gta_decal_amb_onlyPS3.asm
Parallellines0451_GTAIV_EFLC_LogDepth/win32_30_nv8/gta_decal_amb_only/gta_decal_amb_onlyPS3.asm
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   sampler2D StippleTexture;
//   sampler2D TextureSampler;
//   float3 ambientDecalMask;
//   float4 globalScalars;
//   float4 globalScalars2;
//   float4 stencil;
//
//
// Registers:
//
//   Name             Reg   Size
//   ---------------- ----- ----
//   globalScalars    c39      1
//   globalScalars2   c40      1
//   stencil          c52      1
//   ambientDecalMask c66      1
//   TextureSampler   s0       1
//   StippleTexture   s10      1
//

    ps_3_0
    def c219, 1.8395173895e+25, 3.9938258725e+24, 4.5435787456e+30, 1.3032075718e-43 // 93
    def c127, 0.9999999, 1, 0, 0 // LogDepth constants
    def c0, 3.99600005, 4, 0.125, 0.25
    def c1, 0, -1, -0, 1
    dcl_texcoord v0.xy
    dcl_color v1.w
    dcl vPos.xy
    dcl_texcoord9 v9
    dcl_2d s0
    dcl_2d s10
    mov_sat r0.x, c39.x
    mul r0.x, r0.x, c0.x
    frc r0.y, r0.x
    mul r0.z, r0.y, c0.y
    frc r0.w, r0.z
    add r1.xy, r0.zxzw, -r0.wyzw
    mul r0.xy, c0.z, vPos
    frc r0.xy, r0_abs
    cmp r0.xy, vPos, r0, -r0
    mul r0.xy, r0, c0.w
    mad r0.xy, r1, c0.w, r0
    mov r0.zw, c1.x
    texldl r0, r0, s10
    cmp r0, -r0.y, c1.y, c1.z
    texkill r0
    texld r0, v0, s0
    mul r0.w, r0.w, v1.w
    dp3 r0.x, r0, c66
    add_sat r0.x, -r0.x, c1.w
    mul r0.x, r0.w, r0.x
    mul r0.x, r0.x, c39.x
    mul oC2.w, r0.x, c40.z
    mov oC2.xyz, c1.x
    mov r0.xw, c1
    mul oC3, r0.wxxx, c52.x
    mov oC0, c1.x
    mov oC1, c1.x
    // ----------------------------------------------------------------- Linear2Log -----------------------------------------------------------------
    if_ne v9.y, c127.y
      rcp r20.z, c128.x
      mul r20.x, v9.w, r20.z
      mul r20.y, c128.y, r20.z
      log r20.x, r20.x
      log r20.y, r20.y
      rcp r20.y, r20.y
    else
      mov r20.x, v9.z
      rcp r20.y, v9.w
    endif
    mul oDepth, r20.x, r20.y
    // ----------------------------------------------------------------------------------------------------------------------------------------------

// approximately 28 instruction slots used (3 texture, 25 arithmetic)
