[Constants]
;x0 - Base.Red
global persist $BaseRed = 1.0
global $BaseRed_Default = 1.0
global $BaseRed_Min = 0.0
global $BaseRed_Max = 2.0
global $BaseRed_Small = 0.01
global $BaseRed_Large = 0.10
;y0 - Base.Green
global persist $BaseGreen = 1.0
global $BaseGreen_Default = 1.0
global $BaseGreen_Min = 0.0
global $BaseGreen_Max = 2.0
global $BaseGreen_Small = 0.01
global $BaseGreen_Large = 0.10
;z0 - Base.Blue
global persist $BaseBlue = 1.0
global $BaseBlue_Default = 1.0
global $BaseBlue_Min = 0.0
global $BaseBlue_Max = 2.0
global $BaseBlue_Small = 0.01
global $BaseBlue_Large = 0.10
;x1 - Metalic
global persist $Metalic = 0.5
global $Metalic_Default = 0.0
global $Metalic_Min = 0.0
global $Metalic_Max = 1.0
global $Metalic_Small = 0.01
global $Metalic_Large = 0.10
;y1 - Reflectance
global persist $Reflectance = 0.6
global $Reflectance_Default = 0.0
global $Reflectance_Min = 0.0
global $Reflectance_Max = 1.0
global $Reflectance_Small = 0.01
global $Reflectance_Large = 0.10
;z1 - SpecScale
global persist $SpecularScale = 1.0
global $SpecularScale_Default = 1.0
global $SpecularScale_Min = 0.0
global $SpecularScale_Max = 1.0
global $SpecularScale_Small = 0.01
global $SpecularScale_Large = 0.10
;w1 - Glossiness
global persist $Glossiness = 0.8
global $Glossiness_Default = 0.0
global $Glossiness_Min = 0.0
global $Glossiness_Max = 1.0
global $Glossiness_Small = 0.01
global $Glossiness_Large = 0.10
;x2 - IBLDiff.RGB
global persist $IblDiffuse = 0.09
global $IblDiffuse_Default = 0.0
global $IblDiffuse_Min = 0.0
global $IblDiffuse_Max = 1.0
global $IblDiffuse_Small = 0.01
global $IblDiffuse_Large = 0.10
;y2 - IblSpec.RGB
global persist $IblSpecular = 0.38
global $IblSpecular_Default = 0.0
global $IblSpecular_Min = 0.0
global $IblSpecular_Max = 1.0
global $IblSpecular_Small = 0.01
global $IblSpecular_Large = 0.10
;z2 - Rim.RGB
global persist $Rim = 0
global $Rim_Default = 0.0
global $Rim_Min = 0.0
global $Rim_Max = 1.0
global $Rim_Small = 0.01
global $Rim_Large = 0.10
;w2 - Velvety.RGB
global persist $Velvety = 0
global $Velvety_Default = 0.0
global $Velvety_Min = 0.0
global $Velvety_Max = 1.0
global $Velvety_Small = 0.01
global $Velvety_Large = 0.10
;x3 - VelvetyRim.R (Misc1 Multiply)
global persist $VelvetyRimRed = 1.0
global $VelvetyRimRed_Default = 0.0
global $VelvetyRimRed_Min = 0.0
global $VelvetyRimRed_Max = 2.0
global $VelvetyRimRed_Small = 0.01
global $VelvetyRimRed_Large = 0.10
;y3 - VelvetyRim.G (Misc1 Add)
global persist $VelvetyRimGreen = 0
global $VelvetyRimGreen_Default = 0.0
global $VelvetyRimGreen_Min = -1.0
global $VelvetyRimGreen_Max = 1.0
global $VelvetyRimGreen_Small = 0.01
global $VelvetyRimGreen_Large = 0.10
;z3 - VelvetyRim.B (Misc2 Multiply)
global persist $VelvetyRimBlue = -10000.0
global $VelvetyRimBlue_Default = -10000.0
global $VelvetyRimBlue_Min = -10.0
global $VelvetyRimBlue_Max = 0.0
global $VelvetyRimBlue_Small = 0.1
global $VelvetyRimBlue_Large = 1.0
;w3 - VelvetyRim.A (Misc2 Add)
global persist $VelvetyRimAlpha = 0.0
global $VelvetyRimAlpha_Default = 0.0
global $VelvetyRimAlpha_Min = 0.0
global $VelvetyRimAlpha_Max = 1.0
global $VelvetyRimAlpha_Small = 0.01
global $VelvetyRimAlpha_Large = 0.1
;w0 - Ambient.RGB
global persist $Ambient = 0.2
global $Ambient_Default = 0.0
global $Ambient_Min = 0.0
global $Ambient_Max = 1.0
global $Ambient_Small = 0.01
global $Ambient_Large = 0.1
;x4 - Emissive
global persist $Emissive = 0.0
global $Emissive_Default = 0.0
global $Emissive_Min = 0.0
global $Emissive_Max = 1.0
global $Emissive_Small = 0.01
global $Emissive_Large = 0.1
;y4 - ScatterRate
global persist $ScatterRate = 1.0
global $ScatterRate_Default = 0.0
global $ScatterRate_Min = 0.0
global $ScatterRate_Max = 1.0
global $ScatterRate_Small = 0.01
global $ScatterRate_Large = 0.1
