Difference between revisions of "Tony Hawk's Pro Skater 2x"
From xboxdevwiki
(Improved formatting and added shader information dumped by LukeUsher) |
(Add rough comments, based on skin.xvu knowledge) |
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(4 intermediate revisions by the same user not shown) | |||
Line 32: | Line 32: | ||
<pre> | <pre> | ||
xvs.1.1 | xvs.1.1 | ||
+ | |||
+ | # Unknown | ||
mov r2.w, c48.x | mov r2.w, c48.x | ||
mul r3.w, r2.w, c80.z | mul r3.w, r2.w, c80.z | ||
mad r4.xyz, c80.x, v0.xyz, r3.w | mad r4.xyz, c80.x, v0.xyz, r3.w | ||
+ | |||
+ | # Get (1.0 - vertex weight) | ||
add r5.x, c32.z, -v1.x | add r5.x, c32.z, -v1.x | ||
+ | |||
+ | # Transform bone[0] vertex.x | ||
dph r6.x, v0, c0 | dph r6.x, v0, c0 | ||
+ | |||
+ | # Unknown | ||
+exp r1.y, r4 | +exp r1.y, r4 | ||
+ | |||
+ | # Transform bone[0] vertex.y | ||
dph r6.y, v0, c1 | dph r6.y, v0, c1 | ||
+ | |||
+ | # Unknown | ||
mul r1.x, r1.y, r1.y | mul r1.x, r1.y, r1.y | ||
mul r1.z, r1.x, r1.y | mul r1.z, r1.x, r1.y | ||
dp3 r7.x, r1.xyz, c36 | dp3 r7.x, r1.xyz, c36 | ||
+ | |||
+ | # Transform bone[0] vertex.z | ||
dph r6.z, v0, c2 | dph r6.z, v0, c2 | ||
+ | |||
+ | # Unknown | ||
+exp r1.y, r4.y | +exp r1.y, r4.y | ||
+ | |||
+ | # Transform bone[1] vertex.x | ||
dph r8.x, v0, c3 | dph r8.x, v0, c3 | ||
+ | |||
+ | # Unknown | ||
mul r1.x, r1.y, r1.y | mul r1.x, r1.y, r1.y | ||
mul r1.z, r1.x, r1.y | mul r1.z, r1.x, r1.y | ||
dp3 r7.y, r1.xyz, c36 | dp3 r7.y, r1.xyz, c36 | ||
+ | |||
+ | # Transform bone[1] vertex.y | ||
dph r8.y, v0, c4 | dph r8.y, v0, c4 | ||
+ | |||
+ | # Unknown | ||
+exp r1.y, r4.z | +exp r1.y, r4.z | ||
+ | |||
+ | # Transform bone[1] vertex.z | ||
dph r8.z, v0, c5 | dph r8.z, v0, c5 | ||
+ | |||
+ | # Unknown | ||
mul r1.x, r1.y, r1.y | mul r1.x, r1.y, r1.y | ||
mul r1.z, r1.x, r1.y | mul r1.z, r1.x, r1.y | ||
dp3 r7.z, r1.xyz, c36 | dp3 r7.z, r1.xyz, c36 | ||
+ | |||
+ | # Blend vertices: r10.xyz = mix(r8.xyz, r6.xyz, v1.x) | ||
mul r9.xyz, r6.xyz, v1.x | mul r9.xyz, r6.xyz, v1.x | ||
mad r10.xyz, r8.xyz, r5.x, r9.xyz | mad r10.xyz, r8.xyz, r5.x, r9.xyz | ||
+ | |||
+ | # Unknown | ||
mul r11.w, v3.y, c80.y | mul r11.w, v3.y, c80.y | ||
mul r0.w, r11.w, c92.w | mul r0.w, r11.w, c92.w | ||
mad r2.xyz, r7.xyz, r0.w, r10.xyz | mad r2.xyz, r7.xyz, r0.w, r10.xyz | ||
mad r3.xyz, -c92.xyz, v3.z, r2.xyz | mad r3.xyz, -c92.xyz, v3.z, r2.xyz | ||
+ | |||
+ | # Transform bone[0] normal ? | ||
