Difference between revisions of "Nintendo OpenGL"
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This page's goal is to describe parts of Nintendo's OpenGL implementation for the 3DS as we reverse engineer it to better understand how to use the PICA200. | This page's goal is to describe parts of Nintendo's OpenGL implementation for the 3DS as we reverse engineer it to better understand how to use the PICA200. | ||
Some of the information on this page is specific to Steeldiver : Sub Wars. The reason for this is that it's a fairly graphics-heavy game that's available on the eShop for '''free''', so it seems like a good target for a community REing effort. | Some of the information on this page is specific to Steeldiver : Sub Wars. The reason for this is that it's a fairly graphics-heavy game that's available on the eShop for '''free''', so it seems like a good target for a community REing effort. | ||
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− | |||
− | |||
== Description == | == Description == | ||
− | The PICA200 is an | + | The PICA200 is an OpenGL ES 1.1 compliant GPU manufactured by DMP. It comes loaded with a number of extensions that make it similar to an OpenGL ES 2.0 compliant GPU (ability to run programmable vertex/geometry shaders, for instance). Because of this, Nintendo wrapped GPU access into an OpenGL ES 2.0 implementation with some limitations. As the fragment stage of the pipeline is non-programmable, Nintendo instead gives developers the ability to configure a number of fragment-related values through glGetUniformLocation and glUniformXX. See below for the full list. |
== Shader program structure == | == Shader program structure == | ||
Line 2,228: | Line 2,225: | ||
| 0x0012E9DC | | 0x0012E9DC | ||
| ? | | ? | ||
− | | | + | | 0x00E0 bit16 |
|- | |- | ||
| 0x128 | | 0x128 | ||
Line 2,239: | Line 2,236: | ||
On steeldiver's uniform handlers : R1 is a pointer to the current shader program object, R12 is a pointer to the data the uniform is being set to. | On steeldiver's uniform handlers : R1 is a pointer to the current shader program object, R12 is a pointer to the data the uniform is being set to. | ||
+ | |||
+ | == Other Symbols == | ||
+ | |||
+ | The list above is not exhaustive. A number of other strings specific to Nintendo's rendering framework have been found. Below is a table listing those strings including the location they were found in. | ||
+ | |||
+ | {| class="wikitable" border="1" | ||
+ | ! Name | ||
+ | ! Context | ||
+ | ! Occurrence | ||
+ | |- | ||
+ | | dmp_Point.viewport.xy | ||
+ | | Name of a shader uniform | ||
+ | | CTRAging's romfs:/gpu/GasCessna/shader.shbin | ||
+ | |- | ||
+ | | dmp_Point.distanceAttenuation | ||
+ | | Name of a shader uniform | ||
+ | | CTRAging's romfs:/gpu/GasCessna/shader.shbin | ||
+ | |- | ||
+ | | dmp_Point.Position | ||
+ | | Name of a shader uniform | ||
+ | | CTRAging's romfs:/gpu/GasCessna/shader.shbin | ||
+ | |- | ||
+ | | dmp_Point.PointSize | ||
+ | | Name of a shader uniform | ||
+ | | CTRAging's romfs:/gpu/GasCessna/shader.shbin | ||
+ | |} |
Latest revision as of 18:38, 25 August 2015
This page's goal is to describe parts of Nintendo's OpenGL implementation for the 3DS as we reverse engineer it to better understand how to use the PICA200. Some of the information on this page is specific to Steeldiver : Sub Wars. The reason for this is that it's a fairly graphics-heavy game that's available on the eShop for free, so it seems like a good target for a community REing effort.
Description[edit]
The PICA200 is an OpenGL ES 1.1 compliant GPU manufactured by DMP. It comes loaded with a number of extensions that make it similar to an OpenGL ES 2.0 compliant GPU (ability to run programmable vertex/geometry shaders, for instance). Because of this, Nintendo wrapped GPU access into an OpenGL ES 2.0 implementation with some limitations. As the fragment stage of the pipeline is non-programmable, Nintendo instead gives developers the ability to configure a number of fragment-related values through glGetUniformLocation and glUniformXX. See below for the full list.
Shader program structure[edit]
When uniform values are set (in shm_uniformfv/shm_uniformiv), they are attached to the current shader program and stored into the corresponding shader program structure. They are later written to the GPU command buffer in __shv_validateShaderValidator or equivalent.
