) #else #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((int)floor(val) % mod) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_ENABLE_DEBUG_PARAMS float4 debugVars0; float4 debugVars1; float4 debugVars2; float4 debugVars3; float4 debugVars4; float4 debugVars5; float4 debugVars6; float4 debugVars7; #define GETDEBUGVAR(dv) (debugVars##dv!=0) ? (debugVars##dv) : #define GETDEBUGVAR2(dv,scl) (debugVars##dv!=0) ? (scl*debugVars##dv) : #endif #define powsafe(_x,_y) pow(max(_x,0.00000000000001),_y) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif//MIGRATORY_SH #line 56 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" float4 eyePositionWS : eyePositionWS; float4 cameraNear : cameraNearFar; #ifdef SKINNING_ENABLED float4x4 viewprojection : viewprojection; #else float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #endif #if defined(D_PLATFORM_GXM) #undef SOFT #endif #ifndef D_PREPASS_ENABLED float4 mltColor; #ifdef SPECULAR HALF4 l_d; HALF4 fresnelColor; HALF fresnelFalloff; #endif #ifdef FOG float4 f_se; // fogStart/fogEnd float4 f_cc, f_fc; // fogCloseColor, fogFarColor #endif #endif//D_PREPASS_ENABLED #ifdef SKINNING_ENABLED struct a2v { #if defined(__ORBIS__) float4 SkinnableVertex : POSITION; #else float3 SkinnableVertex : POSITION; #endif float3 SkinnableNormal : NORMAL; float4 color : COLOR0; float2 uv : TEXCOORD0; float4 SkinWeights : BLENDWEIGHTS; #if defined(D_PLATFORM_GXM) int4 SkinIndices : BLENDINDICES; #else uint4 SkinIndices : BLENDINDICES; #endif }; #else struct a2v { #if defined(__ORBIS__) float4 position : POSITION; float4 normal : NORMAL; #else float3 position : POSITION; float3 normal : NORMAL; #endif float4 color : COLOR0; float2 uv : TEXCOORD0; }; #endif #if defined(SKINNING_ENABLED) && !defined(D_PREPASS_ENABLED) struct a2v_noSkin { float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR0; float2 uv : TEXCOORD0; }; a2v_noSkin ProcessSkInput(a2v skIn) { float4x4 transformMatrix = GenerateBoneMatrix(skIn.SkinIndices,skIn.SkinWeights); a2v_noSkin ret; ret.position = MatrixMul(transformMatrix,float4(skIn.SkinnableVertex.xyz,1)); ret.normal = MatrixMul((float3x3)transformMatrix,skIn.SkinnableNormal); ret.color = skIn.color; ret.uv = skIn.uv; return ret; } #endif//SKINNING_ENABLED struct v2f { float4 position : POSITION_OUT; float4 color : TEXCOORD0; float4 uv : TEXCOORD1; float3 normal : TEXCOORD2; float3 eye : TEXCOORD3; #ifdef FOG float4 fog : TEXCOORD4; #endif #ifdef SOFT float4 pos : TEXCOORD5; #endif float4 zDepth : TEXCOORD6; }; #ifdef ADDITIVE_ZHACK float gAdditiveZHack; #endif //-------------------------------------------- // Simple vertex shader // Passes color and texture information on to // the frag shader. //-------------------------------------------- void main( #ifdef SKINNING_ENABLED in a2v IN_VAL, #else in a2v IN, #endif out v2f OUT) { #ifdef SKINNING_ENABLED a2v_noSkin IN = ProcessSkInput(IN_VAL); #endif float4 inPos = float4( IN.position.xyz, 1 ); #ifdef ADDITIVE_ZHACK inPos.xyz += IN.normal.xyz*gAdditiveZHack; #endif #ifdef SKINNING_ENABLED OUT.position = MatrixMul( viewprojection, inPos ); OUT.normal = normalize(IN.normal); float3 worldPos = IN.position.xyz; #else OUT.position = MatrixMul( modelViewProj, inPos ); OUT.normal = normalize(MatrixMul( (float3x3)modelIT, IN.normal.xyz )); float3 worldPos = ( MatrixMul( model, float4(IN.position.xyz,1.0f) ) ).xyz; #endif OUT.eye = eyePositionWS.xyz - worldPos; IN.color.rgb = IN.color.rgb * mltColor.xyz; OUT.color = IN.color; OUT.uv.xy = IN.uv; OUT.uv.zw = OUT.position.zw; #ifdef SPECULAR // Calculate the fresnel term of specular. half3 Ln = normalize( l_d.xyz ); half3 Vn = normalize( OUT.eye ); half3 Hn = normalize( Vn + Ln ); half3 fresnel = lerp( fresnelColor.rgb, half3(1.0,1.0,1.0f), pow( saturate( 1.0 - dot( Vn, Hn ) ), (5.0 * (1.0 + fresnelFalloff)) ) ); OUT.color.rgb *= fresnel; #endif #ifdef FOG float3 pos = worldPos; float3 eye = float3( eyePositionWS.xyz - pos.xyz ); float rayS = min( eyePositionWS.y, pos.y ); float rayE = max( eyePositionWS.y, pos.y ) + 0.5; // Prevent div by 0. float rayH = rayE - rayS; float fogS = f_se.z; float fogE = f_se.w; float fogH = fogE - fogS; float midS = min( rayS, fogE ); float midE = min( rayE, fogE ); float midA = 0.5 * (midS + midE); float midH = midE - midS; float fogY = ((fogE - midA) * midH) / (fogH * rayH); float fogRatio = saturate( (fogY * length( eye ) - f_se.x) / (f_se.y - f_se.x) ); fogRatio = fogRatio*fogRatio; float3 fogColor = lerp( f_cc.rgb, f_fc.rgb, fogRatio ); float fogAlpha = lerp( f_cc.a, f_fc.a, fogRatio ); OUT.fog = float4( fogColor, fogRatio*fogAlpha ); //OUT.fog.a = 0; #endif #ifdef SOFT OUT.pos = mul( SCALE_BIAS, OUT.position ); OUT.pos.w = OUT.position.w; #endif //#ifdef CLOUDTUBE OUT.zDepth.x = OUT.position.w - cameraNear.x; //#endif } // ------------------------------------------------------------------------------------------------------------------------------------------ #undef main #undef IN #undef OUT #undef v2f #undef a2v // ===================================================================================================================[PIXEL SHADER BEGIN]=== #define main Opaque_fs_main #define IN Opaque_fs_IN #define OUT Opaque_fs_OUT #define v2f Opaque_fs_v2f #define f2f Opaque_fs_f2f // ------------------------------------------------------------------------------------------------------------------------------------------ #line 1 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #ifndef MIGRATORY_SH #define MIGRATORY_SH //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_D3D11x64 #define D_PLATFORM_D3D11 #endif #ifdef D_PLATFORM_D3D11 //#pragma pack_matrix(column_major) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT SV_POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #elif defined(D_PLATFORM_GNM) #ifdef __ORBIS__ #pragma warning (disable:5203) // parameter unreferenced #pragma warning (disable:5206) // local variable unreferenced #pragma warning (disable:6204) // does not support uniform default values #pragma warning (disable:6459) // __user_defined__ is not a valid semantic for uniform #pragma warning (disable:5581) // PSSL treats 'half' type as 'float' #pragma warning (disable:5609) // PSSL treats 'half' type as 'float' #pragma