dp3 r4.x, v2, c0 | dp3 r4.x, v2, c0 | ||
dp3 r4.y, v2, c1 | dp3 r4.y, v2, c1 | ||
dp3 r4.z, v2, c2 | dp3 r4.z, v2, c2 | ||
+ | |||
+ | # Transform bone[1] normal ? | ||
dp3 r6.x, v2, c3 | dp3 r6.x, v2, c3 | ||
dp3 r6.y, v2, c4 | dp3 r6.y, v2, c4 | ||
dp3 r6.z, v2, c5 | dp3 r6.z, v2, c5 | ||
+ | |||
+ | # Blend vertices: r8.xyz = mix(r6.xyz, r4.xyz, v1.x) | ||
mul r7.xyz, r4.xyz, v1.x | mul r7.xyz, r4.xyz, v1.x | ||
mad r8.xyz, r6.xyz, r5.x, r7.xyz | mad r8.xyz, r6.xyz, r5.x, r7.xyz | ||
+ | |||
+ | # Calculate output position | ||
dph oPos.x, r3, c21 | dph oPos.x, r3, c21 | ||
dph oPos.y, r3, c22 | dph oPos.y, r3, c22 | ||
dph oPos.z, r3, c23 | dph oPos.z, r3, c23 | ||
dph oPos.w, r3, c24 | dph oPos.w, r3, c24 | ||
+ | |||
+ | # Calculation squared normal length | ||
dp3 r8.w, r8.xyz, r8.xyz | dp3 r8.w, r8.xyz, r8.xyz | ||
+ | |||
+ | # Forward texture U | ||
dph oT0.x, v9, c9 | dph oT0.x, v9, c9 | ||
+ | |||
+ | # Unknown | ||
mov r9, c58 | mov r9, c58 | ||
+ | |||
+ | # Turn squared normal length into length: r1.w = 1.0 / length(normal) | ||
+rsq r1.w, r8.w | +rsq r1.w, r8.w | ||
+ | |||
+ | # Forward texture V | ||
dph oT0.y, v9, c10 | dph oT0.y, v9, c10 | ||
+ | |||
+ | # Unknown | ||
mul r10.xyz, r8.xyz, r1.w | mul r10.xyz, r8.xyz, r1.w | ||
dp3 r11.x, r10, -c56 | dp3 r11.x, r10, -c56 | ||
dp3 r11.y, r10, -c57 | dp3 r11.y, r10, -c57 | ||
+ | |||
+ | # Generate fog depth (same as oPos.w - somehow not optimized?) | ||
dph oFog.x, r3, c24 | dph oFog.x, r3, c24 | ||
+ | |||
+ | # Something to do with lighting | ||
max r0.xy, r11.xy, c32.x | max r0.xy, r11.xy, c32.x | ||
mad r2, r0.x, c59, r9 | mad r2, r0.x, c59, r9 | ||
mad r3, r0.y, c60, r2 | mad r3, r0.y, c60, r2 | ||
+ | |||
+ | # Viewport or something? (D3D boilerplate part 1) | ||
mul oPos.xyz, r12, c-38 | mul oPos.xyz, r12, c-38 | ||
+rcc r1.x, r12.w | +rcc r1.x, r12.w | ||
+ | |||
+ | # Calculate diffuse color | ||
mul oD0, r3, c90 | mul oD0, r3, c90 | ||
+ | |||
+ | # Viewport or something? (D3D boilerplate part 2) | ||
mad oPos.xyz, r12, r1.x, c-37 | mad oPos.xyz, r12, r1.x, c-37 | ||
</pre> | </pre> | ||
Line 109: | Line 171: | ||
=== grass.xvu === | === grass.xvu === | ||
+ | |||
+ | '''Vertex attributes''' | ||
+ | |||
+ | * v0.xyz = Position | ||
+ | * v3.xyzw = Diffuse color | ||
+ | * v9.xy = Texture1 coordinates | ||
+ | |||
+ | '''Constants''' | ||
+ | |||
+ | * c-38.xyz = viewport? (D3D boilerplate) | ||
+ | * c-37.xyz = viewport? (D3D boilerplate) | ||