Shader program struct :
Offset | Size | Description |
---|---|---|
0x000 | 0x04 | Value 0x0 ? |
0x004 | 0x04 | Program ID |
0x008 | 0x04 | Value -1 ? |
0x01C | 0x04 | Pointer to program-specific uniform table |
0x020 | 0x04 | Total number of uniforms for program |
0x028 | 0x04 | Number of program-specific uniforms |
0x414 | 0x04 | Pointer to vertex shader struct |
0x64C | 0x04 | Value for GPU register 0x0104 |
0x7C0 | 0x04 | Bitfield containing dmp_FragmentLightSource[n].shadowed values |
0x7D8 | 0x04 | Bitfield containing dmp_FragmentLightSource[n].geomFactor0 / dmp_FragmentLightSource[n].geomFactor1 / dmp_FragmentLightSource[n].twoSideDiffuse values |
0xA20 | 0x70*8 | Table of structs for 8 dmp_FragmentLightSource |
dmp_FragmentLightSource struct:
Offset | Size | Description |
---|---|---|
0x00 | 0x01 | dmp_FragmentLightSource[k].enabled |
0x04 | 0x10 | dmp_FragmentLightSource[k].ambient (float[4]) |
0x14 | 0x10 | dmp_FragmentLightSource[k].diffuse (float[4]) |
0x24 | 0x10 | dmp_FragmentLightSource[k].specular0 (float[4]) |
0x34 | 0x10 | dmp_FragmentLightSource[k].specular1 (float[4]) |
0x44 | 0x10 | dmp_FragmentLightSource[k].position (float[4]) |
0x54 | 0x10 | dmp_FragmentLightSource[k].spotDirection (float[3]) |
0x60 | 0x04 | dmp_FragmentLightSource[k].samplerSP (u32) |
0x64 | 0x04 | dmp_FragmentLightSource[k].distanceAttenuationBias (float) |
0x68 | 0x04 | dmp_FragmentLightSource[k].distanceAttenuationScale (float) |
vertex/geometry shader struct:
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Pointer to shader code data |
0x4 | 0x4 | Size of shader code (in words) |
0x8 | 0x4 | Pointer to shader opdesc data |
0xC | 0x4 | Size of shader opdescs (in words) |
Proposed REing methodology[edit]
1. Choose a "uniform" you want to RE below
2. Take note of its ID and type !
3. Depending on whether its a float or not, go through the gigantic switches in shm_uniformfv or shm_uniformiv (non-float) based on the ID of your uniform (in the case of steeldiver: sub wars you can now just go directly to the handler as it's listed in the table below)
4. Once you find the piece of code specific to your uniform, take note of how the values passed to shm_uniformfv/shm_uniformiv are written to the shader object
5. Go through __shv_validateShaderValidator looking for where those fields written to in shm_uniformfv/shm_uniformiv are used and written to the GPU command buffer either directly or through __cb_writeRegs, __cb_multiWriteReg or __cb_fillRegs.
6. Document findings on 3Dbrew ! (that's the most important step)
Fragment "uniform" list[edit]
Uniform ID | Type | Name | Handler address (Steeldiver : Sub Wars) | Shader Program struct offset | GPU Register |
---|---|---|---|---|---|
0x0 | GL_BOOL | dmp_Texture[0].perspectiveShadow | 0x0012A504 | ? | 0x008B bit0 (0 = enable??) |
0x1 | GL_FLOAT | dmp_Texture[0].shadowZBias | 0x00155584 | 0xE44 | ? |
0x2 | GL_FLOAT | dmp_Texture[0].shadowZScale | 0x001556A0 | 0xE48 | ? |
0x3 | GL_INT | dmp_Texture[0].samplerType | 0x0012A5D0 | ? | ? |
0x4 | GL_INT | dmp_Texture[1].samplerType | 0x0012A6F8 | ? | ? |
0x5 | GL_INT | dmp_Texture[2].samplerType | 0x0012A774 | ? | ? |
0x6 | GL_INT | dmp_Texture[3].samplerType | 0x0012A7F0 | ? | 0x0080 bit10 (?) |
0x7 | GL_INT | dmp_Texture[2].texcoord | 0x0012A8B4 | ? | 0x0080 bit13 (1 = use texcoords from texture unit 1) |
0x8 | GL_INT | dmp_Texture[3].texcoord | 0x0012A97C | ? | 0x0080 bit8-9 (0-2 = use texcoords from texture unit 0-2 resp., 3 = forbidden?) |
0x9 | GL_INT | dmp_Texture[3].ptRgbMap | 0x0012AA54 | ? | 0x00A8 bit6-9 |
0xA | GL_INT | dmp_Texture[3].ptAlphaMap | 0x0012AB94 | ? | 0x00A8 bit10-13 |
