chore: cleaned up all of the decompiled shaders

This commit is contained in:
la
2026-03-04 03:50:31 +10:00
parent cc6aade337
commit c8abc0127b
6 changed files with 111 additions and 116 deletions
+28 -43
View File
@@ -46,54 +46,39 @@ Texture2D<float4> diffuse_texture : register(t0);
struct PS_INPUT
{
float4 v0 : SV_POSITION;
float4 v1 : COLOR0;
linear centroid float4 v2 : TEXCOORD0;
float4 position : SV_POSITION;
float4 colour : COLOR0;
linear centroid float4 texcoord : TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
float4 r0, r1;
float2 uv = input.texcoord.xy;
#ifdef TEXTURE_PROJECTION
r0.xy = input.v2.xy / input.v2.ww;
r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, r0.xy).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#ifdef TEXTURE_PROJECTION
uv /= input.texcoord.w;
#endif
#elif defined(FORCE_LOD)
r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, forcedLod.x).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#ifdef FORCE_LOD
float4 texel = diffuse_texture.SampleLevel(
diffuse_sampler_s,
uv,
forcedLod.x);
#else
float4 texel =
(uv.x > 1.0f)
? diffuse_texture.SampleLevel(diffuse_sampler_s, uv, 0)
: diffuse_texture.Sample(diffuse_sampler_s, uv);
#endif
#else
r0.x = (1 < input.v2.x) ? 1 : 0;
if (r0.x != 0)
r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, 0).xyzw;
else
r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, input.v2.xy).xyzw;
r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
r0.w = input.v1.w * r0.w;
r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
if (r1.x != 0) discard;
r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
float4 o0;
o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
o0.w = r0.w;
return o0;
#endif
float4 colour = texel * diffuse_colour;
colour.a *= input.colour.a;
if (colour.a < alphaTestRef.w)
discard;
float3 shaded = colour.rgb * input.colour.rgb;
float3 fogged = lerp(fog_colour.rgb, shaded, input.texcoord.z);
return float4(fogged, colour.a);
}