+ | * c21.xyzw - c24.xyzw = world-view-projection-matrix ? | ||
+ | * c32.w = Texture1 scale | ||
+ | * c91.xyz = Object position | ||
+ | |||
+ | '''Code''' | ||
<pre> | <pre> | ||
xvs.1.1 | xvs.1.1 | ||
+ | |||
+ | # Add object position to vertex position | ||
add r0.xyz, v0, c91 | add r0.xyz, v0, c91 | ||
+ | |||
+ | # Forward diffuse color | ||
mov oD0, v3 | mov oD0, v3 | ||
+ | |||
+ | # Calculate output position | ||
dph oPos.x, r0, c21 | dph oPos.x, r0, c21 | ||
dph oPos.y, r0, c22 | dph oPos.y, r0, c22 | ||
dph oPos.z, r0, c23 | dph oPos.z, r0, c23 | ||
dph oPos.w, r0, c24 | dph oPos.w, r0, c24 | ||
+ | |||
+ | # Generate fog depth (same as oPos.w - somehow not optimized?) | ||
dph oFog.x, r0, c24 | dph oFog.x, r0, c24 | ||
+ | |||
+ | # Scale texture | ||
mul oT0.xy, v9, c32.w | mul oT0.xy, v9, c32.w | ||
+ | |||
+ | # Viewport or something? (D3D boilerplate) | ||
mul oPos.xyz, r12, c-38 | mul oPos.xyz, r12, c-38 | ||
+rcc r1.x, r12.w | +rcc r1.x, r12.w | ||
Line 224: | Line 314: | ||
=== skin.xvu === | === skin.xvu === | ||
+ | |||
+ | '''Vertex attributes''' | ||
+ | |||
+ | * v0.xyzw = Position | ||
+ | * v1.x = vertex weight | ||
+ | * v2.xyz = Normal | ||
+ | * v9.xyz = Texture1 coordinates | ||
+ | |||
+ | '''Constants''' | ||
+ | |||
+ | * c-38.xyz = viewport? (D3D boilerplate) | ||
+ | * c-37.xyz = viewport? (D3D boilerplate) | ||
+ | * c0.xyzw - c3.xyzw = matrix bone[0] ? | ||
+ | * c3.xyzw - c5.xyzw = matrix bone[1] ? | ||
+ | * c9.xyzw = Texture U matrix | ||
+ | * c10.xyzw = Texture V matrix | ||
+ | * c21.xyzw - c24.xyzw = projection-matrix ? | ||
+ | * c32.x = CONSTANT() ? | ||
+ | * c32.z = CONSTANT(1.0) | ||
+ | * c56.xyz - c57.xyz = some normal matrix | ||
+ | * c58.xyzw = ? | ||
+ | * c59.xyzw = ? | ||
+ | * c60.xyzw = ? | ||
+ | * c90.xyzw = light diffuse color ? | ||
+ | |||
+ | '''Code''' | ||
<pre> | <pre> | ||
xvs.1.1 | xvs.1.1 | ||
+ | |||
+ | # Get (1.0 - vertex weight) | ||
add r2.x, c32.z, -v1.x | add r2.x, c32.z, -v1.x | ||
+ | |||
+ | # Transform bone[0] normal ? | ||
dp3 r3.x, v2, c0 | dp3 r3.x, v2, c0 | ||
dp3 r3.y, v2, c1 | dp3 r3.y, v2, c1 | ||
dp3 r3.z, v2, c2 | dp3 r3.z, v2, c2 | ||
+ | |||
+ | # Transform bone[1] normal ? | ||
dp3 r4.x, v2, c3 | dp3 r4.x, v2, c3 | ||
dp3 r4.y, v2, c4 | dp3 r4.y, v2, c4 | ||
dp3 r4.z, v2, c5 | dp3 r4.z, v2, c5 | ||
+ | |||
+ | # Blend normals: r6.xyz = mix(r4.xyz, r3.xyz, v1.x) | ||
mul r5.xyz, r3.xyz, v1.x | mul r5.xyz, r3.xyz, v1.x | ||