0xB | GL_BOOL | dmp_Texture[3].ptAlphaSeparate | 0x0012ACD4 | ? | 0x00A8 bit14 |
0xC | GL_INT | dmp_Texture[3].ptClampU | 0x0012ADB8 | ? | 0x00A8 bit0-2 |
0xD | GL_INT | dmp_Texture[3].ptClampV | 0x0012AEC0 | ? | 0x00A8 bit3-5 |
0xE | GL_INT | dmp_Texture[3].ptShiftU | 0x0012AFD0 | ? | 0x00A8 bit16-17 |
0xF | GL_INT | dmp_Texture[3].ptShiftV | 0x0012B0A0 | ? | 0x00A8 bit18-19 |
0x10 | GL_INT | dmp_Texture[3].ptMinFilter | 0x0012B168 | ? | 0x00AC bit0-2 |
0x11 | GL_INT | dmp_Texture[3].ptTexWidth | 0x0012B270 | ? | 0x00AC bit11-18 |
0x12 | GL_INT | dmp_Texture[3].ptTexOffset | 0x0012B334 | ? | 0x00AD bit0-7 |
0x13 | GL_FLOAT | dmp_Texture[3].ptTexBias | 0x001556B4 | 0xE10 | 0x00A8 bit20-27 |
0x14 | GL_BOOL | dmp_Texture[3].ptNoiseEnable | 0x0012B3E0 | ? | 0x00A8 bit15 |
0x15 | GL_FLOAT_VEC3 | dmp_Texture[3].ptNoiseU | 0x00155878 | 0xE14 | 0x00A9, 0x00AB |
0x16 | GL_FLOAT_VEC3 | dmp_Texture[3].ptNoiseV | 0x00155A7C | 0xE20 | 0x00AA, 0x00AB |
0x17 | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerRgbMap | 0x0012B4B0 | 0xDF0 | ? |
0x18 | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerAlphaMap | 0x0012B4F4 | 0xDF4 | ? |
0x19 | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerNoiseMap | 0x0012B540 | 0xDF8 | ? |
0x1A | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerR | 0x0012B58C | 0xDFC | ? |
0x1B | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerG | 0x0012B5D8 | 0xE00 | ? |
0x1C | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerB | 0x0012B624 | 0xE04 | ? |
0x1D | GL_SAMPLER_1D | dmp_Texture[3].ptSamplerA | 0x0012B670 | 0xE08 | ? |
0x1E | GL_INT | dmp_FragOperation.mode | 0x0012B6BC | 0xE38 | ? |
0x1F | GL_FLOAT | dmp_FragOperation.penumbraScale | 0x00155C98 | 0xE40 | ? |
0x20 | GL_FLOAT | dmp_FragOperation.penumbraBias | 0x00155D8C | 0xE3C | ? |
0x21 | GL_FLOAT | dmp_FragOperation.wScale | 0x00155E9C | 0xE4C | ? |
0x22 | GL_BOOL | dmp_FragOperation.enableClippingPlane | 0x0012EAEC | 0x568 | 0x0047 bit0 |
0x23 | GL_FLOAT_VEC4 | dmp_FragOperation.clippingPlane | 0x00159474 | 0xE50 | ? |
0x24 | GL_BOOL | dmp_FragOperation.enableAlphaTest | 0x0012EBAC | 0x64C | ? |
0x25 | GL_INT | dmp_FragOperation.alphaTestFunc | 0x0012EC64 | 0x64C | ? |
0x26 | GL_FLOAT | dmp_FragOperation.alphaRefValue | 0x0015971C | 0x64C ? | ? |
0x27 | GL_FLOAT_VEC3 | dmp_Gas.lightXY | 0x001560EC | 0xE84 | 0x0120 (vec[0] -> bit0-7, vec[1] -> bit8-15, vec[2] -> bit16-23) |
0x28 | GL_FLOAT_VEC4 | dmp_Gas.lightZ | 0x00156268 | 0xE90 | 0x0121 (vec[0] -> bit0-7, vec[1] -> bit8-15, vec[2] -> bit16-23), 0x0122 (vec[3] -> bit 0-7) |
0x29 | GL_FLOAT | dmp_Gas.deltaZ | 0x001564D4 | 0xEA0 | 0x0126 bit0-23 |
0x2A | GL_FLOAT | dmp_Gas.accMax | 0x001565C0 | 0xEA4 | 0x00E5 |
0x2B | GL_BOOL | dmp_Gas.autoAcc | 0x0012B790 | 0xE74 | ? |
0x2C | GL_FLOAT | dmp_Gas.attenuation | 0x00156684 | 0xEA8 | 0x00E4 |
0x2D | GL_INT | dmp_Gas.colorLutInput | 0x0012B7A4 | 0x640 | 0x0122 bit8 (0x6060/0x6061 -> 0/1) |
0x2E | GL_INT | dmp_Gas.shadingDensitySrc | 0x0012B854 | 0x624 | 0x00E0 bit3 (0x605E/0x605F -> 0/1) |
0x2F | GL_SAMPLER_1D | dmp_Gas.samplerTR | 0x0012B910 | 0xE78 | ? |
0x30 | GL_SAMPLER_1D | dmp_Gas.samplerTG | 0x0012B95C | 0xE7C | ? |
0x31 | GL_SAMPLER_1D | dmp_Gas.samplerTB | 0x0012B9A8 | 0xE80 | ? |
0x32 | GL_BOOL | dmp_FragmentLighting.enabled | 0x0012B9F4 | 0x590 | 0x00A8 bit0, 0x01C6 (0 = enabled) |
0x33 | GL_FLOAT_VEC4 | dmp_FragmentLighting.ambient | 0x00156744 | 0xA10 | 0x01C0? |
0x34 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.emission | 0x00156E1C | 0xDE0 | 0x01C0? |
0x35 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.ambient | 0x0015696C | 0xDA0 | 0x01C0 |