;z4 - ScatterDepth
global persist $ScatterDepth = 0.0
global $ScatterDepth_Default = 0.0
global $ScatterDepth_Min = 0.0
global $ScatterDepth_Max = 1.0
global $ScatterDepth_Small = 0.01
global $ScatterDepth_Large = 0.1
global $textHeight = 0.03333333333333
global $CurrentAmount = 0
; Sync the character vars
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale
[CommandListCursorSelect]
local $SmallButton = 0.0
local $LargeButton = 0.0
local $TrackSet = -1.0
; Left Track
if 0.0109375 <= cursor_x && cursor_x <= 0.1744791667
$TrackSet = (cursor_x - 0.01354166667) / (0.171875 - 0.01354166667)
if $TrackSet < 0
$TrackSet = 0
else if $TrackSet > 1
$TrackSet = 1
endif
; Right Track
else if 0.1864583333 <= cursor_x && cursor_x <= 0.35
$TrackSet = (cursor_x - 0.1890625) / (0.3473958333 - 0.1890625)
if $TrackSet < 0
$TrackSet = 0
else if $TrackSet > 1
$TrackSet = 1
endif
endif
; Buttons
if 0.01145833333 <= cursor_x
if cursor_x <= 0.03125
; Left Large Dec
$LargeButton = -1.0
else if cursor_x <= 0.05104166667
; Left Small Dec
$SmallButton = -1.0
else
if 0.1348958333 <= cursor_x
if cursor_x <= 0.1546875
; Left Small Inc
$SmallButton = 1.0
else if cursor_x <= 0.1744791667
; Left Large Inc
$LargeButton = 1.0
else
if 0.1869791667 <= cursor_x
if cursor_x <= 0.2067708333
; Right Large Dec
$LargeButton = -1.0
else if cursor_x <= 0.2265625
; Right Small Dec
$SmallButton = -1.0
else
if 0.3104166667 <= cursor_x
if cursor_x <= 0.3302083333
; Right Small Inc
$SmallButton = 1.0
else if cursor_x <= 0.35
; Right Large Inc
$LargeButton = 1.0
endif
endif
endif
endif
endif
endif
endif
endif
; Detect Which Row and Control Type Vertically
; Skip Top Region
if 0.08425925926 <= cursor_y
if cursor_y <= 0.1157407407
; 1st Row Button
if cursor_x < 0.18
$BaseRed = $BaseRed + ($SmallButton * $BaseRed_Small + $BaseRed_Large * $LargeButton) * $CurrentAmount
if -0.005 < $BaseRed && $BaseRed < 0.005
$BaseRed = 0
endif
; Sync BaseRed
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed
else
$Metalic = $Metalic + ($SmallButton * $Metalic_Small + $Metalic_Large * $LargeButton) * $CurrentAmount
if -0.005 < $Metalic && $Metalic < 0.005
$Metalic = 0
endif
endif
else if 0.1351851852 <= cursor_y
if cursor_y <= 0.1611111111
; 1st Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$BaseRed = $TrackSet * ($BaseRed_Max - $BaseRed_Min) + $BaseRed_Min
if -0.005 < $BaseRed && $BaseRed < 0.005
$BaseRed = 0
endif
; Sync BaseRed
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed
else
$Metalic = $TrackSet * ($Metalic_Max - $Metalic_Min) + $Metalic_Min
if -0.005 < $Metalic && $Metalic < 0.005
$Metalic = 0
endif
endif
endif
else if 0.1731481481 <= cursor_y
if cursor_y <= 0.2046296296
; 2nd Row Buttons
if cursor_x < 0.18
$BaseGreen = $BaseGreen + ($SmallButton * $BaseGreen_Small + $BaseGreen_Large * $LargeButton) * $CurrentAmount
if -0.005 < $BaseGreen && $BaseGreen < 0.005
$BaseGreen = 0
endif
; Sync BaseGreen
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen
else
$Reflectance = $Reflectance + ($SmallButton * $Reflectance_Small + $Reflectance_Large * $LargeButton) * $CurrentAmount
endif
else if 0.2240740741 <= cursor_y
if cursor_y <= 0.25
; 2nd Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$BaseGreen = $TrackSet * ($BaseGreen_Max - $BaseGreen_Min) + $BaseGreen_Min
if -0.005 < $BaseGreen && $BaseGreen < 0.005
$BaseGreen = 0
endif
; Sync BaseGreen
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen
else
$Reflectance = $TrackSet * ($Reflectance_Max - $Reflectance_Min) + $Reflectance_Min
endif
endif
else if 0.262037037 <= cursor_y
if cursor_y <= 0.2935185185
; 3rd Row Buttons
if cursor_x < 0.18
$BaseBlue = $BaseBlue + ($SmallButton * $BaseBlue_Small + $BaseBlue_Large * $LargeButton) * $CurrentAmount