mad r6.xyz, r4.xyz, r2.x, r5.xyz | mad r6.xyz, r4.xyz, r2.x, r5.xyz | ||
+ | |||
+ | # Transform bone[0] vertex | ||
dph r7.x, v0, c0 | dph r7.x, v0, c0 | ||
dph r7.y, v0, c1 | dph r7.y, v0, c1 | ||
dph r7.z, v0, c2 | dph r7.z, v0, c2 | ||
+ | |||
+ | # Transform bone[1] vertex | ||
dph r8.x, v0, c3 | dph r8.x, v0, c3 | ||
dph r8.y, v0, c4 | dph r8.y, v0, c4 | ||
dph r8.z, v0, c5 | dph r8.z, v0, c5 | ||
+ | |||
+ | # Blend vertices: r10.xyz = mix(r8.xyz, r7.xyz, v1.x) | ||
mul r9.xyz, r7.xyz, v1.x | mul r9.xyz, r7.xyz, v1.x | ||
mad r10.xyz, r8.xyz, r2.x, r9.xyz | mad r10.xyz, r8.xyz, r2.x, r9.xyz | ||
+ | |||
+ | # Calculation squared normal length | ||
dp3 r11.w, r6.xyz, r6.xyz | dp3 r11.w, r6.xyz, r6.xyz | ||
+ | |||
+ | # Calculate output position (xy) | ||
dph oPos.y, r10, c22 | dph oPos.y, r10, c22 | ||
dph oPos.x, r10, c21 | dph oPos.x, r10, c21 | ||
+ | |||
+ | # Turn squared normal length into length: r1.w = 1.0 / length(normal) | ||
+rsq r1.w, r11.w | +rsq r1.w, r11.w | ||
+ | |||
+ | # Calculate output position (z) | ||
dph oPos.z, r10, c23 | dph oPos.z, r10, c23 | ||
+ | |||
+ | # Multiply normal by it's inverse length: r0.xyz = normalize(normal) | ||
mul r0.xyz, r6.xyz, r1.w | mul r0.xyz, r6.xyz, r1.w | ||
+ | |||
+ | # Calculate output position (w) | ||
dph oPos.w, r10, c24 | dph oPos.w, r10, c24 | ||
+ | |||
+ | # Generate fog depth (same as oPos.w - somehow not optimized?) | ||
dph oFog.x, r10, c24 | dph oFog.x, r10, c24 | ||
+ | |||
+ | # Dead code? | ||
mov r2, c58 | mov r2, c58 | ||
+ | |||
+ | # Something with normal.xy | ||
dp3 r3.x, r0, -c56 | dp3 r3.x, r0, -c56 | ||
dp3 r3.y, r0, -c57 | dp3 r3.y, r0, -c57 | ||
+ | |||
+ | # Forward texture U | ||
dph oT0.x, v9, c9 | dph oT0.x, v9, c9 | ||
+ | |||
+ | # Something to do with lighting | ||
max r4.xy, r3.xy, c32.x | max r4.xy, r3.xy, c32.x | ||
mad r5, r4.x, c59, r2 | mad r5, r4.x, c59, r2 | ||
mad r6, r4.y, c60, r5 | mad r6, r4.y, c60, r5 | ||
+ | |||
+ | # Forward texture V | ||
dph oT0.y, v9, c10 | dph oT0.y, v9, c10 | ||
+ | |||
+ | # Calculate diffuse color | ||
mul oD0, r6, c90 | mul oD0, r6, c90 | ||
+ | |||
+ | # Viewport or something? (D3D boilerplate) | ||
mul oPos.xyz, r12, c-38 | mul oPos.xyz, r12, c-38 | ||
+rcc r1.x, r12.w | +rcc r1.x, r12.w |
Latest revision as of 23:34, 17 August 2018
Contents
Shaders
These shaders have been disassembled. Any comment was added manually and does not come from the game files.
