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100
gamedata/shaders/r2/test/p2b_accum_sun_far.ps
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100
gamedata/shaders/r2/test/p2b_accum_sun_far.ps
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//
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// Generated by Microsoft (R) D3DX9 Shader Compiler 9.07.239.0000
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//
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// fxc /nologo /Tps_2_b /Emain /Zpr /Fctest\p2b_accum_sun_far.ps
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// accum_sun_far.ps
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//
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//
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// Parameters:
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//
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// float4 Ldynamic_color;
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// float4 Ldynamic_dir;
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// row_major float4x4 m_shadow;
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// row_major float3x4 m_sunmask;
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// sampler2D s_accumulator;
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// sampler2D s_lmap;
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// sampler3D s_material;
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// sampler2D s_normal;
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// sampler2D s_position;
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// sampler2D s_smap;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// -------------- ----- ----
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// m_shadow c0 4
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// m_sunmask c4 2
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// Ldynamic_color c6 1
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// Ldynamic_dir c7 1
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// s_smap s0 1
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// s_position s1 1
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// s_normal s2 1
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// s_lmap s3 1
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// s_material s4 1
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// s_accumulator s5 1
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//
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ps_2_x
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def c8, 1, -0.000244140625, 0.000244140625, 0
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def c9, -0.000244140625, 0.000244140625, 2048, 0.00555555569
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def c10, 0.333000004, 0, 0, 0
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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dcl_2d s2
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dcl_2d s3
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dcl_volume s4
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dcl_2d s5
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texld r0, t0, s1
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texld_pp r1, t0, s2
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mov r3.w, c8.x
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mov r3.xyz, r0
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dp4 r1.w, c3, r3
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dp4 r0.x, c0, r3
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rcp r1.w, r1.w
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dp4 r0.y, c1, r3
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mad r7.xy, r0, r1.w, c9
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mad r6.xy, r0, r1.w, -c9
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mad r5.xy, r0, r1.w, c8.z
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mad r8.xy, r0, r1.w, c8.y
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dp4 r9.x, c4, r3
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dp3_pp r0.x, r3, r3
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dp4 r9.y, c5, r3
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rsq_pp r1.w, r0.x
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mad_pp r4.xyz, r3, -r1.w, -c7
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mov_pp r0.z, r0.w
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nrm_pp r2.xyz, r4
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dp3_pp r0.y, r2, r1
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dp3_pp r0.x, -c7, r1
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texld r7, r7, s0
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texld r6, r6, s0
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texld r5, r5, s0
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texld r4, r8, s0
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texld_pp r2, r9, s3
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texld_pp r0, r0, s4
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texld_pp r1, t0, s5
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dp4 r3.w, c2, r3
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add r4.y, -r7.x, r3.w
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add r4.z, -r6.x, r3.w
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mul r2.xy, r8, c9.z
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add r4.w, -r5.x, r3.w
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add r4.x, -r4.x, r3.w
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cmp_pp r4, -r4, c8.x, c8.w
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frc r2.xy, r2
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add_pp r3.xy, -r2, c8.x
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mul_pp r5.y, r2.y, r3.x
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mul_pp r5.z, r2.x, r3.y
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mul_pp r5.x, r3.y, r3.x
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mul_pp r5.w, r2.y, r2.x
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dp4_pp r3.w, r4, r5
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mad_pp r5.w, r2.w, -r3.w, c10.x
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mul_sat r4.w, r3.z, c9.w
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mul r4.w, r4.w, r4.w
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mul r4.w, r5.w, r4.w
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mad_pp r2.w, r2.w, r3.w, r4.w
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mul_pp r0, r0, c6
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mad_pp r0, r0, r2.w, r1
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mov_pp oC0, r0
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// approximately 52 instruction slots used (9 texture, 43 arithmetic)
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