if -0.005 < $BaseBlue && $BaseBlue < 0.005
$BaseBlue = 0
endif
; Sync BaseBlue
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue
else
$SpecularScale = $SpecularScale + ($SmallButton * $SpecularScale_Small + $SpecularScale_Large * $LargeButton) * $CurrentAmount
; Sync Spec Scale
$\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale
endif
else if 0.312962963 <= cursor_y
if cursor_y <= 0.3388888889
; 3rd Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$BaseBlue = $TrackSet * ($BaseBlue_Max - $BaseBlue_Min) + $BaseBlue_Min
if -0.005 < $BaseBlue && $BaseBlue < 0.005
$BaseBlue = 0
endif
; Sync BaseBlue
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue
else
$SpecularScale = $TrackSet * ($SpecularScale_Max - $SpecularScale_Min) + $SpecularScale_Min
; Sync Spec Scale
$\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale
endif
endif
else if 0.3509259259 <= cursor_y
if cursor_y <= 0.3824074074
; 4th Row Buttons
if cursor_x < 0.18
$IblDiffuse = $IblDiffuse + ($SmallButton * $IblDiffuse_Small + $IblDiffuse_Large * $LargeButton) * $CurrentAmount
else
$Glossiness = $Glossiness + ($SmallButton * $Glossiness_Small + $Glossiness_Large * $LargeButton) * $CurrentAmount
endif
else if 0.4018518519 <= cursor_y
if cursor_y <= 0.4277777778
; 4th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$IblDiffuse = $TrackSet * ($IblDiffuse_Max - $IblDiffuse_Min) + $IblDiffuse_Min
else
$Glossiness = $TrackSet * ($Glossiness_Max - $Glossiness_Min) + $Glossiness_Min
endif
endif
else if 0.4398148148 <= cursor_y
if cursor_y <= 0.4712962963
; 5th Row Buttons
if cursor_x < 0.18
$IblSpecular = $IblSpecular + ($SmallButton * $IblSpecular_Small + $IblSpecular_Large * $LargeButton) * $CurrentAmount
else
$Ambient = $Ambient + ($SmallButton * $Ambient_Small + $Ambient_Large * $LargeButton) * $CurrentAmount
endif
else if 0.4907407407 <= cursor_y
if cursor_y <= 0.5166666667
; 5th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$IblSpecular = $TrackSet * ($IblSpecular_Max - $IblSpecular_Min) + $IblSpecular_Min
else
$Ambient = $TrackSet * ($Ambient_Max - $Ambient_Min) + $Ambient_Min
endif
endif
else if 0.5287037037 <= cursor_y
if cursor_y <= 0.5601851852
; 6th Row Buttons
if cursor_x < 0.18
$Rim = $Rim + ($SmallButton * $Rim_Small + $Rim_Large * $LargeButton) * $CurrentAmount
else
$VelvetyRimRed = $VelvetyRimRed + ($SmallButton * $VelvetyRimRed_Small + $VelvetyRimRed_Large * $LargeButton) * $CurrentAmount
endif
else if 0.5796296296 <= cursor_y
if cursor_y <= 0.6055555556
; 6th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$Rim = $TrackSet * ($Rim_Max - $Rim_Min) + $Rim_Min
else
$VelvetyRimRed = $TrackSet * ($VelvetyRimRed_Max - $VelvetyRimRed_Min) + $VelvetyRimRed_Min
endif
endif
else if 0.6175925926 <= cursor_y
if cursor_y <= 0.6490740741
; 7th Row Buttons
if cursor_x < 0.18
$Velvety = $Velvety + ($SmallButton * $Velvety_Small + $Velvety_Large * $LargeButton) * $CurrentAmount
else
$VelvetyRimGreen = $VelvetyRimGreen + ($SmallButton * $VelvetyRimGreen_Small + $VelvetyRimGreen_Large * $LargeButton) * $CurrentAmount
endif
else if 0.6685185185 <= cursor_y
if cursor_y <= 0.6944444444
; 7th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$Velvety = $TrackSet * ($Velvety_Max - $Velvety_Min) + $Velvety_Min
else
$VelvetyRimGreen = $TrackSet * ($VelvetyRimGreen_Max - $VelvetyRimGreen_Min) + $VelvetyRimGreen_Min
endif
endif
else if 0.7064814815 <= cursor_y
if cursor_y <= 0.737962963
; 8th Row Buttons
if cursor_x < 0.18
$Emissive = $Emissive + ($SmallButton * $Emissive_Small + $Emissive_Large * $LargeButton) * $CurrentAmount
else
if ($SmallButton + $LargeButton) > 0 && $VelvetyRimBlue < -10
$VelvetyRimBlue = -10
else
$VelvetyRimBlue = $VelvetyRimBlue + ($SmallButton * $VelvetyRimBlue_Small + $VelvetyRimBlue_Large * $LargeButton) * $CurrentAmount