blackskin.xvu
xvs.1.1 add r2.x, c32.z, -v1.x dph r3.x, v0, c0 dph r3.y, v0, c1 dph r3.z, v0, c2 dph r4.x, v0, c3 dph r4.y, v0, c4 dph r4.z, v0, c5 mul r5.xyz, r3.xyz, v1.x mad r6.xyz, r4.xyz, r2.x, r5.xyz dph oPos.x, r6, c21 dph oPos.y, r6, c22 dph oPos.z, r6, c23 dph oPos.w, r6, c24 mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w mad oPos.xyz, r12, r1.x, c-37
cloth.xvu
xvs.1.1 # Unknown mov r2.w, c48.x mul r3.w, r2.w, c80.z mad r4.xyz, c80.x, v0.xyz, r3.w # Get (1.0 - vertex weight) add r5.x, c32.z, -v1.x # Transform bone[0] vertex.x dph r6.x, v0, c0 # Unknown +exp r1.y, r4 # Transform bone[0] vertex.y dph r6.y, v0, c1 # Unknown mul r1.x, r1.y, r1.y mul r1.z, r1.x, r1.y dp3 r7.x, r1.xyz, c36 # Transform bone[0] vertex.z dph r6.z, v0, c2 # Unknown +exp r1.y, r4.y # Transform bone[1] vertex.x dph r8.x, v0, c3 # Unknown mul r1.x, r1.y, r1.y mul r1.z, r1.x, r1.y dp3 r7.y, r1.xyz, c36 # Transform bone[1] vertex.y dph r8.y, v0, c4 # Unknown +exp r1.y, r4.z # Transform bone[1] vertex.z dph r8.z, v0, c5 # Unknown mul r1.x, r1.y, r1.y mul r1.z, r1.x, r1.y dp3 r7.z, r1.xyz, c36 # Blend vertices: r10.xyz = mix(r8.xyz, r6.xyz, v1.x) mul r9.xyz, r6.xyz, v1.x mad r10.xyz, r8.xyz, r5.x, r9.xyz # Unknown mul r11.w, v3.y, c80.y mul r0.w, r11.w, c92.w mad r2.xyz, r7.xyz, r0.w, r10.xyz mad r3.xyz, -c92.xyz, v3.z, r2.xyz # Transform bone[0] normal ? dp3 r4.x, v2, c0 dp3 r4.y, v2, c1 dp3 r4.z, v2, c2 # Transform bone[1] normal ? dp3 r6.x, v2, c3 dp3 r6.y, v2, c4 dp3 r6.z, v2, c5 # Blend vertices: r8.xyz = mix(r6.xyz, r4.xyz, v1.x) mul r7.xyz, r4.xyz, v1.x mad r8.xyz, r6.xyz, r5.x, r7.xyz # Calculate output position dph oPos.x, r3, c21 dph oPos.y, r3, c22 dph oPos.z, r3, c23 dph oPos.w, r3, c24 # Calculation squared normal length dp3 r8.w, r8.xyz, r8.xyz # Forward texture U dph oT0.x, v9, c9 # Unknown mov r9, c58 # Turn squared normal length into length: r1.w = 1.0 / length(normal) +rsq r1.w, r8.w # Forward texture V dph oT0.y, v9, c10 # Unknown mul r10.xyz, r8.xyz, r1.w dp3 r11.x, r10, -c56 dp3 r11.y, r10, -c57 # Generate fog depth (same as oPos.w - somehow not optimized?) dph oFog.x, r3, c24 # Something to do with lighting max r0.xy, r11.xy, c32.x mad r2, r0.x, c59, r9 mad r3, r0.y, c60, r2 # Viewport or something? (D3D boilerplate part 1) mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w # Calculate diffuse color mul oD0, r3, c90 # Viewport or something? (D3D boilerplate part 2) mad oPos.xyz, r12, r1.x, c-37
geom.xvu
xvs.1.1 add r0.xyz, v0.xyz, c91.xyz mov oD0, v3 dph oPos.x, r0, c21 dph oPos.y, r0, c22 dph oPos.z, r0, c23 dph oPos.w, r0, c24 dph oFog.x, r0, c24 mov oT0.xy, v9 mul oT1.xy, v9, c91.w mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w mad oPos.xyz, r12, r1.x, c-37
grass.xvu
Vertex attributes
- v0.xyz = Position
- v3.xyzw = Diffuse color
- v9.xy = Texture1 coordinates
Constants
- c-38.xyz = viewport? (D3D boilerplate)
- c-37.xyz = viewport? (D3D boilerplate)
- c21.xyzw - c24.xyzw = world-view-projection-matrix ?
