Tony Hawk's Pro Skater 2x
From xboxdevwiki
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 mov r2.w, c48.x mul r3.w, r2.w, c80.z mad r4.xyz, c80.x, v0.xyz, r3.w add r5.x, c32.z, -v1.x dph r6.x, v0, c0 +exp r1.y, r4 dph r6.y, v0, c1 mul r1.x, r1.y, r1.y mul r1.z, r1.x, r1.y dp3 r7.x, r1.xyz, c36 dph r6.z, v0, c2 +exp r1.y, r4.y dph r8.x, v0, c3 mul r1.x, r1.y, r1.y mul r1.z, r1.x, r1.y dp3 r7.y, r1.xyz, c36 dph r8.y, v0, c4 +exp r1.y, r4.z dph r8.z, v0, c5 mul r1.x, r1.y, r1.y mul r1.z, r1.x, r1.y dp3 r7.z, r1.xyz, c36 mul r9.xyz, r6.xyz, v1.x mad r10.xyz, r8.xyz, r5.x, r9.xyz 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 dp3 r4.x, v2, c0 dp3 r4.y, v2, c1 dp3 r4.z, v2, c2 dp3 r6.x, v2, c3 dp3 r6.y, v2, c4 dp3 r6.z, v2, c5 mul r7.xyz, r4.xyz, v1.x mad r8.xyz, r6.xyz, r5.x, r7.xyz dph oPos.x, r3, c21 dph oPos.y, r3, c22 dph oPos.z, r3, c23 dph oPos.w, r3, c24 dp3 r8.w, r8.xyz, r8.xyz dph oT0.x, v9, c9 mov r9, c58 +rsq r1.w, r8.w dph oT0.y, v9, c10 mul r10.xyz, r8.xyz, r1.w dp3 r11.x, r10, -c56 dp3 r11.y, r10, -c57 dph oFog.x, r3, c24 max r0.xy, r11.xy, c32.x mad r2, r0.x, c59, r9 mad r3, r0.y, c60, r2 mul oPos.xyz, r12, c-38 +rcc r1.x, r12.w mul oD0, r3, c90 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
xvs.1.1 add r0.xyz, v0, c91 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 mul oT0.xy, v9, c32.w 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
- -c57.xyz = ?
- -c56.xyz = ?
- 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)
- c58.xyzw = ?
- c59.xyzw = ?
- c60.xyzw = ?
- c90.xyzw = factor for 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 # 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 mul r9.xyz, r7.xyz, v1.x mad r10.xyz, r8.xyz, r2.x, r9.xyz dp3 r11.w, r6.xyz, r6.xyz # Calculate output position 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 dph oPos.w, r10, c24 # Generate fog depth (same as oPos.w - somehow not optimized?) dph oFog.x, r10, c24 mov r2, c58 dp3 r3.x, r0, -c56 dp3 r3.y, r0, -c57 # Forward texture U dph oT0.x, v9, c9 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 # Forward 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