endif
if ($VelvetyRimBlue < -10)
$VelvetyRimBlue = -10000
endif
endif
else if 0.7574074074 <= cursor_y
if cursor_y <= 0.7833333333
; 8th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$Emissive = $TrackSet * ($Emissive_Max - $Emissive_Min) + $Emissive_Min
else
if $TrackSet == 0
$VelvetyRimBlue = -10000
else
$VelvetyRimBlue = $TrackSet * ($VelvetyRimBlue_Max - $VelvetyRimBlue_Min) + $VelvetyRimBlue_Min
endif
endif
endif
else if 0.7953703704 <= cursor_y
if cursor_y <= 0.8268518519
; 9th Row Buttons
if cursor_x < 0.18
$ScatterRate = $ScatterRate + ($SmallButton * $ScatterRate_Small + $ScatterRate_Large * $LargeButton) * $CurrentAmount
else
$VelvetyRimAlpha = $VelvetyRimAlpha + ($SmallButton * $VelvetyRimAlpha_Small + $VelvetyRimAlpha_Large * $LargeButton) * $CurrentAmount
endif
else if 0.8462962963 <= cursor_y
if cursor_y <= 0.8722222222
; 9th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$ScatterRate = $TrackSet * ($ScatterRate_Max - $ScatterRate_Min) + $ScatterRate_Min
else
$VelvetyRimAlpha = $TrackSet * ($VelvetyRimAlpha_Max - $VelvetyRimAlpha_Min) + $VelvetyRimAlpha_Min
endif
endif
else if 0.8842592593 <= cursor_y
if cursor_y <= 0.9157407407
; 10th Row Buttons
if cursor_x < 0.18
$ScatterDepth = $ScatterDepth + ($SmallButton * $ScatterDepth_Small + $ScatterDepth_Large * $LargeButton) * $CurrentAmount
endif
else if 0.9351851852 <= cursor_y
if cursor_y <= 0.9611111111
; 10th Row Track
if $TrackSet >= 0
if cursor_x < 0.18
$ScatterDepth = $TrackSet * ($ScatterDepth_Max - $ScatterDepth_Min) + $ScatterDepth_Min
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
; Check for Reset Button
if 0.19375 <= cursor_x && cursor_x <= 0.3432291667 && 0.8833333333 <= cursor_y && cursor_y <= 0.9537037037
run = CommandListResetMaterials
endif
[CommandListResetMaterials]
$BaseRed = $BaseRed_Default
$BaseGreen = $BaseGreen_Default
$BaseBlue = $BaseBlue_Default
$Metalic = $Metalic_Default
$Reflectance = $Reflectance_Default
$SpecularScale = $SpecularScale_Default
$Glossiness = $Glossiness_Default
$IblDiffuse = $IblDiffuse_Default
$IblSpecular = $IblSpecular_Default
$Rim = $Rim_Default
$Velvety = $Velvety_Default
$VelvetyRimRed = $VelvetyRimRed_Default
$VelvetyRimGreen = $VelvetyRimGreen_Default
$VelvetyRimBlue = $VelvetyRimBlue_Default
$VelvetyRimAlpha = $VelvetyRimAlpha_Default
$Ambient = $Ambient_Default
$Emissive = $Emissive_Default
$ScatterRate = $ScatterRate_Default
$ScatterDepth = $ScatterDepth_Default
; Sync the character vars
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale
[ShaderRegexCS_01]
shader_model = cs_5_0
temps = tmpIndex
pre local $backupX0 = x0
pre local $backupX1 = x1
pre local $backupX2 = x2
pre local $backupX3 = x3
pre local $backupX4 = x4
pre local $backupY0 = y0
pre local $backupY1 = y1
pre local $backupY2 = y2
pre local $backupY3 = y3
pre local $backupY4 = y4
pre local $backupZ0 = z0
pre local $backupZ1 = z1
pre local $backupZ2 = z2
pre local $backupZ3 = z3
pre local $backupZ4 = z4
pre local $backupW0 = w0
pre local $backupW1 = w1
pre local $backupW2 = w2
pre local $backupW3 = w3
pre local $backupW4 = w4
; Update the INI Params to reflect the custom material params
pre x0 = $BaseRed
pre y0 = $BaseGreen
pre z0 = $BaseBlue
pre x1 = $Metalic
pre y1 = $Reflectance
pre z1 = $SpecularScale
pre w1 = $Glossiness
pre x2 = $IblDiffuse
pre y2 = $IblSpecular
pre z2 = $Rim
pre w2 = $Velvety
pre x3 = $VelvetyRimRed
pre y3 = $VelvetyRimGreen
pre z3 = $VelvetyRimBlue
pre w3 = $VelvetyRimAlpha
pre w0 = $Ambient
pre x4 = $Emissive
pre y4 = $ScatterRate
pre z4 = $ScatterDepth
; Reset back the INI Params
post x0 = $backupX0
post x1 = $backupX1
post x2 = $backupX2
post x3 = $backupX3
post x4 = $backupX4
post y0 = $backupY0
post y1 = $backupY1