0x36 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.diffuse | 0x00157048 | 0xDB0 | ? |
0x37 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.specular0 | 0x001572E0 | 0xDC0 | ? |
0x38 | GL_FLOAT_VEC4 | dmp_FragmentMaterial.specular1 | 0x0015756C | 0xDD0 | ? |
0x39 | GL_BOOL | dmp_FragmentLightSource[0].enabled | 0x0012BD24 | 0xA20+0*0x70+0x00 | 0x01C5 |
0x3A | GL_BOOL | dmp_FragmentLightSource[1].enabled | 0x0012BD24 | 0xA20+1*0x70+0x00 | 0x01C5 |
0x3B | GL_BOOL | dmp_FragmentLightSource[2].enabled | 0x0012BD24 | 0xA20+2*0x70+0x00 | 0x01C5 |
0x3C | GL_BOOL | dmp_FragmentLightSource[3].enabled | 0x0012BD24 | 0xA20+3*0x70+0x00 | 0x01C5 |
0x3D | GL_BOOL | dmp_FragmentLightSource[4].enabled | 0x0012BD24 | 0xA20+4*0x70+0x00 | 0x01C5 |
0x3E | GL_BOOL | dmp_FragmentLightSource[5].enabled | 0x0012BD24 | 0xA20+5*0x70+0x00 | 0x01C5 |
0x3F | GL_BOOL | dmp_FragmentLightSource[6].enabled | 0x0012BD24 | 0xA20+6*0x70+0x00 | 0x01C5 |
0x40 | GL_BOOL | dmp_FragmentLightSource[7].enabled | 0x0012BD24 | 0xA20+7*0x70+0x00 | 0x01C5 |
0x41 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].ambient | 0x001579CC | 0xA20+0*0x70+0x04 | 0x0143 |
0x42 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].ambient | 0x001579CC | 0xA20+1*0x70+0x04 | 0x0153 |
0x43 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].ambient | 0x001579CC | 0xA20+2*0x70+0x04 | 0x0163 |
0x44 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].ambient | 0x001579CC | 0xA20+3*0x70+0x04 | 0x0173 |
0x45 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].ambient | 0x001579CC | 0xA20+4*0x70+0x04 | 0x0183 |
0x46 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].ambient | 0x001579CC | 0xA20+5*0x70+0x04 | 0x0193 |
0x47 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].ambient | 0x001579CC | 0xA20+6*0x70+0x04 | 0x01A3 |
0x48 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].ambient | 0x001579CC | 0xA20+7*0x70+0x04 | 0x01B3 |
0x49 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].diffuse | 0x00157C10 | 0xA20+0*0x70+0x14 | 0x0142 |
0x4A | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].diffuse | 0x00157C10 | 0xA20+1*0x70+0x14 | 0x0152 |
0x4B | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].diffuse | 0x00157C10 | 0xA20+2*0x70+0x14 | 0x0162 |
0x4C | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].diffuse | 0x00157C10 | 0xA20+3*0x70+0x14 | 0x0172 |
0x4D | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].diffuse | 0x00157C10 | 0xA20+4*0x70+0x14 | 0x0182 |
0x4E | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].diffuse | 0x00157C10 | 0xA20+5*0x70+0x14 | 0x0192 |
0x4F | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].diffuse | 0x00157C10 | 0xA20+6*0x70+0x14 | 0x01A2 |
0x50 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].diffuse | 0x00157C10 | 0xA20+7*0x70+0x14 | 0x01B2 |
0x51 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].specular0 | 0x00157E5C | 0xA20+0*0x70+0x24 | 0x01C8 ? |
0x52 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].specular0 | 0x00157E5C | 0xA20+1*0x70+0x24 | 0x01C8 ? |
0x53 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].specular0 | 0x00157E5C | 0xA20+2*0x70+0x24 | 0x01C8 ? |
0x54 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].specular0 | 0x00157E5C | 0xA20+3*0x70+0x24 | 0x01C8 ? |
0x55 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].specular0 | 0x00157E5C | 0xA20+4*0x70+0x24 | 0x01C8 ? |
0x56 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].specular0 | 0x00157E5C | 0xA20+5*0x70+0x24 | 0x01C8 ? |
0x57 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].specular0 | 0x00157E5C | 0xA20+6*0x70+0x24 | 0x01C8 ? |
