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I have a precompiled version of a shader. What should I do to decompile it?

Open Albeoris opened this issue 4 years ago • 0 comments

I have a disassembled version of a shader. What should I do to decompile it?

Shader "SFX_SUB_G" {
	Properties {
		_Color ("Color", Color) = (2,2,2,1)
		_Threshold ("Threshold", Float) = 0.0295
	}
	SubShader { 
		Tags { "ForceSupported"="true" "RenderType"="Overlay" }
		Pass {
			Tags { "ForceSupported"="true" "RenderType"="Overlay" }
			ZWrite Off
			Cull Off
			Blend One One
			BlendOp RevSub
			GpuProgramID 39892
			Program "vp" {
				SubProgram "d3d9 " {
					Bind "vertex" Vertex
					Bind "color" Color
					Matrix 0 [glstate_matrix_projection]
					Vector 5 [_Color]
					Vector 4 [_ProjectionParams]
					"vs_2_0
						def c6, 20, 1, 0, 0
						dcl_position v0
						dcl_color v1
						mov r0.zw, c6.y
						mov r1.x, c6.x
						add r1.x, r1.x, c4.y
						add r1.z, -r1.x, v0.z
						mov r0.xy, -r1.z
						mov r1.xyw, v0
						dp4 r2.x, c0, r1
						dp4 r2.y, c1, r1
						dp4 r2.z, c2, r1
						dp4 r2.w, c3, r1
						mul r0, r0, r2
						rcp r1.x, r0.w
						mul r0, r0, r1.x
						max r0.z, r0.z, c6.z
						mov oPos.xyw, r0
						min oPos.z, r0.z, c6.y
						mul r0.xyz, v1, c5
						mul oD0.xyz, r0, v1.w
						mov oD0.w, c6.y
						
						"
				}
			}
			Program "fp" {
				SubProgram "d3d9 " {
					"ps_2_0
						dcl v0
						mov oC0, v0
						
						"
				}
			}
		}
	}
	Fallback "Diffuse"
}

Albeoris avatar Jul 13 '21 08:07 Albeoris