post y2 = $backupY2
post y3 = $backupY3
post y4 = $backupY4
post z0 = $backupZ0
post z1 = $backupZ1
post z2 = $backupZ2
post z3 = $backupZ3
post z4 = $backupZ4
post w0 = $backupW0
post w1 = $backupW1
post w2 = $backupW2
post w3 = $backupW3
post w4 = $backupW4
[ShaderRegexCS_01.InsertDeclarations]
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_texture1d (float,float,float,float) t96
[ShaderRegexCS_01.Pattern]
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?Pr[0-9]*\.[xyzw]), l\(0\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(16\), t12\.xyzw\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(32\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(48\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(80\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{2}), (?P=index), l\(96\), t12\.xxxy\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(112\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(128\), t12\.xyzw\n
[ShaderRegexCS_01.Pattern.Replace]
uge ${tmpIndex}.x, $index, l(2048)\n
if_z ${tmpIndex}.x\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, $index, l(128), t12.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, $index, l(112), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, $index, l(96), t12.xxxy\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, $index, l(80), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, $index, l(48), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, $index, l(32), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, $index, l(16), t12.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, $index, l(0), t12.xyzx\n
else\n
uge ${tmpIndex}.x, $index, l(2049)\n
if_z ${tmpIndex}.x\n
ld_indexable(texture1d)(float,float,float,float) $base, l(0,0,0,0), t120.xyzx\n
ld_indexable(texture1d)(float,float,float,float) $reflect, l(1,0,0,0), t120.xyzw\n
ld_indexable(texture1d)(float,float,float,float) $ibldif, l(2,0,0,0), t120.xxxx\n
ld_indexable(texture1d)(float,float,float,float) $iblspec, l(2,0,0,0), t120.yyyy\n
ld_indexable(texture1d)(float,float,float,float) $velvet, l(2,0,0,0), t120.wwww\n
ld_indexable(texture1d)(float,float,float,float) $velrim, l(3,0,0,0), t120.xxxy\n
ld_indexable(texture1d)(float,float,float,float) $ambient, l(0,0,0,0), t120.wwww\n
ld_indexable(texture1d)(float,float,float,float) $light, l(4,0,0,0), t120.xyzx\n
mov r14.w, l(257)\n
else\n
iadd ${tmpIndex}.x, $index, l(-2048)\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, ${tmpIndex}.x, l(0), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, ${tmpIndex}.x, l(16), t96.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, ${tmpIndex}.x, l(32), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, ${tmpIndex}.x, l(48), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, ${tmpIndex}.x, l(80), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, ${tmpIndex}.x, l(96), t96.xxxy\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, ${tmpIndex}.x, l(112), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, ${tmpIndex}.x, l(128), t96.xyzw\n
endif\n
endif\n
[ShaderRegexCS_02]
shader_model = cs_5_0
temps = tmpIndex
[ShaderRegexCS_02.InsertDeclarations]
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_texture1d (float,float,float,float) t96
[ShaderRegexCS_02.Pattern]
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?Pr[0-9]*\.[xyzw]), l\(0\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(16\), t12\.xyzw\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(32\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(48\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(64\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(80\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(96\), t12\.xyzw\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(112\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(128\), t12\.yzwx\n