0x58 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].specular0 | 0x00157E5C | 0xA20+7*0x70+0x24 | 0x01C8 ? |
0x59 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].specular1 | 0x001580B4 | 0xA20+0*0x70+0x34 | 0x01C8 ? |
0x5A | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].specular1 | 0x001580B4 | 0xA20+1*0x70+0x34 | 0x01C8 ? |
0x5B | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].specular1 | 0x001580B4 | 0xA20+2*0x70+0x34 | 0x01C8 ? |
0x5C | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].specular1 | 0x001580B4 | 0xA20+3*0x70+0x34 | 0x01C8 ? |
0x5D | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].specular1 | 0x001580B4 | 0xA20+4*0x70+0x34 | 0x01C8 ? |
0x5E | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].specular1 | 0x001580B4 | 0xA20+5*0x70+0x34 | 0x01C8 ? |
0x5F | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].specular1 | 0x001580B4 | 0xA20+6*0x70+0x34 | 0x01C8 ? |
0x60 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].specular1 | 0x001580B4 | 0xA20+7*0x70+0x34 | 0x01C8 ? |
0x61 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[0].position | 0x001584B0 | 0xA20+0*0x70+0x44 | 0x01C8 ? |
0x62 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[1].position | 0x001584B0 | 0xA20+1*0x70+0x44 | 0x01C8 ? |
0x63 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[2].position | 0x001584B0 | 0xA20+2*0x70+0x44 | 0x01C8 ? |
0x64 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[3].position | 0x001584B0 | 0xA20+3*0x70+0x44 | 0x01C8 ? |
0x65 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[4].position | 0x001584B0 | 0xA20+4*0x70+0x44 | 0x01C8 ? |
0x66 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[5].position | 0x001584B0 | 0xA20+5*0x70+0x44 | 0x01C8 ? |
0x67 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[6].position | 0x001584B0 | 0xA20+6*0x70+0x44 | 0x01C8 ? |
0x68 | GL_FLOAT_VEC4 | dmp_FragmentLightSource[7].position | 0x001584B0 | 0xA20+7*0x70+0x44 | 0x01C8 ? |
0x69 | GL_FLOAT_VEC3 | dmp_FragmentLightSource[0].spotDirection | 0x001587E4 | 0xA20+0*0x70+0x54 | 0x01C8 ? |
0x6A | GL_FLOAT_VEC3 | dmp_FragmentLightSource[1].spotDirection | 0x001587E4 | 0xA20+1*0x70+0x54 | 0x01C8 ? |
0x6B | GL_FLOAT_VEC3 | dmp_FragmentLightSource[2].spotDirection | 0x001587E4 | 0xA20+2*0x70+0x54 | 0x01C8 ? |
0x6C | GL_FLOAT_VEC3 | dmp_FragmentLightSource[3].spotDirection | 0x001587E4 | 0xA20+3*0x70+0x54 | 0x01C8 ? |
0x6D | GL_FLOAT_VEC3 | dmp_FragmentLightSource[4].spotDirection | 0x001587E4 | 0xA20+4*0x70+0x54 | 0x01C8 ? |
0x6E | GL_FLOAT_VEC3 | dmp_FragmentLightSource[5].spotDirection | 0x001587E4 | 0xA20+5*0x70+0x54 | 0x01C8 ? |
0x6F | GL_FLOAT_VEC3 | dmp_FragmentLightSource[6].spotDirection | 0x001587E4 | 0xA20+6*0x70+0x54 | 0x01C8 ? |
0x70 | GL_FLOAT_VEC3 | dmp_FragmentLightSource[7].spotDirection | 0x001587E4 | 0xA20+7*0x70+0x54 | 0x01C8 ? |
0x71 | GL_BOOL | dmp_FragmentLightSource[0].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x72 | GL_BOOL | dmp_FragmentLightSource[1].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x73 | GL_BOOL | dmp_FragmentLightSource[2].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x74 | GL_BOOL | dmp_FragmentLightSource[3].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x75 | GL_BOOL | dmp_FragmentLightSource[4].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x76 | GL_BOOL | dmp_FragmentLightSource[5].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x77 | GL_BOOL | dmp_FragmentLightSource[6].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x78 | GL_BOOL | dmp_FragmentLightSource[7].shadowed | 0x0012C20C | 0x7C0 | 0x01C8 ? |