warning (disable:5583) // PSSL treats 'half' literals as 'float' #pragma warning (disable:5524) // unsupported compiler hint //! Some evil #defines to sort out matrix multiplies. #define float4x4 row_major float4x4 #define float3x4 row_major float3x4 #define float4x3 row_major float4x3 //! Semantics for VS/PS inputs and outputs. #define POSITION S_POSITION #define SV_POSITION S_POSITION #define SV_GroupID S_GROUP_ID #define SV_VertexID S_VERTEX_ID #define SV_DispatchThreadID S_DISPATCH_THREAD_ID #define SV_GroupThreadID S_GROUP_THREAD_ID #define SV_GroupIndex S_GROUP_INDEX #define SV_PRIMITIVEID S_PRIMITIVE_ID #define SV_IsFrontFace S_FRONT_FACE #define SV_Depth FRAG_OUTPUT_DEPTH #define FRAG_OUTPUT_COLOR S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR0 S_TARGET_OUTPUT0 #define FRAG_OUTPUT_COLOR1 S_TARGET_OUTPUT1 #define FRAG_OUTPUT_COLOR2 S_TARGET_OUTPUT2 #define FRAG_OUTPUT_COLOR3 S_TARGET_OUTPUT3 #define FRAG_OUTPUT_DEPTH S_DEPTH_OUTPUT //! Some defines to make textures compile with PSSL for now (sort out later) SamplerState globalSamplerState; SamplerComparisonState globalSamplerComparisonState { // Sampler state Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = CLAMP; AddressV = CLAMP; // Sampler comparison state ComparisonFunc = LESS; ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; }; #define cbuffer ConstantBuffer #define sampler SamplerState #define sampler2D Texture2D #define sampler3D Texture3D #define samplerCUBE TextureCube #define tex2Dproj(a,b) a.Sample(globalSamplerState, (b).xy / (b).w) #define h1tex2Dproj(a,b) ((half)(a.Sample(globalSamplerState, (b).xy / (b).w).x)) #define h4tex2D(a,b) ((half4)a.Sample(globalSamplerState, (b).xy)) #define h4tex2Dlod(a,b) ((half4)a.SampleLOD(globalSamplerState, (b).xy, (b).w)) #define tex2D(a,b) a.Sample(globalSamplerState, (b).xy) #define SampleLevel SampleLOD #define SampleCmpLevelZero SampleCmpLOD0 #define StructuredBuffer RegularBuffer #define RWStructuredBuffer RW_RegularBuffer #define numthreads NUM_THREADS #define maxvertexcount MAX_VERTEX_COUNT #define groupshared thread_group_memory #define TriangleStream TriangleBuffer #define PointStream PointBuffer #define triangle Triangle #define IncrementCounter IncrementCount #define DecrementCounter DecrementCount #define GroupMemoryBarrierWithGroupSync ThreadGroupMemoryBarrierSync #define InterlockedMin AtomicMin #define InterlockedMax AtomicMax #define InterlockedAdd AtomicAdd #endif //! __ORBIS__ #if defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define FRAG_OUTPUT_COLOR SV_TARGET #define FRAG_OUTPUT_COLOR0 SV_TARGET0 #define FRAG_OUTPUT_COLOR1 SV_TARGET1 #define FRAG_OUTPUT_COLOR2 SV_TARGET2 #define FRAG_OUTPUT_COLOR3 SV_TARGET3 #define FRAG_OUTPUT_DEPTH SV_DEPTH #define SYSTEM_PRIMITIVE_INDEX SV_PRIMITIVEID #endif //! defined(PHYRE_D3DFX) && !defined(__ORBIS__) #define D_D3D11_OTHER(x,y) x #define D_D3D11_ONLY(x) x #define POSITION_OUT POSITION #define FINAL_COLOR FRAG_OUTPUT_COLOR #else #define D_D3D11_OTHER(x,y) y #define D_D3D11_ONLY(x) #define HALF half #define HALF2 half2 #define HALF3 half3 #define HALF4 half4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define POSITION_OUT POSITION #define FINAL_COLOR D_D3D11_OTHER(SV_TARGET0,COLOR) #endif #if defined(__psp2__) #define NATIVECOLOR __nativecolor #define REGFORMAT __regformat #else #define NATIVECOLOR #define REGFORMAT #endif #if !defined(__ORBIS__) && !defined(D_PLATFORM_GXM) BlendState NoBlend_BlendState { BlendEnable[0] = FALSE; }; BlendState Alpha_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState Additive_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = Src_Alpha; DestBlend[0] = ONE; BlendOp[0] = ADD; SrcBlendAlpha[0] = Src_Alpha; DestBlendAlpha[0] = ONE; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; BlendState ParticleBlended_BlendState { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; DestBlend[0] = Inv_Src_Alpha; BlendOp[0] = ADD; SrcBlendAlpha[0] = ONE; DestBlendAlpha[0] = Inv_Src_Alpha; BlendOpAlpha[0] = ADD; BlendEnable[1] = FALSE; }; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = Zero; DepthFunc = Less; StencilEnable = FALSE; }; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE; DepthWriteMask = All; DepthFunc = Less; StencilEnable = FALSE; }; RasterizerState NoCull_RasterizerState { CullMode=None; }; RasterizerState BackFaceCull_RasterizerState { CullMode=Back; FrontCounterClockwise = TRUE; }; RasterizerState FrontFaceCull_RasterizerState { CullMode=Front; FrontCounterClockwise = TRUE; }; #endif #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) #define MatrixMul(a,b) mul(b,a) #define HALF float #define HALF2 float2 #define HALF3 float3 #define HALF4 float4 #define HALF3x3 float3x3 #define HALF3x4 float3x4 #define HALF4x4 float4x4 #define half float #define half2 float2 #define half3 float3 #define half4 float4 #else #define MatrixMul(a,b) mul(a,b) #endif // samplers #if defined(D_PLATFORM_D3D11) || defined(D_PLATFORM_GNM) sampler PointClampSampler : register(s8) { Filter = Min_Mag_Mip_Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearClampSampler : register(s9) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler LinearWrapTSampler : register(s10) { Filter = Min_Mag_Mip_Linear; AddressU = Clamp; AddressV = Wrap; AddressW = Clamp; }; sampler LinearWrapSampler : register(s11) { Filter = Min_Mag_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler PointWrapSampler : register(s12) { Filter = Min_Mag_Mip_Point; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; sampler AnisoClampSampler : register(s13) { Filter = ANISOTROPIC; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; MaxAnisotropy = 16; }; sampler LinearWrapAnisoSampler : register(s14) { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; sampler PointWrapAnisoSampler : register(s15) { Filter = Min_Mag_Point_Mip_Linear; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; MaxAnisotropy = 16; }; #define SAMPLER_WRAP_ANISO LinearWrapAnisoSampler #define SAMPLER_WRAP_LINEAR LinearWrapSampler #define SAMPLER_WRAP_POINT PointWrapSampler #define SAMPLER_CLAMP_ANISO AnisoClampSampler #define SAMPLER_CLAMP_LINEAR LinearClampSampler #define SAMPLER_CLAMP_POINT PointClampSampler static const float kSRGB = 2.2f; #define SRGB_ON(x) pow(x,kSRGB) #define SRGB_OFF(x) x #define SAMPLETEX(tex,uv,filter,wrap,srgb) SRGB_##srgb(tex.Sample(SAMPLER_##wrap##_##filter, uv)) #ifdef __ORBIS__ #define D_DECLARE_TEXTURE2DMS_4(x) MS_Texture2D x #else #define D_DECLARE_TEXTURE2DMS_4(x) Texture2DMS x #endif #define D_DECLARE_TEXTURE2D_4(x) Texture2D x #define D_DECLARE_TEXTURE3D_4(x) Texture3D x #define D_DECLARE_TEXTURE_CUBE_4(x) TextureCube x #define D_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) tex.Sample(PointClampSampler,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(LinearClampSampler,(float2) (uv.xy / uv.w) ) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) tex.Sample(PointClampSampler,(float2) (uv.xy / uv.w) ) #define D_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(PointClampSampler,uv,lod).