[ShaderRegexCS_02.Pattern.Replace]
uge ${tmpIndex}.y, $index, l(2048)\n
if_z ${tmpIndex}.y\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, $index, l(128), t12.yzwx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, $index, l(112), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, $index, l(96), t12.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, $index, l(80), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, $index, l(64), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, $index, l(48), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, $index, l(32), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, $index, l(16), t12.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, $index, l(0), t12.xyzx\n
else\n
uge ${tmpIndex}.y, $index, l(2049)\n
if_z ${tmpIndex}.y\n
ld_indexable(texture1d)(float,float,float,float) $base, l(0,0,0,0), t120.xyzx\n
ld_indexable(texture1d)(float,float,float,float) $reflect, l(1,0,0,0), t120.xyzw\n
ld_indexable(texture1d)(float,float,float,float) $ibldif, l(2,0,0,0), t120.xxxx\n
ld_indexable(texture1d)(float,float,float,float) $iblspec, l(2,0,0,0), t120.yyyy\n
ld_indexable(texture1d)(float,float,float,float) $rim, l(2,0,0,0), t120.zzzz\n
ld_indexable(texture1d)(float,float,float,float) $velvet, l(2,0,0,0), t120.wwww\n
ld_indexable(texture1d)(float,float,float,float) $velrim, l(3,0,0,0), t120.xyzw\n
ld_indexable(texture1d)(float,float,float,float) $ambient, l(0,0,0,0), t120.wwww\n
ld_indexable(texture1d)(float,float,float,float) $light, l(4,0,0,0), t120.xyzx\n
mov r15.w, l(257)\n
else\n
iadd ${tmpIndex}.y, $index, l(-2048)\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, ${tmpIndex}.y, l(128), t96.yzwx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, ${tmpIndex}.y, l(112), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, ${tmpIndex}.y, l(96), t96.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, ${tmpIndex}.y, l(80), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, ${tmpIndex}.y, l(64), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, ${tmpIndex}.y, l(48), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, ${tmpIndex}.y, l(32), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, ${tmpIndex}.y, l(16), t96.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, ${tmpIndex}.y, l(0), t96.xyzx\n
endif\n
endif\n
[ShaderRegexCS_03]
shader_model = cs_5_0
temps = tmpIndex
[ShaderRegexCS_03.InsertDeclarations]
dcl_resource_texture1d (float,float,float,float) t120
dcl_resource_texture1d (float,float,float,float) t96
[ShaderRegexCS_03.Pattern]
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?Pr[0-9]*\.[xyzw]), l\(0\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(16\), t12\.xyzw\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(32\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(48\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(64\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(80\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(96\), t12\.xyzw\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(112\), t12\.xyzx\n
([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(128\), t12\.yzwx\n
[ShaderRegexCS_03.Pattern.Replace]
uge ${tmpIndex}.z, $index, l(2048)\n
if_z ${tmpIndex}.z\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, $index, l(128), t12.yzwx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, $index, l(112), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, $index, l(96), t12.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, $index, l(80), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, $index, l(64), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, $index, l(48), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, $index, l(32), t12.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, $index, l(16), t12.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, $index, l(0), t12.xyzx\n