0x79 | GL_BOOL | dmp_FragmentLightSource[0].geomFactor0 | 0x0012C018 | 0x7D8 | 0x0149 bit2 |
0x7A | GL_BOOL | dmp_FragmentLightSource[1].geomFactor0 | 0x0012C018 | 0x7D8 | 0x0159 bit2 |
0x7B | GL_BOOL | dmp_FragmentLightSource[2].geomFactor0 | 0x0012C018 | 0x7D8 | 0x0169 bit2 |
0x7C | GL_BOOL | dmp_FragmentLightSource[3].geomFactor0 | 0x0012C018 | 0x7D8 | 0x0179 bit2 |
0x7D | GL_BOOL | dmp_FragmentLightSource[4].geomFactor0 | 0x0012C018 | 0x7D8 | 0x0189 bit2 |
0x7E | GL_BOOL | dmp_FragmentLightSource[5].geomFactor0 | 0x0012C018 | 0x7D8 | 0x0199 bit2 |
0x7F | GL_BOOL | dmp_FragmentLightSource[6].geomFactor0 | 0x0012C018 | 0x7D8 | 0x01A9 bit2 |
0x80 | GL_BOOL | dmp_FragmentLightSource[7].geomFactor0 | 0x0012C018 | 0x7D8 | 0x01B9 bit2 |
0x81 | GL_BOOL | dmp_FragmentLightSource[0].geomFactor1 | 0x0012C114 | 0x7D8 | 0x0149 bit3 |
0x82 | GL_BOOL | dmp_FragmentLightSource[1].geomFactor1 | 0x0012C114 | 0x7D8 | 0x0159 bit3 |
0x83 | GL_BOOL | dmp_FragmentLightSource[2].geomFactor1 | 0x0012C114 | 0x7D8 | 0x0169 bit3 |
0x84 | GL_BOOL | dmp_FragmentLightSource[3].geomFactor1 | 0x0012C114 | 0x7D8 | 0x0179 bit3 |
0x85 | GL_BOOL | dmp_FragmentLightSource[4].geomFactor1 | 0x0012C114 | 0x7D8 | 0x0189 bit3 |
0x86 | GL_BOOL | dmp_FragmentLightSource[5].geomFactor1 | 0x0012C114 | 0x7D8 | 0x0199 bit3 |
0x87 | GL_BOOL | dmp_FragmentLightSource[6].geomFactor1 | 0x0012C114 | 0x7D8 | 0x01A9 bit3 |
0x88 | GL_BOOL | dmp_FragmentLightSource[7].geomFactor1 | 0x0012C114 | 0x7D8 | 0x01B9 bit3 |
0x89 | GL_BOOL | dmp_FragmentLightSource[0].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x0149 bit1 |
0x8A | GL_BOOL | dmp_FragmentLightSource[1].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x0159 bit1 |
0x8B | GL_BOOL | dmp_FragmentLightSource[2].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x0169 bit1 |
0x8C | GL_BOOL | dmp_FragmentLightSource[3].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x0179 bit1 |
0x8D | GL_BOOL | dmp_FragmentLightSource[4].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x0189 bit1 |
0x8E | GL_BOOL | dmp_FragmentLightSource[5].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x0199 bit1 |
0x8F | GL_BOOL | dmp_FragmentLightSource[6].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x01A9 bit1 |
0x90 | GL_BOOL | dmp_FragmentLightSource[7].twoSideDiffuse | 0x0012BF10 | 0x7D8 | 0x01B9 bit1 |
0x91 | GL_SAMPLER_1D | dmp_FragmentLightSource[0].samplerSP | 0x0012C31C | 0xA20+0*0x70+0x60 | 0x01C8 ? |
0x92 | GL_SAMPLER_1D | dmp_FragmentLightSource[1].samplerSP | 0x0012C31C | 0xA20+1*0x70+0x60 | 0x01C8 ? |
0x93 | GL_SAMPLER_1D | dmp_FragmentLightSource[2].samplerSP | 0x0012C31C | 0xA20+2*0x70+0x60 | 0x01C8 ? |
0x94 | GL_SAMPLER_1D | dmp_FragmentLightSource[3].samplerSP | 0x0012C31C | 0xA20+3*0x70+0x60 | 0x01C8 ? |
0x95 | GL_SAMPLER_1D | dmp_FragmentLightSource[4].samplerSP | 0x0012C31C | 0xA20+4*0x70+0x60 | 0x01C8 ? |
0x96 | GL_SAMPLER_1D | dmp_FragmentLightSource[5].samplerSP | 0x0012C31C | 0xA20+5*0x70+0x60 | 0x01C8 ? |
0x97 | GL_SAMPLER_1D | dmp_FragmentLightSource[6].samplerSP | 0x0012C31C | 0xA20+6*0x70+0x60 | 0x01C8 ? |
0x98 | GL_SAMPLER_1D | dmp_FragmentLightSource[7].samplerSP | 0x0012C31C | 0xA20+7*0x70+0x60 | 0x01C8 ? |
0x99 | GL_BOOL | dmp_FragmentLightSource[0].spotEnabled | 0x0012C380 | ? | 0x01C4 bit3 (1 = disable?) |
0x9A | GL_BOOL | dmp_FragmentLightSource[1].spotEnabled | 0x0012C380 | ? | 0x01C4 bit4 (1 = disable?) |
0x9B | GL_BOOL | dmp_FragmentLightSource[2].spotEnabled | 0x0012C380 | ? | 0x01C4 bit5 (1 = disable?) |
0x9C | GL_BOOL | dmp_FragmentLightSource[3].spotEnabled | 0x0012C380 | ? | 0x01C4 bit6 (1 = disable?) |
0x9D | GL_BOOL | dmp_FragmentLightSource[4].spotEnabled | 0x0012C380 | ? | 0x01C4 bit7 (1 = disable?) |