- c32.w = Texture1 scale
- c91.xyz = Object position
Code
xvs.1.1 # Add object position to vertex position add r0.xyz, v0, c91 # Forward diffuse color mov oD0, v3 # Calculate output position dph oPos.x, r0, c21 dph oPos.y, r0, c22 dph oPos.z, r0, c23 dph oPos.w, r0, c24 # Generate fog depth (same as oPos.w - somehow not optimized?) dph oFog.x, r0, c24 # Scale texture mul oT0.xy, v9, c32.w # Viewport or something? (D3D boilerplate) mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w mad oPos.xyz, r12, r1.x, c-37
projectorlight.xvu
xvs.1.1 dph r2.x, v0, c0 dph r2.y, v0, c1 dph r2.z, v0, c2 dp3 r3.x, v2, c92 dph oPos.x, r2, c21 dph oPos.y, r2, c22 dph oPos.z, r2, c23 dph oPos.w, r2, c24 mad oD0.xyz, r3.x, c32.y, c32.y dph r4.x, r2, c6 dph r4.y, r2, c7 dph r4.z, r2, c8 mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w dph r5.w, r4, c12 dph r7.y, r4, c10 dph r7.x, r4, c9 +rcp r1.w, r5.w dph oT1.x, r4, c13 max r6.w, r1.w, -r1.w mul oT0.xy, r7.xy, r6.w mad oPos.xyz, r12, r1.x, c-37
projectorshadow.xvu
xvs.1.1 dph r2.x, v0, c0 dph r2.y, v0, c1 dph r2.z, v0, c2 dp3 r3.x, v2, c92 dph oPos.x, r2, c21 dph oPos.y, r2, c22 dph oPos.z, r2, c23 dph oPos.w, r2, c24 mad oD1.xyz, -r3.x, c32.y, c32.y dph r4.x, r2, c6 dph r4.y, r2, c7 dph r4.z, r2, c8 mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w dph r5.x, r4, c9 dph r5.y, r4, c10 dph oT1.x, r4, c11 mul oT0.xy, r5.xy, c33 mad oPos.xyz, r12, r1.x, c-37
projectorskin.xvu
xvs.1.1 add r2.x, c32.z, -v1.x dp3 r3.x, v2, c0 dp3 r3.y, v2, c1 dp3 r3.z, v2, c2 dp3 r4.x, v2, c3 dp3 r4.y, v2, c4 dp3 r4.z, v2, c5 mul r5.xyz, r3.xyz, v1.x mad r6.xyz, r4.xyz, r2.x, r5.xyz dph r7.x, v0, c0 dph r7.y, v0, c1 dph r7.z, v0, c2 dph r8.x, v0, c3 dph r8.y, v0, c4 dph r8.z, v0, c5 mul r9.xyz, r7.xyz, v1.x mad r10.xyz, r8.xyz, r2.x, r9.xyz dp3 r11.w, r6.xyz, r6.xyz dph oPos.y, r10, c22 dph oPos.x, r10, c21 +rsq r1.w, r11.w dph oPos.z, r10, c23 mul r0.xyz, r6.xyz, r1.w dp3 r2.x, r0.xyz, c92 dph oPos.w, r10, c24 mad oD0.xyz, r2.x, c32.y, c32.y dph r3.x, r10, c6 dph r3.y, r10, c7 dph r3.z, r10, c8 mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w dph r4.w, r3, c12 dph r6.y, r3, c10 dph r6.x, r3, c9 +rcp r1.w, r4.w dph oT1.x, r3, c13 max r5.w, r1.w, -r1.w mul oT0.xy, r6.xy, r5.w mad oPos.xyz, r12, r1.x, c-37
skin.xvu
Vertex attributes
- v0.xyzw = Position
- v1.x = vertex weight
- v2.xyz = Normal
- v9.xyz = Texture1 coordinates
Constants
- c-38.xyz = viewport? (D3D boilerplate)
- c-37.xyz = viewport? (D3D boilerplate)
- c0.xyzw - c3.xyzw = matrix bone[0] ?
- c3.xyzw - c5.xyzw = matrix bone[1] ?