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) tex.SampleLevel(LinearClampSampler,uv,lod) #if defined(D_PLATFORM_D3D11) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).x,2.2f) #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xy,2.2f) #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).x,2.2f) #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xy,2.2f) #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapSampler,uv).xyz,2.2f), tex.Sample(LinearWrapSampler,uv).a ) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) float4( pow(tex.Sample(LinearWrapTSampler,uv).xyz,2.2f), tex.Sample(LinearWrapTSampler,uv).a) #define D_H3_SAMPLE_WRAP_ANISO_SRGBTEXTURE(tex,uv) pow( tex.Sample(LinearWrapAnisoSampler,uv).xyz, 2.2f) #else #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) tex.Sample(LinearWrapTSampler,uv) #endif #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) tex.Sample(LinearWrapSampler,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(LinearWrapAnisoSampler,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) tex.Sample(PointWrapAnisoSampler,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) tex.Sample(LinearClampSampler,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) tex.Sample(LinearWrapSampler,uv).xy #if defined(D_PLATFORM_D3D11) #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f) #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) float4( pow(tex.Sample(LinearClampSampler,uv).xyz,2.2f), tex.Sample(LinearClampSampler,uv).a ) #else #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) tex.Sample(LinearClampSampler,uv) #endif #else #define D_DECLARE_TEXTURE2D_4(x) sampler2D x #define D_DECLARE_TEXTURE3D_4(x) sampler3D x #define D_DECLARE_TEXTURE_CUBE_4(x) samplerCUBE x #define D_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_POINT_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_POINT_SAMPLE_TEXTURE_PROJ(tex,uv) h4tex2Dproj(tex,uv.xyw) #define D_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #define D_SAMPLE_TEXTURE_3D(tex,uv) h4tex3D(tex,uv) #define D_SAMPLE_TEXTURE_WRAP_3D(tex,uv) h4tex3D(tex,uv) #define D_H1_SAMPLE_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_POINTSAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H1_SAMPLELEVEL_TEXTURE(tex,uv,lod) h1tex2D(tex,uv).x #define D_H4_SAMPLELEVEL_TEXTURE(tex,uv,lod) h4tex2D(tex,uv) #define D_H1_SAMPLE_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_POINT_WRAP_ANISO_TEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H1_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h1tex2D(tex,uv).x #define D_H2_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h2tex2D(tex,uv).xy #define D_H3_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h3tex2D(tex,uv).xyz #define D_H4_SAMPLE_WRAP_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H4_SAMPLE_WRAPT_SRGBTEXTURE(tex,uv) h4tex2D(tex,uv) #define D_H2_SAMPLE_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H2_SAMPLE_WRAP_TEXTURE_3D(tex,uv) h2tex3D(tex,uv).xy #define D_H3_SAMPLE_TEXTURE_CUBE(tex,uv) h3texCUBE(tex,uv).xyz #define D_H4_SAMPLE_TEXTURE_CUBE(tex,uv) h4texCUBE(tex,uv) #endif #if !defined(GLOBAL_LEAN_AND_MEAN) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // these constants are system constants; uploaded by Phyre itself. // we can't do this, but we don't want to upload them all the time, either. consequently, we make these global // i guess we can eventually stuff these into a separate uniform buffer //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float4x4 view : view ; // uploaded once per camera float4x4 projection : projection ; // view inverse float4x4 viewprojection : viewprojection ; float4 eyeDirectionWS : eyeDirectionWS ; float4 eyePositionWS : eyePositionWS ; float4 eyePositionOS : eyePositionOS ; float4 cameraNear : cameraNearFar ; float4x4 modelIT : modelit ; // uploaded per primitive // model inverse transpose float4x4 model : model ; float4x4 modelViewProj : modelviewproj ; #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // depth conversion code, stolen from the sample code //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float cameraNearTimesFar; float cameraFarMinusNear; float4 cameraNearFar; // Convert a depth value from post projection space to view space. float ConvertDepth(float depth) { // float viewSpaceZ = -(scene.cameraNearTimesFar / (depth * scene.cameraFarMinusNear - scene.cameraNearFar.y)); #if defined(D_PLATFORM_GXM) float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #else float viewSpaceZ = -(cameraNearTimesFar / (depth * cameraFarMinusNear - cameraNearFar.y)); #endif return viewSpaceZ; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // skinning //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef SKINNING_ENABLED // grabbed off [PhyreCoreShaderShared.h] // Description: // Encapsulates the skinning transformation matrices. #if defined(D_PLATFORM_GXM) #define PE_MAX_SKIN_CB_TRANSFORMS 32 float4x4 boneTransforms[PE_MAX_SKIN_CB_TRANSFORMS]; float4x4 GenerateBoneMatrix(int4 SkinIndices,float4 SkinWeights) { return boneTransforms[SkinIndices[0]]*SkinWeights[0] + boneTransforms[SkinIndices[1]]*SkinWeights[1] + boneTransforms[SkinIndices[2]]*SkinWeights[2] + boneTransforms[SkinIndices[3]]*SkinWeights[3]; } #else #define PE_MAX_SKIN_CB_TRANSFORMS 32 struct PSkinTransforms { float4x4 Mtxs[PE_MAX_SKIN_CB_TRANSFORMS]; // The skinning transformation matrices. }; cbuffer BoneTransformConstantBuffer { PSkinTransforms SkinTransforms; } float4x4 GenerateBoneMatrix(uint4 SkinIndices,float4 SkinWeights) { return SkinTransforms.Mtxs[SkinIndices[0]]*SkinWeights[0] + SkinTransforms.Mtxs[SkinIndices[1]]*SkinWeights[1] + SkinTransforms.Mtxs[SkinIndices[2]]*SkinWeights[2] + SkinTransforms.Mtxs[SkinIndices[3]]*SkinWeights[3]; } #endif #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// static const float4x4 SCALE_BIAS = float4x4( float4( 0.5, 0.0, 0.0, 0.5 ), #if defined(D_PLATFORM_D3D11) float4( 0.0, -0.5, 0.0, 0.5 ), #else float4( 0.0, 0.5, 0.0, 0.5 ), #endif float4( 0.0, 0.0, 0.5, 0.5 ), float4( 0.0, 0.0, 0.0, 1.0 ) ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_PLATFORM_GXM #define D_INT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #define D_UINT_MOD(val,mod) (frac((floor((float)val)/mod))*mod) #elif defined(D_PLATFORM_GNM) #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((uint)floor(val) % mod) #else #define D_INT_MOD(val,mod) ((int)floor(val) % mod) #define D_UINT_MOD(val,mod) ((int)floor(val) % mod) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifdef D_ENABLE_DEBUG_PARAMS float4 debugVars0; float4 debugVars1; float4 debugVars2; float4 debugVars3; float4 debugVars4; float4 debugVars5; float4 debugVars6; float4 debugVars7; #define GETDEBUGVAR(dv) (debugVars##dv!=0) ? (debugVars##dv) : #define GETDEBUGVAR2(dv,scl) (debugVars##dv!=0) ? (scl*debugVars##dv) : #endif #define powsafe(_x,_y) pow(max(_x,0.00000000000001),_y) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif//MIGRATORY_SH #line 272 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" // Authour: John Edwards // Date C: 6-21-2007 #if defined(D_PLATFORM_GXM) #undef SOFT #endif #ifndef D_PREPASS_ENABLED // Both alpha and color modulation should come from this map. D_DECLARE_TEXTURE2D_4(tex); float alpha; float alphaFade; float scatter; HALF opacity; HALF alphaPremult; // Support scrolling uvs. #ifdef UV_OFFSET float4 uvOffset; #endif #ifdef SOFT #ifdef LOW_RES D_DECLARE_TEXTURE2D_4(depthTexLo); #else D_DECLARE_TEXTURE2D_4(depthTex); #endif float depthBias; float depthScale; float depthExtra; float softFadeoutRate; #endif #ifdef CLOUDTUBE float nearCutoff; float nearFadeDist; float farCutoff; float farFadeDist; #endif #ifdef SOFT float manualTexDepth2Dproj( D_DECLARE_TEXTURE2D_4(_depthTex), float4 uv ) { #if defined(D_PLATFORM_GCM) float3 depthColor = D_POINT_SAMPLE_TEXTURE_PROJ( _depthTex, uv ).rgb; float3 depthFactor = float3( 65536.0/16777215.0, 256.0/16777215.0, 1.0/16777215.0 ); return dot( round( depthColor * 255.0 ), depthFactor ); #else return D_POINT_SAMPLE_TEXTURE_PROJ( _depthTex, uv ).r; #endif } #endif #endif//D_PREPASS_ENABLED // Stream structs: struct v2f { float4 position : POSITION_OUT; float4 color : TEXCOORD0; float4 uv : TEXCOORD1; float3 normal : TEXCOORD2; float3 eye : TEXCOORD3; #ifdef FOG float4 fog : TEXCOORD4; #endif #ifdef SOFT float4 pos : TEXCOORD5; #endif float4 zDepth : TEXCOORD6; }; struct f2f { float4 color : FINAL_COLOR; }; //---------------------------------------------- // Program entry //---------------------------------------------- void main( in v2f IN, out f2f OUT ) { float3 N = normalize(IN.normal); float3 E = normalize(IN.eye); float colorInt = 1-dot(N,E); #ifdef UV_OFFSET IN.uv.xy += uvOffset.xy; #endif float4 texColor = D_H4_SAMPLE_WRAP_TEXTURE( tex, IN.uv.xy ); float4 baseColor = IN.color * texColor; #ifdef FOG // The correct behavior of the fog version of this shader is to fade out into the // fog. Problem is, the other implementations didn't do that and it would be // dangerous to change it now, globally. #ifdef SPECULAR baseColor.a *= (1.0 - IN.fog.a); #else baseColor.rgb = lerp( baseColor.rgb, IN.fog.rgb, IN.fog.a ); #endif #endif float a = saturate( IN.uv.z * 5.0 ) * saturate(1-colorInt*scatter); #ifdef SOFT #if defined( LOW_RES ) float depth = manualTexDepth2Dproj( depthTexLo, IN.pos ); #else float depth = manualTexDepth2Dproj( depthTex, IN.pos ); #endif #if defined(D_PLATFORM_GCM) float pdepth = depthScale / (depth - depthBias); #else float pdepth = ConvertDepth(depth); #endif float _distance = pdepth + depthExtra - IN.pos.w; a *= clamp( softFadeoutRate * _distance, 0, 1 ); #endif // Fade out the mesh as the camera gets closer to it #ifdef CLOUDTUBE float distFade = saturate( ( IN.zDepth.x - nearCutoff ) / nearFadeDist ) * ( 1.0 - saturate( ( IN.zDepth.x - farCutoff ) / farFadeDist ) ); a *= distFade; #else #ifndef NODEPTH a *= saturate( ( IN.zDepth.x ) / 10 ); #endif #endif // The scattering shader has traditionally squared the alpha intensity. // Not about to break with tradition, now. float alphaMult = a * alpha * (1 - alphaFade) * opacity; OUT.color = float4( baseColor.rgb, baseColor.a * alphaMult * alphaMult ); // Certain render modes want premultiplied alpha. OUT.color.rgb *= alphaPremult * OUT.color.a + (1.0f - alphaPremult); } // ------------------------------------------------------------------------------------------------------------------------------------------ #undef main #undef IN #undef OUT #undef v2f #undef f2f // ===================================================================================================================[TECHNIQUE CODE END]=== #if !defined(D_PLATFORM_GXM) #ifndef __ORBIS__ technique11 Opaque { pass pass0 { SetVertexShader( CompileShader( vs_5_0, Opaque_vs_main() ) ); SetPixelShader( CompileShader( ps_5_0, Opaque_fs_main() ) ); SetBlendState(ourBlendState, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF); SetDepthStencilState(ourDepthStencilState,0); SetRasterizerState(ourRasterState); } } #endif #else technique Opaque { pass pass0 { VertexProgram = compile arbvp1 Opaque_vs_main(); FragmentProgram = compile arbfp1 Opaque_fs_main(); } } #endif D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fxpà1SOFTUV_OFFSETpGGGGGGGG€?€?€?€?€?€A€A€?€0¥P05spDXBCé(ï*•2eö×kg3�.0¥8ðÀôŒ(RDEF°<ÿÿA…RD11< ($ Üî ÿÿÿÿ ÿÿÿÿ PointClampSamplerLinearWrapSamplertexdepthTex$Globals«« 0P(DÿÿÿÿÿÿÿÿhDÿÿÿÿÿÿÿÿ{�ÿÿÿÿÿÿÿÿ´ �ÿÿÿÿÿÿÿÿÂ0�ÿÿÿÿÿÿÿÿÍ@@Üÿÿÿÿÿÿÿÿ€@ÜÿÿÿÿÿÿÿÿÀ@Üÿÿÿÿÿÿÿÿ�ÿÿÿÿÿÿÿÿDÿÿÿÿÿÿÿÿ%Dÿÿÿÿÿÿÿÿ/Dÿÿÿÿÿÿÿÿ7Dÿÿÿÿÿÿÿÿ? DÿÿÿÿÿÿÿÿL0�ÿÿÿÿÿÿÿÿU@Dÿÿÿÿÿÿÿÿ_DDÿÿÿÿÿÿÿÿjHDÿÿÿÿÿÿÿÿuLDÿÿÿÿÿÿÿÿcameraNearTimesFarfloat«««;cameraFarMinusNearcameraNearFarfloat4‰eyePositionWScameraNearmodelfloat4x4ÓmodelITmodelViewProjmltColoralphaalphaFadescatteropacityalphaPremultuvOffsetdepthBiasdepthScaledepthExtrasoftFadeoutRateMicrosoft (R) HLSL Shader Compiler 10.1«««ISGNȰ¼¼¼¼¼ ¼SV_POSITIONTEXCOORD«««OSGN, SV_TARGET««SHEX�PäjˆYFŽ Z`Z` XpUUXpUUbòbrbrbrb²beò hFFD 8rF‚FFD‚:8röF+‚@FF6 €A :b� E‹Â€CUò–F~` 8òFF8"*@ @4"@3"@€?