Difference between revisions of "Tony Hawk's Pro Skater 2x"

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(Skater)
(Demo)
Line 13: Line 13:
  
 
==== HUD ====
 
==== HUD ====
 +
 +
==== Shadow ====
 +
 +
===== Skater =====
 +
Skater shadows are rendered into a 256x256 texture after the entire scene has been rendered
 +
 +
====== Shader ======
 +
 +
<code>
 +
  /* Slot 0: 0x00000000 0x007002AA 0x0C361400 0x28200FF8 */
 +
  ADD(R2,x, c[128].z, -v1.x);
 +
  /* Slot 1: 0x00000000 0x00CC001B 0x0836186C 0x28300FF8 */
 +
  DPH(R3,x, v0, c[96]);
 +
  /* Slot 2: 0x00000000 0x00CC201B 0x0836186C 0x24300FF8 */
 +
  DPH(R3,y, v0, c[97]);
 +
  /* Slot 3: 0x00000000 0x00CC401B 0x0836186C 0x22300FF8 */
 +
  DPH(R3,z, v0, c[98]);
 +
  /* Slot 4: 0x00000000 0x00CC601B 0x0836186C 0x28400FF8 */
 +
  DPH(R4,x, v0, c[99]);
 +
  /* Slot 5: 0x00000000 0x00CC801B 0x0836186C 0x24400FF8 */
 +
  DPH(R4,y, v0, c[100]);
 +
  /* Slot 6: 0x00000000 0x00CCA01B 0x0836186C 0x22400FF8 */
 +
  DPH(R4,z, v0, c[101]);
 +
  /* Slot 7: 0x00000000 0x0040021A 0x3400106C 0x2E500FF8 */
 +
  MUL(R5,xyz, R3.xyz, v1.x);
 +
  /* Slot 8: 0x00000000 0x0080001A 0x44004869 0x5E600FF8 */
 +
  MAD(R6,xyz, R4.xyz, R2.x, R5.xyz);
 +
  /* Slot 9: 0x00000000 0x00CEA01B 0x6436186C 0x20708800 */
 +
  DPH(oPos,x, R6, c[117]);
 +
  /* Slot 10: 0x00000000 0x00CEC01B 0x6436186C 0x20704800 */
 +
  DPH(oPos,y, R6, c[118]);
 +
  /* Slot 11: 0x00000000 0x00CEE01B 0x6436186C 0x20702800 */
 +
  DPH(oPos,z, R6, c[119]);
 +
  /* Slot 12: 0x00000000 0x00CF001B 0x6436186C 0x20701800 */
 +
  DPH(oPos,w, R6, c[120]);
 +
  /* Slot 13: 0x00000000 0x0647401B 0xC4361BFF 0x1078E800 */
 +
  MUL(oPos,xyz, R12, c[58]);
 +
  RCC(R1,x, R12.w);
 +
  /* Slot 14: 0x00000000 0x0087601B 0xC400286C 0x3070E801 */
 +
  MAD(oPos,xyz, R12, R1.x, c[59]);
 +
</code>

Revision as of 14:24, 30 December 2016

Demo

There was a demo released for ??? on ???.

Rendering in the Demo

This is a rundown of how the scene is being rendered in the THPS2X Demo version

World

Skater

Shader:

HUD

Shadow

Skater

Skater shadows are rendered into a 256x256 texture after the entire scene has been rendered

Shader

 /* Slot 0: 0x00000000 0x007002AA 0x0C361400 0x28200FF8 */
 ADD(R2,x, c[128].z, -v1.x);
 /* Slot 1: 0x00000000 0x00CC001B 0x0836186C 0x28300FF8 */
 DPH(R3,x, v0, c[96]);
 /* Slot 2: 0x00000000 0x00CC201B 0x0836186C 0x24300FF8 */
 DPH(R3,y, v0, c[97]);
 /* Slot 3: 0x00000000 0x00CC401B 0x0836186C 0x22300FF8 */
 DPH(R3,z, v0, c[98]);
 /* Slot 4: 0x00000000 0x00CC601B 0x0836186C 0x28400FF8 */
 DPH(R4,x, v0, c[99]);
 /* Slot 5: 0x00000000 0x00CC801B 0x0836186C 0x24400FF8 */
 DPH(R4,y, v0, c[100]);
 /* Slot 6: 0x00000000 0x00CCA01B 0x0836186C 0x22400FF8 */
 DPH(R4,z, v0, c[101]);
 /* Slot 7: 0x00000000 0x0040021A 0x3400106C 0x2E500FF8 */
 MUL(R5,xyz, R3.xyz, v1.x);
 /* Slot 8: 0x00000000 0x0080001A 0x44004869 0x5E600FF8 */
 MAD(R6,xyz, R4.xyz, R2.x, R5.xyz);
 /* Slot 9: 0x00000000 0x00CEA01B 0x6436186C 0x20708800 */
 DPH(oPos,x, R6, c[117]);
 /* Slot 10: 0x00000000 0x00CEC01B 0x6436186C 0x20704800 */
 DPH(oPos,y, R6, c[118]);
 /* Slot 11: 0x00000000 0x00CEE01B 0x6436186C 0x20702800 */
 DPH(oPos,z, R6, c[119]);
 /* Slot 12: 0x00000000 0x00CF001B 0x6436186C 0x20701800 */
 DPH(oPos,w, R6, c[120]);
 /* Slot 13: 0x00000000 0x0647401B 0xC4361BFF 0x1078E800 */
 MUL(oPos,xyz, R12, c[58]);
 RCC(R1,x, R12.w);
 /* Slot 14: 0x00000000 0x0087601B 0xC400286C 0x3070E801 */
 MAD(oPos,xyz, R12, R1.x, c[59]);