0x9E | GL_BOOL | dmp_FragmentLightSource[5].spotEnabled | 0x0012C380 | ? | 0x01C4 bit8 (1 = disable?) |
0x9F | GL_BOOL | dmp_FragmentLightSource[6].spotEnabled | 0x0012C380 | ? | 0x01C4 bit9 (1 = disable?) |
0xA0 | GL_BOOL | dmp_FragmentLightSource[7].spotEnabled | 0x0012C380 | ? | 0x01C4 bit10 (1 = disable?) |
0xA1 | GL_FLOAT | dmp_FragmentLightSource[0].distanceAttenuationBias | 0x00158AE8 | 0xA20+0*0x70+0x64 | 0x01C8 ? |
0xA2 | GL_FLOAT | dmp_FragmentLightSource[1].distanceAttenuationBias | 0x00158AE8 | 0xA20+1*0x70+0x64 | 0x01C8 ? |
0xA3 | GL_FLOAT | dmp_FragmentLightSource[2].distanceAttenuationBias | 0x00158AE8 | 0xA20+2*0x70+0x64 | 0x01C8 ? |
0xA4 | GL_FLOAT | dmp_FragmentLightSource[3].distanceAttenuationBias | 0x00158AE8 | 0xA20+3*0x70+0x64 | 0x01C8 ? |
0xA5 | GL_FLOAT | dmp_FragmentLightSource[4].distanceAttenuationBias | 0x00158AE8 | 0xA20+4*0x70+0x64 | 0x01C8 ? |
0xA6 | GL_FLOAT | dmp_FragmentLightSource[5].distanceAttenuationBias | 0x00158AE8 | 0xA20+5*0x70+0x64 | 0x01C8 ? |
0xA7 | GL_FLOAT | dmp_FragmentLightSource[6].distanceAttenuationBias | 0x00158AE8 | 0xA20+6*0x70+0x64 | 0x01C8 ? |
0xA8 | GL_FLOAT | dmp_FragmentLightSource[7].distanceAttenuationBias | 0x00158AE8 | 0xA20+7*0x70+0x64 | 0x01C8 ? |
0xA9 | GL_FLOAT | dmp_FragmentLightSource[0].distanceAttenuationScale | 0x00158C44 | 0xA20+0*0x70+0x68 | 0x01C8 ? |
0xAA | GL_FLOAT | dmp_FragmentLightSource[1].distanceAttenuationScale | 0x00158C44 | 0xA20+1*0x70+0x68 | 0x01C8 ? |
0xAB | GL_FLOAT | dmp_FragmentLightSource[2].distanceAttenuationScale | 0x00158C44 | 0xA20+2*0x70+0x68 | 0x01C8 ? |
0xAC | GL_FLOAT | dmp_FragmentLightSource[3].distanceAttenuationScale | 0x00158C44 | 0xA20+3*0x70+0x68 | 0x01C8 ? |
0xAD | GL_FLOAT | dmp_FragmentLightSource[4].distanceAttenuationScale | 0x00158C44 | 0xA20+4*0x70+0x68 | 0x01C8 ? |
0xAE | GL_FLOAT | dmp_FragmentLightSource[5].distanceAttenuationScale | 0x00158C44 | 0xA20+5*0x70+0x68 | 0x01C8 ? |
0xAF | GL_FLOAT | dmp_FragmentLightSource[6].distanceAttenuationScale | 0x00158C44 | 0xA20+6*0x70+0x68 | 0x01C8 ? |
0xB0 | GL_FLOAT | dmp_FragmentLightSource[7].distanceAttenuationScale | 0x00158C44 | 0xA20+7*0x70+0x68 | 0x01C8 ? |
0xB1 | GL_BOOL | dmp_FragmentLightSource[0].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB2 | GL_BOOL | dmp_FragmentLightSource[1].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB3 | GL_BOOL | dmp_FragmentLightSource[2].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB4 | GL_BOOL | dmp_FragmentLightSource[3].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB5 | GL_BOOL | dmp_FragmentLightSource[4].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB6 | GL_BOOL | dmp_FragmentLightSource[5].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB7 | GL_BOOL | dmp_FragmentLightSource[6].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB8 | GL_BOOL | dmp_FragmentLightSource[7].distanceAttenuationEnabled | 0x0012C4A0 | ? | 0x01C8 ? |
0xB9 | GL_SAMPLER_1D | dmp_FragmentLightSource[0].samplerDA | 0x0012C578 | 0xA20+0*0x70+0x6C | 0x01C8 ? |
0xBA | GL_SAMPLER_1D | dmp_FragmentLightSource[1].samplerDA | 0x0012C578 | 0xA20+1*0x70+0x6C | 0x01C8 ? |
0xBB | GL_SAMPLER_1D | dmp_FragmentLightSource[2].samplerDA | 0x0012C578 | 0xA20+2*0x70+0x6C | 0x01C8 ? |
0xBC | GL_SAMPLER_1D | dmp_FragmentLightSource[3].samplerDA | 0x0012C578 | 0xA20+3*0x70+0x6C | 0x01C8 ? |
0xBD | GL_SAMPLER_1D | dmp_FragmentLightSource[4].samplerDA | 0x0012C578 | 0xA20+4*0x70+0x6C | 0x01C8 ? |
0xBE | GL_SAMPLER_1D | dmp_FragmentLightSource[5].samplerDA | 0x0012C578 | 0xA20+5*0x70+0x6C | 0x01C8 ? |