+B@8 *€ 6 €A *4 @3 @€?8 ::6âbVöE‹Â€CU"–~`6"6":6"8"€ 6B€ €A"*" € 6"€A6"6""*€ 6B:€A"*8":€ +B@+‚@4"*3":8 +"@ " 4"@3"@€?8 8  € +"@6B€ €A"*8 8 :€ 8" :8 6rF8"  € 6B € €AB*@€?"*8r VF6‚  >STAT”E1SPDB–Microsoft C/C++ MSF 7.00 DSKPIÀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ8üÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ <ÿÿÿÿ”.1]Œ^LÊy· "E¬“ôwÍŽÝDÜQ3 SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable =ÆZLèE©ë°Î½é�dP…h&VUœö’æÔ*å­ÉÈQÕÿb£™½A$ÜÀÎ7Öš#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 6 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 55 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" float4 eyePositionWS : eyePositionWS ; float4 cameraNear : cameraNearFar ; #line 61 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 68 float4 mltColor ; #line 79 #line 84 #line 109 struct Opaque_vs_a2v { #line 116 float3 position : POSITION ; float3 normal : NORMAL ; float4 color : COLOR0 ; float2 uv : TEXCOORD0 ; } ; #line 151 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 162 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; #line 173 #line 180 void Opaque_vs_main ( #line 183 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 191 float4 inPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; #line 197 #line 203 Opaque_vs_OUT . position = mul ( inPos , modelViewProj ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal . xyz , ( float3x3 ) modelIT ) ) ; float3 worldPos = ( mul ( float4 ( Opaque_vs_IN . position . xyz , 1.0f ) , model ) ) . xyz ; #line 211 Opaque_vs_OUT . eye = eyePositionWS . xyz - worldPos ; Opaque_vs_IN . color . rgb = Opaque_vs_IN . color . rgb * mltColor . xyz ; Opaque_vs_OUT . color = Opaque_vs_IN . color ; Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . uv . zw = Opaque_vs_OUT . position . zw ; #line 224 #line 246 Opaque_vs_OUT . pos = mul ( SCALE_BIAS , Opaque_vs_OUT . position ) ; Opaque_vs_OUT . pos . w = Opaque_vs_OUT . position . w ; #line 254 Opaque_vs_OUT . zDepth . x = Opaque_vs_OUT . position . w - cameraNear . x ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 271 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 277 #line 282 Texture2D < float4 > tex ; float alpha ; float alphaFade ; float scatter ; float opacity ; float alphaPremult ; float4 uvOffset ; #line 296 Texture2D < float4 > depthTex ; float depthBias ; float depthScale ; float depthExtra ; float softFadeoutRate ; #line 310 float manualTexDepth2Dproj ( Texture2D < float4 > _depthTex , float4 uv ) { #line 319 return _depthTex . Sample ( PointClampSampler , ( float2 ) ( uv . xy / uv . w ) ) . r ; } #line 333 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 342 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 357 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float3 N = normalize ( Opaque_fs_IN . normal ) ; float3 E = normalize ( Opaque_fs_IN . eye ) ; float colorInt = 1 - dot ( N , E ) ; Opaque_fs_IN . uv . xy += uvOffset . xy ; float4 texColor = tex . Sample ( LinearWrapSampler , Opaque_fs_IN . uv . xy ) ; float4 baseColor = Opaque_fs_IN . color * texColor ; #line 379 float a = saturate ( Opaque_fs_IN . uv . z * 5.0 ) * saturate ( 1 - colorInt * scatter ) ; #line 386 float depth = manualTexDepth2Dproj ( depthTex , Opaque_fs_IN . pos ) ; #line 391 float pdepth = ConvertDepth ( depth ) ; float _distance = pdepth + depthExtra - Opaque_fs_IN . pos . w ; a *= clamp ( softFadeoutRate * _distance , 0 , 1 ) ; #line 402 a *= saturate ( ( Opaque_fs_IN . zDepth . x ) / 10 ) ; #line 410 float alphaMult = a * alpha * ( 1 - alphaFade ) * opacity ; Opaque_fs_OUT . color = float4 ( baseColor . rgb , baseColor . a * alphaMult * alphaMult ) ; #line 414 Opaque_fs_OUT . color . rgb *= alphaPremult * Opaque_fs_OUT . color . a + ( 1.0f - alphaPremult ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 446 þïþï”(D:\Dev\TGC\Journey\head\Journey\shaderd:\dev\tgc\journey\head\journey\shader#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 6 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ;â0€ŠÉÊ‹¾ÊÕ)(â0ý!V'()B< ºG ºGMicrosoft (R) HLSL Shader Compiler 10.1v=hlslFlags0x4005hlslTargetps_5_0hlslEntryOpaque_fs_mainhlslDefines /DUV_OFFSET=1 /DPHYRE_D3DFX=1 /DSOFT=16Ð àà° Opaque_fs_main2> Opaque_fs_INP°àP°àP°àP °à P°àP°àP°àP°àP °à P$°à$P(°à(P,°à,P0°à0P4°à4P8°à8P<°à@P@°àDPD°àHPH°àPPL°àTPP°àXPT°à\PX°à`P\°àdP`°àhPd°àlP ÌdP$̰6> Opaque_fs_OUTP°àP°àP°àP °à P Ô¸Pè�Pè�Pè�*>NPü|PüÐPüÐ*>EPH°PH°PH°.>@colorIntP¬ð.>texColorPøPøPøP ø2>baseColorP|P|P|P |*>@aP$ð.>@depthP°¨.>@pdepthP€ 2>@_distancePÔ 2>@alphaMultPœ82MÀ�   [ \‚� B Qƒ@ U  [ ,J> €Pœ*> uvP@P@P @p NFMÀÌ   f ƒ  €� 3 LƒÈ P `  b8  d   B> €Pl.>@depthPÈ�2>@viewSpaceZPX(Nô0q,Za¡Ý¤„_Ìê�)’¦'(Z(ò�� Š„°g€°gÌg€Ìgàg€àgüh€ühh€h,h€,hHi€Hi\i€\ixi€xi�i€�i¬l€¬lÌo€Ìoøp€øp}€}0}€0}L}€L}h}€h}|}€|}œ}€œ}´}€´}Ð}€Ð}ì}€ì}}€}$ƒ€$ƒ(ƒ€(ƒ,ƒ€,ƒ@ƒ€@ƒ\ƒ€\ƒˆƒ€ˆƒœƒ€œƒ°ˆ€°ˆ´ˆ€´ˆÈˆ€Èˆèˆ€èˆˆ€ˆ ˆ€ ˆ@ˆ€@ˆXˆ€Xˆlˆ€lˆ€Š€€Š Š€ Š¸Š€¸ŠÔ‹€Ô‹ô‹€ô‹‹€‹‹€‹8‹€8‹T‹€T‹p”€p”„”€„” ”€ ”¼”€¼”Ø”€Ø”ôš€ôšš€š(š€(šDš€Dš`š€`š|š€|šœ›€œ›¸›€¸›Ô›€Ô›èž€èžž€ž$ž€$ž@ž€@ž\ž€\žxŸ€xŸŒŸ€ŒŸ4242421/1/1/(&(&(&(&-+SQ86^4^6^6^EZ^IZ^EZ^EZ^:\^:\^\JHJHJHJHJHJHJ H+)+)+)+)+)+)+)+)+ )D)DBDB8,8 68 68 68 686:6:6: 8: 8:8??%1?%1?%1?3?