else\n
uge ${tmpIndex}.z, $index, l(2049)\n
if_z ${tmpIndex}.z\n
ld_indexable(texture1d)(float,float,float,float) $base, l(0,0,0,0), t120.xyzx\n
ld_indexable(texture1d)(float,float,float,float) $reflect, l(1,0,0,0), t120.xyzw\n
ld_indexable(texture1d)(float,float,float,float) $ibldif, l(2,0,0,0), t120.xxxx\n
ld_indexable(texture1d)(float,float,float,float) $iblspec, l(2,0,0,0), t120.yyyy\n
ld_indexable(texture1d)(float,float,float,float) $rim, l(2,0,0,0), t120.zzzz\n
ld_indexable(texture1d)(float,float,float,float) $velvet, l(2,0,0,0), t120.wwww\n
ld_indexable(texture1d)(float,float,float,float) $velrim, l(3,0,0,0), t120.xyzw\n
ld_indexable(texture1d)(float,float,float,float) $ambient, l(0,0,0,0), t120.wwww\n
ld_indexable(texture1d)(float,float,float,float) $light, l(4,0,0,0), t120.xyzx\n
mov r15.w, l(257)\n
else\n
iadd ${tmpIndex}.z, $index, l(-2048)\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, ${tmpIndex}.z, l(128), t96.yzwx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, ${tmpIndex}.z, l(112), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, ${tmpIndex}.z, l(96), t96.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, ${tmpIndex}.z, l(80), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, ${tmpIndex}.z, l(64), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, ${tmpIndex}.z, l(48), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, ${tmpIndex}.z, l(32), t96.xyzx\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, ${tmpIndex}.z, l(16), t96.xyzw\n
ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, ${tmpIndex}.z, l(0), t96.xyzx\n
endif\n
endif\n
[ResourceNoCustomMat]
type=buffer
format = R8_UINT
data = 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
[ResourceCustomMat]
type=buffer
format = R8_UINT
data = 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255
[ShaderRegexPSWithCS]
shader_model = ps_5_0
temps = check
pre ps-cb11 = ResourceNoCustomMat
post ps-cb11 = ResourceNoCustomMat
[ShaderRegexPSWithCS.InsertDeclarations]
dcl_resource_texture1d (float,float,float,float) t120
dcl_constantbuffer cb11[1], immediateIndexed
[ShaderRegexPSWithCS.Pattern]
(?Pmov o3.xyz, cb1?2\[9\].*)\n
[ShaderRegexPSWithCS.Pattern.Replace]
$orig\n
if_nz cb11[0].x\n
mov o3.xy, l(0.0, 0.031372549)\n
endif\n
[ShaderRegexPSNoCS1]
; The above custom materials only affects shaders that utilize the ps-cb2[9] (IDandFresnel) parameter which not all of them do
; This attempts to change any PS that only does 1 output which in effect doesn't use cb2[9]. There are 3 shaders identified that use cb2[22] and 4 outputs but not cb2[9] which are listed below. However none of these are identified in the d3dx.ini.
;2d07ca67006c7a00-ps.txt
;bbae0025efb9ea38-ps.txt
;d51433e9122e0b53-ps.txt
; Material Editor for BaseColor into MaterialMulColor
shader_model = ps_5_0
temps = param tmpParam check
pre local $backupX0 = x0
pre local $backupY0 = y0
pre local $backupZ0 = z0
; Update the INI Params to reflect the custom material params
pre x0 = $BaseRed
pre y0 = $BaseGreen
pre z0 = $BaseBlue
pre ps-cb11 = ResourceNoCustomMat
; Reset back the INI Params
post x0 = $backupX0
post y0 = $backupY0
post z0 = $backupZ0
post ps-cb11 = ResourceNoCustomMat
[ShaderRegexPSNoCS1.InsertDeclarations]
dcl_resource_texture1d (float,float,float,float) t120
dcl_constantbuffer cb11[1], immediateIndexed
[ShaderRegexPSNoCS1.Pattern]
(?Pdcl_output o0\..*\n
dcl_temps(.|\n)*
)\n
(?P.*) (?Pcb1?2)\[22\]\.(?P[xyz]?xyz[xyz]?)