- c9.xyzw = Texture U matrix
- c10.xyzw = Texture V matrix
- c21.xyzw - c24.xyzw = projection-matrix ?
- c32.x = CONSTANT() ?
- c32.z = CONSTANT(1.0)
- c56.xyz - c57.xyz = some normal matrix
- c58.xyzw = ?
- c59.xyzw = ?
- c60.xyzw = ?
- c90.xyzw = light diffuse color ?
Code
xvs.1.1 # Get (1.0 - vertex weight) add r2.x, c32.z, -v1.x # Transform bone[0] normal ? dp3 r3.x, v2, c0 dp3 r3.y, v2, c1 dp3 r3.z, v2, c2 # Transform bone[1] normal ? dp3 r4.x, v2, c3 dp3 r4.y, v2, c4 dp3 r4.z, v2, c5 # Blend normals: r6.xyz = mix(r4.xyz, r3.xyz, v1.x) mul r5.xyz, r3.xyz, v1.x mad r6.xyz, r4.xyz, r2.x, r5.xyz # Transform bone[0] vertex dph r7.x, v0, c0 dph r7.y, v0, c1 dph r7.z, v0, c2 # Transform bone[1] vertex dph r8.x, v0, c3 dph r8.y, v0, c4 dph r8.z, v0, c5 # Blend vertices: r10.xyz = mix(r8.xyz, r7.xyz, v1.x) mul r9.xyz, r7.xyz, v1.x mad r10.xyz, r8.xyz, r2.x, r9.xyz # Calculation squared normal length dp3 r11.w, r6.xyz, r6.xyz # Calculate output position (xy) dph oPos.y, r10, c22 dph oPos.x, r10, c21 # Turn squared normal length into length: r1.w = 1.0 / length(normal) +rsq r1.w, r11.w # Calculate output position (z) dph oPos.z, r10, c23 # Multiply normal by it's inverse length: r0.xyz = normalize(normal) mul r0.xyz, r6.xyz, r1.w # Calculate output position (w) dph oPos.w, r10, c24 # Generate fog depth (same as oPos.w - somehow not optimized?) dph oFog.x, r10, c24 # Dead code? mov r2, c58 # Something with normal.xy dp3 r3.x, r0, -c56 dp3 r3.y, r0, -c57 # Forward texture U dph oT0.x, v9, c9 # Something to do with lighting max r4.xy, r3.xy, c32.x mad r5, r4.x, c59, r2 mad r6, r4.y, c60, r5 # Forward texture V dph oT0.y, v9, c10 # Calculate diffuse color mul oD0, r6, c90 # Viewport or something? (D3D boilerplate) mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w mad oPos.xyz, r12, r1.x, c-37
wiggle.xvu
xvs.1.1 dph r2.x, v0, c0 dph r2.y, v0, c1 dph r2.z, v0, c2 mov r3.xy, c48.x +mov oT0.xy, v9 dp3 r4.x, r2, c72 dp3 r4.y, r2, c73 mad r5.xy, r3.xy, c74.xy, r4.xy dp3 r6.x, v2, c0 mov r7.z, c32.x +exp r1.y, r5 exp r8.y, r5.y mul r1.x, r1.y, r1.y mul r8.x, r8.y, r8.y +mov oD0, c32.z mul r1.z, r1.x, r1.y mul r8.z, r8.x, r8.y dp3 r7.x, r1.xyz, c36 dp3 r7.y, r8.xyz, c36 dp3 r6.y, v2, c1 dp3 r6.z, v2, c2 dp3 r9.x, r7.xyz, c74.zw mul r10.xyz, r6, v3.x mad r11.xyz, r10, r9.x, r2 dph oPos.x, r11, c21 dph oPos.y, r11, c22 dph oPos.z, r11, c23 dph oPos.w, r11, c24 dph oFog.x, r11, c24 mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w mad oPos.xyz, r12, r1.x, c-37
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 Rendering happens in this order:
- World
- Skater
- Shader: cloth.xvu
- HUD
- Shadows
- Skater
- Skater shadows are rendered into a 256x256 texture after the entire scene has been rendered
- Shader: blackskin.xvu
- Skater