=`8P`8\`^g$KgQcgQcg$egeö$ :(@ Hp˜Àäü8Tp”´Ôô     Ê18ô ÿÿÿÿ\\d@float4óòñ@ float3óòñ~ positionñ color  uvóòñ 0normalóòñ <eyeòñ Hposòñ XzDepthóòñ"hOpaque_fs_v2f color"Opaque_fs_f2f ¨òñ  @   @   òñ     ƒµß$ false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 55 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" float4 eyePositionWS : eyePositionWS ; float4 cameraNear : cameraNearFar ; #line 61 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 68 float4 mltColor ; #line 79 #line 84 #line 109 struct Opaque_vs_a2v { #line 116 float3 position : POSITION ; float3 normal : NORMAL ; float4 color : COLOR0 ; float2 uv : TEXCOORD0 ; } ; #line 151 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 162 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; #line 173 #line 180 void Opaque_vs_main ( #line 183 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 191 float4 inPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; #line 197 #line 203 Opaque_vs_OUT . position = mul ( inPos , modelViewProj ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal . xyz , ( float3x3 ) modelIT ) ) ; float3 worldPos = ( mul ( float4 ( Opaque_vs_IN . position . xyz , 1.0f ) , model ) ) . xyz ; #line 211 Opaque_vs_OUT . eye = eyePositionWS . xyz - worldPos ; Opaque_vs_IN . color . rgb = Opaque_vs_IN . color . rgb * mltColor . xyz ; Opaque_vs_OUT . color = Opaque_vs_IN . color ; Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . uv . zw = Opaque_vs_OUT . position . zw ; #line 224 #line 246 Opaque_vs_OUT . pos = mul ( SCALE_BIAS , Opaque_vs_OUT . position ) ; Opaque_vs_OUT . pos . w = Opaque_vs_OUT . position . w ; #line 254 Opaque_vs_OUT . zDepth . x = Opaque_vs_OUT . position . w - cameraNear . x ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 271 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 277 #line 282 Texture2D < float4 > tex ; float alpha ; float alphaFade ; float scatter ; float opacity ; float alphaPremult ; float4 uvOffset ; #line 296 Texture2D < float4 > depthTex ; float depthBias ; float depthScale ; float depthExtra ; float softFadeoutRate ; #line 310 float manualTexDepth2Dproj ( Texture2D < float4 > _depthTex , float4 uv ) { #line 319 return _depthTex . Sample ( PointClampSampler , ( float2 ) ( uv . xy / uv . w ) ) . r ; } #line 333 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 342 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 357 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float3 N = normalize ( Opaque_fs_IN . normal ) ; float3 E = normalize ( Opaque_fs_IN . eye ) ; float colorInt = 1 - dot ( N , E ) ; Opaque_fs_IN . uv . xy += uvOffset . xy ; float4 texColor = tex . Sample ( LinearWrapSampler , Opaque_fs_IN . uv . xy ) ; float4 baseColor = Opaque_fs_IN . color * texColor ; #line 379 float a = saturate ( Opaque_fs_IN . uv . z * 5.0 ) * saturate ( 1 - colorInt * scatter ) ; #line 386 float depth = manualTexDepth2Dproj ( depthTex , Opaque_fs_IN . pos ) ; #line 391 float pdepth = ConvertDepth ( depth ) ; float _distance = pdepth + depthExtra - Opaque_fs_IN . pos . w ; a *= clamp ( softFadeoutRate * _distance , 0 , 1 ) ; #line 402 a *= saturate ( ( Opaque_fs_IN . zDepth . x ) / 10 ) ; #line 410 float alphaMult = a * alpha * ( 1 - alphaFade ) * opacity ; Opaque_fs_OUT . color = float4 ( baseColor . rgb , baseColor . a * alphaMult * alphaMult ) ; #line 414 Opaque_fs_OUT . color . rgb *= alphaPremult * Opaque_fs_OUT . color . a + ( 1.0f - alphaPremult ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 446 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh ((P¦'Z() Ê18@ ÿÿÿÿ" manualTexDepth2DprojóòñConvertDepthóòñD3DSHDR� `" manualTexDepth2DprojóòñConvertDepthóòñÿÿÿÿ /ñ€D!å•õÕ™ýUµIq9qÁ@@@ $0<HT`lx„�œ¨´%ÀOpaque_fs_main&QÿÿÿÿÿÿÿÿPointClampSampler&Qÿÿÿÿÿÿ ÿÿLinearWrapSampler&QÿÿÿÿÿÿcameraNearTimesFar&QÿÿÿÿÿÿcameraFarMinusNear"QÿÿÿÿÿÿcameraNearFarQÿÿÿÿÿÿÿÿtexQÿÿÿÿÿÿalphaQÿÿÿÿÿÿalphaFadeQÿÿÿÿÿÿscatterQÿÿÿÿÿÿopacity"Q ÿÿÿÿÿÿalphaPremultQ0ÿÿÿÿÿÿuvOffsetQÿÿÿÿÿÿÿÿdepthTexQHÿÿÿÿÿÿdepthExtra"Q3°îÿÿÿÿ /ñLÿÿÿÿÿÿsoftFadeoutRateMigratory.shþïþïÿÿÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿ� ` Ô üOpaque_fs_mainnoneÿÿÿÿw 1 Ž?\T ,0� ` Ô üOpaque_fs_mainnone-º.ñ� `ÿÿÿÿ�ÿÿÿÿÿÿÿÿ'…ÛD:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/”.1]Œ^LÊy· "E¬“ôwÍŽÝDT/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" ÜQ3 °,?xÔ(€V'd(Ô,G)(FE>+,-./0123456789:;<=  !"#$%&'*?@ACBDHh 8P  àôð00@LDHHD `\XTP 0L@ @@1`À@1 €@1  àôð00@LDHHD `\XTP 0L@ @@1`À@1 €@18ÿÿÿÿ4 ÿÿÿÿ4Pÿÿÿÿ4øÿÿÿÿ4àÿÿÿÿ4Èÿÿÿÿ4°ÿÿÿÿ4˜ÿÿÿÿ4€ÿÿÿÿ4hÿÿÿÿ484 4Pÿÿÿÿ4ø4àÿÿÿÿ4Èÿÿÿÿ4° 4˜ÿÿÿÿ4€ÿÿÿÿ4hÿÿÿÿ4@00@ @`@\@X@T@P @0@L@@HD@DH@@LG4øÿÿÿÿG4àÿÿÿÿG4ÈÿÿÿÿG4°ÿÿÿÿG4˜ÿÿÿÿG4€ÿÿÿÿG4hÿÿÿÿG4PÿÿÿÿB48ÿÿÿÿB4 ÿÿÿÿ‚1 @@„1`@Àˆ1 @€AnisoClampSamplerLinearClampSamplerLinearWrapAnisoSamplerLinearWrapSamplerLinearWrapTSamplerPointClampSamplerPointWrapAnisoSamplerPointWrapSampleralphaalphaFadealphaPremultcameraNeardepthBiasdepthExtradepthScaledepthTexmltColormodelmodelITmodelViewProjopacityscattersoftFadeoutRatetexuvOffsetÝÁÿÿ¥¥  ¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥ ¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥05sv05spOpaque_fs_mainOpaque_vs_mainhjÊ ú8ÙP}RCOLORNORMALPOSITIONTEXCOORD”™P05svDXBCCV\•éã,W ~1gùI’”™8@Ð ð Œ RDEFh<þÿAÕRD11< ($ \$Globals«««\€Px”ÿÿÿÿÿÿÿÿ¸”ÿÿÿÿÿÿÿÿËàÿÿÿÿÿÿÿÿ àÿÿÿÿÿÿÿÿ0àÿÿÿÿÿÿÿÿ@@,ÿÿÿÿÿÿÿÿP€@,ÿÿÿÿÿÿÿÿXÀ@,ÿÿÿÿÿÿÿÿfàÿÿÿÿÿÿÿÿo”ÿÿÿÿÿÿÿÿu”ÿÿÿÿÿÿÿÿ”ÿÿÿÿÿÿÿÿ‡”ÿÿÿÿÿÿÿÿ� ”ÿÿÿÿÿÿÿÿœ0àÿÿÿÿÿÿÿÿ¥@”ÿÿÿÿÿÿÿÿ¯D”ÿÿÿÿÿÿÿÿºH”ÿÿÿÿÿÿÿÿÅL”ÿÿÿÿÿÿÿÿcameraNearTimesFarfloat«««‹cameraFarMinusNearcameraNearFarfloat4ÙeyePositionWScameraNearmodelfloat4x4#modelITmodelViewProjmltColoralphaalphaFadescatteropacityalphaPremultuvOffsetdepthBiasdepthScaledepthExtrasoftFadeoutRateMicrosoft (R) HLSL Shader Compiler 10.1«««ISGNˆhqx~POSITIONNORMALCOLORTEXCOORD«OSGNȰ¼¼¼¼¼¼SV_POSITIONTEXCOORD«««SHEXHPjˆYFŽ _r_r_ò_2gò eò eò er er eò e h6ò@??6ò@¿?6ò@??+‚@6rFFFŽ "FFŽ BFFŽ ‚FFŽ FF‚ "FF‚ BFF‚ ‚FFD‚:8r öF6rF6‚@€?FFŽ "FFŽ BFFŽ 6rF€Ar FF‚ 8rFF‚ 6r F6‚ :62 F6 ¦ FF" FFB FF6‚ :6 € €A  :6ò F>STAT”#  SPDBŽMicrosoft C/C++ MSF 7.00 DSG8CÀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ8ðÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ <ÿÿÿÿ”.1]Œ^5é®—OŒŽ¹Üèë‰ÚÜQ3 SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable =LèÆZuƒ2 þì©§ÿ P…Ú+gŸIéðA¹™½#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 6 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; RenderTargetWriteMask [ 0 ] = 15 ; AlphaToCoverageEnable = false ; } ; DepthStencilState ourDepthStencilState { DepthEnable = true ; DepthFunc = less ; StencilEnable = false ; } ; RasterizerState ourRasterState { CullMode = None ; DepthBias = 0.0f ; ScissorEnable = false ; MultiSampleEnable = false ; DepthClipEnable = false ; AntialiasedLineEnable = false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 55 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" float4 eyePositionWS : eyePositionWS ; float4 cameraNear : cameraNearFar ; #line 61 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 68 float4 mltColor ; #line 79 #line 84 #line 109 struct Opaque_vs_a2v { #line 116 float3 position : POSITION ; float3 normal : NORMAL ; float4 color : COLOR0 ; float2 uv : TEXCOORD0 ; } ; #line 151 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 162 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; #line 173 #line 180 void Opaque_vs_main ( #line 183 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 191 float4 inPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; #line 197 #line 203 Opaque_vs_OUT . position = mul ( inPos , modelViewProj ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal . xyz , ( float3x3 ) modelIT ) ) ; float3 worldPos = ( mul ( float4 ( Opaque_vs_IN . position . xyz , 1.0f ) , model ) ) . xyz ; #line 211 Opaque_vs_OUT . eye = eyePositionWS . xyz - worldPos ; Opaque_vs_IN . color . rgb = Opaque_vs_IN . color . rgb * mltColor . xyz ; Opaque_vs_OUT . color = Opaque_vs_IN . color ; Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . uv . zw = Opaque_vs_OUT . position . zw ; #line 224 #line 246 Opaque_vs_OUT . pos = mul ( SCALE_BIAS , Opaque_vs_OUT . position ) ; Opaque_vs_OUT . pos . w = Opaque_vs_OUT . position . w ; #line 254 Opaque_vs_OUT . zDepth . x = Opaque_vs_OUT . position . w - cameraNear . x ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 271 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 277 #line 282 Texture2D < float4 > tex ; float alpha ; float alphaFade ; float scatter ; float opacity ; float alphaPremult ; float4 uvOffset ; #line 296 Texture2D < float4 > depthTex ; float depthBias ; float depthScale ; float depthExtra ; float softFadeoutRate ; #line 310 float manualTexDepth2Dproj ( Texture2D < float4 > _depthTex , float4 uv ) { #line 319 return _depthTex . Sample ( PointClampSampler , ( float2 ) ( uv . xy / uv . w ) ) . r ; } #line 333 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 342 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 357 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float3 N = normalize ( Opaque_fs_IN . normal ) ; float3 E = normalize ( Opaque_fs_IN . eye ) ; float colorInt = 1 - dot ( N , E ) ; Opaque_fs_IN . uv . xy += uvOffset . xy ; float4 texColor = tex . Sample ( LinearWrapSampler , Opaque_fs_IN . uv . xy ) ; float4 baseColor = Opaque_fs_IN . color * texColor ; #line 379 float a = saturate ( Opaque_fs_IN . uv . z * 5.0 ) * saturate ( 1 - colorInt * scatter ) ; #line 386 float depth = manualTexDepth2Dproj ( depthTex , Opaque_fs_IN . pos ) ; #line 391 float pdepth = ConvertDepth ( depth ) ; float _distance = pdepth + depthExtra - Opaque_fs_IN . pos . w ; a *= clamp ( softFadeoutRate * _distance , 0 , 1 ) ; #line 402 a *= saturate ( ( Opaque_fs_IN . zDepth . x ) / 10 ) ; #line 410 float alphaMult = a * alpha * ( 1 - alphaFade ) * opacity ; Opaque_fs_OUT . color = float4 ( baseColor . rgb , baseColor . a * alphaMult * alphaMult ) ; #line 414 Opaque_fs_OUT . color . rgb *= alphaPremult * Opaque_fs_OUT . color . a + ( 1.0f - alphaPremult ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 446 þïþï”(D:\Dev\TGC\Journey\head\Journey\shaderd:\dev\tgc\journey\head\journey\shader#line 1 "D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fx" #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 6 BlendState ourBlendState { BlendEnable [ 0 ] = FALSE ; BlendEnable [ 1 ] = FALSE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ;â0€ÒôÈ‹¾ÊÕ)(â0ý!V'()B< ºG ºGMicrosoft (R) HLSL Shader Compiler 10.1v=hlslFlags0x4005hlslTargetvs_5_0hlslEntryOpaque_vs_mainhlslDefines /DUV_OFFSET=1 /DPHYRE_D3DFX=1 /DSOFT=16øœœ ¬ Opaque_vs_main2> Opaque_vs_INP¬œP¬œP¬œP ¬œP¬œP¬œP¬œ P¬œ$P ¬œ(P$¬œ,P(¬œ0P,¬œ4P@0P@4P @86> Opaque_vs_OUTP\¬œdP`¬œhPd¬œlPX¬œ`PH¬œPPL¬œTPP¬œXPT¬œ\P<¬œ@P@¬œDPD¬œHP0¬œ0P4¬œ4P8¬œ8P ¬œ P$¬œ$P(¬œ(P,¬œ,P¬œP¬œP¬œP¬œP¬œP¬œP¬œP ¬œ PTð@PtÐDP”°HP ´�L.>inPosP  <P4 0P4À4P4à8.>worldPosP¨ PPÈ€TPè`X2> SCALE_BIASPÌHPÌ|P Ì|P0Ì| Pì\Pì\P$ì\P4ì\P < P <$P( <(P8 <,R ÿÿÿÿÿÿSCALE_BIASô0q,Za¡Ý¤„_Ìê�)’¦'(Z(òlH(T¬PЬP ÌPŠÌP ìPŠìP  @  Á€ Á Á€ Á4Ì€4ÌTÌ€TÌtÌ€t̔̀”Ì´Í€´ÍÔÍ€ÔÍôÍ€ôÍÍ€Í0Í€0ÍDÍ€DÍ`΀`Ît΀tΈ΀ˆΨ΀¨ÎÈ΀ÈÎèÓ€èÓÓ€Ó Ô€ Ô@Õ€@ÕTÕ€TÕhÖ€hÖ|×€|×�ù€�ù¬ù€¬ùÈù€Èùäú€äúøþ€øþþ€þ0€0D€DA?A ?> <> <> <> <g*cg*cg*cgegegeaWaWaWaWaW:8:8N"L20201/=;IGIGIG<:P"NP"Nö @d„ ¼à   Ê18Ø ÿÿÿÿ<<D@ float3óòñ@float4óòñ@float2óòñJ positionñ  normalóòñ color (uvóòñ"0Opaque_vs_a2v~ positionñ color  uvóòñ 0normalóòñ <eyeòñ Hposòñ XzDepthóòñ"hOpaque_vs_v2f @@float4x4      Ê18 ÿÿÿÿ false ; } ; #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 8 #line 16 #line 20 #line 135 #line 140 #line 147 BlendState NoBlend_BlendState { BlendEnable [ 0 ] = FALSE ; } ; BlendState Alpha_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; BlendState Additive_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = Src_Alpha ; DestBlend [ 0 ] = ONE ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = Src_Alpha ; DestBlendAlpha [ 0 ] = ONE ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; #line 180 BlendState ParticleBlended_BlendState { BlendEnable [ 0 ] = TRUE ; SrcBlend [ 0 ] = ONE ; DestBlend [ 0 ] = Inv_Src_Alpha ; BlendOp [ 0 ] = ADD ; SrcBlendAlpha [ 0 ] = ONE ; DestBlendAlpha [ 0 ] = Inv_Src_Alpha ; BlendOpAlpha [ 0 ] = ADD ; BlendEnable [ 1 ] = FALSE ; } ; DepthStencilState NoDepthTest_NoDepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState NoDepthTest_DepthWrite_DepthState { DepthEnable = FALSE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_NoDepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = Zero ; DepthFunc = Less ; StencilEnable = FALSE ; } ; DepthStencilState DepthTest_DepthWrite_DepthState { DepthEnable = TRUE ; DepthWriteMask = All ; DepthFunc = Less ; StencilEnable = FALSE ; } ; RasterizerState NoCull_RasterizerState { CullMode = None ; } ; RasterizerState BackFaceCull_RasterizerState { CullMode = Back ; FrontCounterClockwise = TRUE ; } ; RasterizerState FrontFaceCull_RasterizerState { CullMode = Front ; FrontCounterClockwise = TRUE ; } ; #line 243 #line 246 #line 264 #line 269 sampler PointClampSampler : register ( s8 ) { Filter = Min_Mag_Mip_Point ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearClampSampler : register ( s9 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; } ; sampler LinearWrapTSampler : register ( s10 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Clamp ; AddressV = Wrap ; AddressW = Clamp ; } ; sampler LinearWrapSampler : register ( s11 ) { Filter = Min_Mag_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler PointWrapSampler : register ( s12 ) { Filter = Min_Mag_Mip_Point ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; } ; sampler AnisoClampSampler : register ( s13 ) { Filter = ANISOTROPIC ; AddressU = Clamp ; AddressV = Clamp ; AddressW = Clamp ; MaxAnisotropy = 16 ; } ; sampler LinearWrapAnisoSampler : register ( s14 ) { Filter = ANISOTROPIC ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; sampler PointWrapAnisoSampler : register ( s15 ) { Filter = Min_Mag_Point_Mip_Linear ; AddressU = Wrap ; AddressV = Wrap ; AddressW = Wrap ; MaxAnisotropy = 16 ; } ; static const float kSRGB = 2.2f ; #line 358 #line 373 #line 408 #line 427 #line 435 #line 498 #line 516 #line 521 float cameraNearTimesFar ; float cameraFarMinusNear ; float4 cameraNearFar ; #line 527 float ConvertDepth ( float depth ) { #line 532 float viewSpaceZ = - ( cameraNearTimesFar / ( depth * cameraFarMinusNear - cameraNearFar . y ) ) ; return viewSpaceZ ; } #line 587 #line 592 static const float4x4 SCALE_BIAS = float4x4 ( float4 ( 0.5 , 0.0 , 0.0 , 0.5 ) , float4 ( 0.0 , - 0.5 , 0.0 , 0.5 ) , #line 598 float4 ( 0.0 , 0.0 , 0.5 , 0.5 ) , float4 ( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; #line 613 #line 635 #line 642 #line 55 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" float4 eyePositionWS : eyePositionWS ; float4 cameraNear : cameraNearFar ; #line 61 float4x4 model : model ; float4x4 modelIT : modelit ; float4x4 modelViewProj : modelviewproj ; #line 68 float4 mltColor ; #line 79 #line 84 #line 109 struct Opaque_vs_a2v { #line 116 float3 position : POSITION ; float3 normal : NORMAL ; float4 color : COLOR0 ; float2 uv : TEXCOORD0 ; } ; #line 151 struct Opaque_vs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 162 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; #line 173 #line 180 void Opaque_vs_main ( #line 183 in Opaque_vs_a2v Opaque_vs_IN , out Opaque_vs_v2f Opaque_vs_OUT ) { #line 191 float4 inPos = float4 ( Opaque_vs_IN . position . xyz , 1 ) ; #line 197 #line 203 Opaque_vs_OUT . position = mul ( inPos , modelViewProj ) ; Opaque_vs_OUT . normal = normalize ( mul ( Opaque_vs_IN . normal . xyz , ( float3x3 ) modelIT ) ) ; float3 worldPos = ( mul ( float4 ( Opaque_vs_IN . position . xyz , 1.0f ) , model ) ) . xyz ; #line 211 Opaque_vs_OUT . eye = eyePositionWS . xyz - worldPos ; Opaque_vs_IN . color . rgb = Opaque_vs_IN . color . rgb * mltColor . xyz ; Opaque_vs_OUT . color = Opaque_vs_IN . color ; Opaque_vs_OUT . uv . xy = Opaque_vs_IN . uv ; Opaque_vs_OUT . uv . zw = Opaque_vs_OUT . position . zw ; #line 224 #line 246 Opaque_vs_OUT . pos = mul ( SCALE_BIAS , Opaque_vs_OUT . position ) ; Opaque_vs_OUT . pos . w = Opaque_vs_OUT . position . w ; #line 254 Opaque_vs_OUT . zDepth . x = Opaque_vs_OUT . position . w - cameraNear . x ; } #line 0 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh" #line 642 #line 271 "D:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fx" #line 277 #line 282 Texture2D < float4 > tex ; float alpha ; float alphaFade ; float scatter ; float opacity ; float alphaPremult ; float4 uvOffset ; #line 296 Texture2D < float4 > depthTex ; float depthBias ; float depthScale ; float depthExtra ; float softFadeoutRate ; #line 310 float manualTexDepth2Dproj ( Texture2D < float4 > _depthTex , float4 uv ) { #line 319 return _depthTex . Sample ( PointClampSampler , ( float2 ) ( uv . xy / uv . w ) ) . r ; } #line 333 struct Opaque_fs_v2f { float4 position : SV_POSITION ; float4 color : TEXCOORD0 ; float4 uv : TEXCOORD1 ; float3 normal : TEXCOORD2 ; float3 eye : TEXCOORD3 ; #line 342 float4 pos : TEXCOORD5 ; float4 zDepth : TEXCOORD6 ; } ; struct Opaque_fs_f2f { float4 color : SV_TARGET0 ; } ; #line 357 void Opaque_fs_main ( in Opaque_fs_v2f Opaque_fs_IN , out Opaque_fs_f2f Opaque_fs_OUT ) { float3 N = normalize ( Opaque_fs_IN . normal ) ; float3 E = normalize ( Opaque_fs_IN . eye ) ; float colorInt = 1 - dot ( N , E ) ; Opaque_fs_IN . uv . xy += uvOffset . xy ; float4 texColor = tex . Sample ( LinearWrapSampler , Opaque_fs_IN . uv . xy ) ; float4 baseColor = Opaque_fs_IN . color * texColor ; #line 379 float a = saturate ( Opaque_fs_IN . uv . z * 5.0 ) * saturate ( 1 - colorInt * scatter ) ; #line 386 float depth = manualTexDepth2Dproj ( depthTex , Opaque_fs_IN . pos ) ; #line 391 float pdepth = ConvertDepth ( depth ) ; float _distance = pdepth + depthExtra - Opaque_fs_IN . pos . w ; a *= clamp ( softFadeoutRate * _distance , 0 , 1 ) ; #line 402 a *= saturate ( ( Opaque_fs_IN . zDepth . x ) / 10 ) ; #line 410 float alphaMult = a * alpha * ( 1 - alphaFade ) * opacity ; Opaque_fs_OUT . color = float4 ( baseColor . rgb , baseColor . a * alphaMult * alphaMult ) ; #line 414 Opaque_fs_OUT . color . rgb *= alphaPremult * Opaque_fs_OUT . color . a + ( 1.0f - alphaPremult ) ; } technique11 Opaque { pass pass0 { SetVertexShader ( CompileShader ( vs_5_0 , Opaque_vs_main ( ) ) ) ; SetPixelShader ( CompileShader ( ps_5_0 , Opaque_fs_main ( ) ) ) ; SetBlendState ( ourBlendState , float4 ( 0.0f , 0.0f , 0.0f , 0.0f ) , 0xFFFFFFFF ) ; SetDepthStencilState ( ourDepthStencilState , 0 ) ; SetRasterizerState ( ourRasterState ) ; } } #line 446 D:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/Migratory.sh ((P¦'Z()D3DSHDRH `ÿÿÿÿ /ñ@$eá…½A!¡  $0<HT%ÀOpaque_vs_mainR ÿÿÿÿÿÿSCALE_BIAS"Q  ÿÿÿÿÿÿeyePositionWSQ 0ÿÿÿÿÿÿcameraNearQ@ÿÿÿÿÿÿmodelQ€ÿÿÿÿÿÿmodelIT"QÀÿÿÿÿÿÿmodelViewProjQ ÿÿÿÿÿÿmltColor3�O3ÿÿÿÿ /ñMigratory.shþïþïÿÿÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿH ` ¸ÃOpaque_vs_mainnoneÿÿÿÿw 1 Ž?\T ,0H ` ¸ÃOpaque_vs_mainnone-º.ñH `ÿÿÿÿHÿÿÿÿÿÿÿÿ'…ÛD:\Dev\TGC\Journey\head\Journey\shaderD:\\Dev\\TGC\\Journey\\head\\Journey\\Data\\Shaders\\S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/S_Scattering_vs__Scattering_fs__24390.fxD:/Dev/TGC/Journey/head/Journey/Data/Shaders/”.1]Œ^5é®—OŒŽ¹Üèë‰ÚT/LinkInfo/names/src/headerblock/src/files/d:\dev\tgc\journey\head\journey\shader" ÜQ3 °?8Ô(€V'ø D(t,A%$@?&'()*+,-./0123456789  !"#:;<>=BCOLORNORMALPOSITIONTEXCOORDPEffectVariantPMaterialOpaqueVertexNormalColorST   ' . 40 `\XTPLHD@5ø5à5È5°5˜5€5h5P686 1XhX1P±XZP!PAP‘ P± XŽX�XœP1 X±XáX‘XÁXñX¡XÑX�H¸P! PAP!PaX¢X¤ PQ P± Pñ P± & Pñ 0 h¦P�h¶abîÁÁA°Ê¼ôž¤¢š®¾ÈÞÒªdP>Œ&vºêþŒ„A”³