[ShaderRegexPSNoCS1.Pattern.Replace]
$before\n
mov $param.xyzw, $cbres[22].xyzw\n
if_nz cb11[0].x\n
ld_indexable(texture1d)(float,float,float,float) $tmpParam.xyz, l(0,0,0,0), t120.xyzx\n
mul $param.xyz, $param.xyzw, $tmpParam.xyzw\n
endif\n
$inst $param.$swiz
[ShaderRegexPSNoCS2]
shader_model = ps_5_0
temps = param check
[ShaderRegexPSNoCS2.InsertDeclarations]
dcl_resource_texture1d (float,float,float,float) t120
dcl_constantbuffer cb11[1], immediateIndexed
[ShaderRegexPSNoCS2.Pattern]
(?Pdcl_output o0\..*\n
dcl_temps(.*\n)*
.* t96\.(.*\n)*)
sample_indexable\(texture2d\)\(float,float,float,float\) (?Pr[0-9]*.[xyzw]*), (?P.*), t2\.(?P[xyzw]*), s2
[ShaderRegexPSNoCS2.Pattern.Replace]
$before\n
sample_indexable(texture2d)(float,float,float,float) $specDest, $specIndex, t2.$specSwiz, s2\n
if_nz cb11[0].x\n
mov $param, l(1.0, 1.0, 1.0, 1.0)\n
ld_indexable(texture1d)(float,float,float,float) $param.xyz, l(0,0,0,0), t120.xyzx\n
mul $specDest, $specDest, $param.$specSwiz\n
ld_indexable(texture1d)(float,float,float,float) $param.xyz, l(1,0,0,0), t120.zzzz\n
mul $specDest, $specDest, $param.$specSwiz\n
endif
[Resource2DMaterialMenu]
filename=shared/MaterialMenu.png
max_copies_per_frame = 1
[Resource2DCursor]
filename=shared/cursor.png
max_copies_per_frame = 1
[CustomShader2DMenu]
vs = draw_2d.hlsl
ps = draw_2d.hlsl
blend = ADD SRC_ALPHA INV_SRC_ALPHA
cull = none
topology = triangle_strip
o0 = set_viewport bb
; Scaling
w7 = 1
; Flip Y:
z7 = 0
; Draw Menu
x5=-1.0
y5=-1.0
x6=1.0
y6=1.0
ps-t100 = Resource2DMaterialMenu
Draw = 4,0
post ps-t100 = null
[CustomShaderCursor]
vs = draw_2d.hlsl
ps = draw_2d.hlsl
blend = ADD SRC_ALPHA INV_SRC_ALPHA
cull = none
topology = triangle_strip
o0 = set_viewport bb
; Scaling
w7 = 1
; Flip Y:
z7 = 0
; Draw Cursor
x5 = cursor_x * 2.0 - 1.0
y5 = cursor_y * -2.0 + 0.94
x6 = x5 + 0.04
y6 = y5 + 0.06
ps-t100 = Resource2DCursor
Draw = 4,0
post ps-t100 = null
[Present]
if $\Mods\Costumes\CostumeCustomizer\Menu.ini\config_menu == $\Mods\Costumes\CostumeCustomizer\Menu.ini\material_slot
run = CustomShader2DMenu
; Left Menu
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\left = -0.84
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\right = -0.7525
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\background = 0.0
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.794
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $BaseRed
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $BaseGreen
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.616
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $BaseBlue
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.438
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $IblDiffuse
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.259
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $IblSpecular
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.081
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Rim
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.097
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Velvety
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.274
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Emissive
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.452
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $ScatterRate
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.63
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $ScatterDepth
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.808
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
; Right Menu
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\left = -0.49
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\right = -0.402
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.794
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Metalic
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Reflectance
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.616
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $SpecularScale
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.438
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Glossiness
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.259
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Ambient
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.081
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimRed
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.097
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimGreen
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.274
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimBlue
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.452
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimAlpha
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.63
$\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight
run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat
run = CustomShaderCursor
endif