0xBF | GL_SAMPLER_1D | dmp_FragmentLightSource[6].samplerDA | 0x0012C578 | 0xA20+6*0x70+0x6C | 0x01C8 ? |
0xC0 | GL_SAMPLER_1D | dmp_FragmentLightSource[7].samplerDA | 0x0012C578 | 0xA20+7*0x70+0x6C | 0x01C8 ? |
0xC1 | GL_BOOL | dmp_LightEnv.absLutInputD0 | 0x0012C5D8 | ? | 0x01D0 bit12 (1 = disable?) |
0xC2 | GL_BOOL | dmp_LightEnv.absLutInputD1 | 0x0012C5D8 | ? | 0x01D0 bit13 (1 = disable?) |
0xC3 | GL_BOOL | dmp_LightEnv.absLutInputSP | 0x0012C5D8 | ? | 0x01D0 bit14 (1 = disable?) |
0xC4 | GL_BOOL | dmp_LightEnv.absLutInputFR | 0x0012C5D8 | ? | 0x01D0 bit15 (1 = disable?) |
0xC5 | GL_BOOL | dmp_LightEnv.absLutInputRB | 0x0012C5D8 | ? | 0x01D0 bit16 (1 = disable?) |
0xC6 | GL_BOOL | dmp_LightEnv.absLutInputRG | 0x0012C5D8 | ? | 0x01D0 bit17 (1 = disable?) |
0xC7 | GL_BOOL | dmp_LightEnv.absLutInputRR | 0x0012C5D8 | ? | 0x01D0 bit18 (1 = disable?) |
0xC8 | GL_INT | dmp_LightEnv.lutInputD0 | 0x0012C6E8 | ? | 0x01D1 bit0-2 |
0xC9 | GL_INT | dmp_LightEnv.lutInputD1 | 0x0012C6E8 | ? | 0x01D1 bit4-6 |
0xCA | GL_INT | dmp_LightEnv.lutInputSP | 0x0012C6E8 | ? | 0x01D1 bit8-10 |
0xCB | GL_INT | dmp_LightEnv.lutInputFR | 0x0012C6E8 | ? | 0x01D1 bit12-14 |
0xCC | GL_INT | dmp_LightEnv.lutInputRB | 0x0012C6E8 | ? | 0x01D1 bit16-18 |
0xCD | GL_INT | dmp_LightEnv.lutInputRG | 0x0012C6E8 | ? | 0x01D1 bit20-22 |
0xCE | GL_INT | dmp_LightEnv.lutInputRR | 0x0012C6E8 | ? | 0x01D1 bit24-26 |
0xCF | GL_FLOAT | dmp_LightEnv.lutScaleD0 | 0x00155404 | ? | 0x01D2 bit0-3 |
0xD0 | GL_FLOAT | dmp_LightEnv.lutScaleD1 | 0x00155404 | ? | 0x01D2 bit4-7 |
0xD1 | GL_FLOAT | dmp_LightEnv.lutScaleSP | 0x00155404 | ? | 0x01D2 bit8-11 |
0xD2 | GL_FLOAT | dmp_LightEnv.lutScaleFR | 0x00155404 | ? | 0x01D2 bit12-15 |
0xD3 | GL_FLOAT | dmp_LightEnv.lutScaleRB | 0x00155404 | ? | 0x01D2 bit16-19 |
0xD4 | GL_FLOAT | dmp_LightEnv.lutScaleRG | 0x00155404 | ? | 0x01D2 bit20-23 |
0xD5 | GL_FLOAT | dmp_LightEnv.lutScaleRR | 0x00155404 | ? | 0x01D2 bit24-27 |
0xD6 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerD0 | 0x0012C7D0 | ? | ? |
0xD7 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerD1 | 0x0012C7D0 | ? | ? |
0xD8 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerFR | 0x0012C7D0 | ? | ? |
0xD9 | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerRB | 0x0012C7D0 | ? | ? |
0xDA | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerRG | 0x0012C7D0 | ? | ? |
0xDB | GL_SAMPLER_1D | dmp_FragmentMaterial.samplerRR | 0x0012C7D0 | ? | ? |
0xDC | GL_INT | dmp_LightEnv.shadowSelector | 0x0012CE44 | ? | 0x01C3 bit24-25 |
0xDD | GL_INT | dmp_LightEnv.bumpSelector | 0x0012CD88 | ? | 0x01C3 bit22-23 |
0xDE | GL_INT | dmp_LightEnv.bumpMode | 0x0012D4B4 | ? | ? |
0xDF | GL_BOOL | dmp_LightEnv.bumpRenorm | 0x0012D8A0 | ? | ? |
0xE0 | GL_INT | dmp_LightEnv.config | 0x0012D5E4 | ? | ? |
0xE1 | GL_BOOL | dmp_LightEnv.invertShadow | 0x0012CF04 | ? | ? |
0xE2 | GL_BOOL | dmp_LightEnv.shadowPrimary | 0x0012CFD4 | ? | ? |
0xE3 | GL_BOOL | dmp_LightEnv.shadowSecondary | 0x0012D1B8 | ? | ? |
0xE4 | GL_BOOL | dmp_LightEnv.shadowAlpha | 0x0012D350 | ? | ? |
0xE5 | GL_INT | dmp_LightEnv.fresnelSelector | 0x0012D720 | ? | ? |
0xE6 | GL_BOOL | dmp_LightEnv.clampHighlights | 0x0012D9B0 | ? | ? |
0xE7 | GL_BOOL | dmp_LightEnv.lutEnabledD0 | 0x0012DA80 | ? | ? |
0xE8 | GL_BOOL | dmp_LightEnv.lutEnabledD1 | 0x0012DB58 | ? | ? |
0xE9 | GL_BOOL | dmp_LightEnv.lutEnabledRefl | 0x0012C83C | ? | ? |
0xEA | GL_INT | dmp_TexEnv[0].combineRgb | 0x0012DC2C | ? | 0xC2 |
0xEB | GL_INT | dmp_TexEnv[1].combineRgb | 0x0012DC2C | ? | 0xCA |
0xEC | GL_INT | dmp_TexEnv[2].combineRgb | 0x0012DC2C | ? | 0xD2 |
0xED | GL_INT | dmp_TexEnv[3].combineRgb | 0x0012DC2C | ? | 0xDA |
0xEE | GL_INT | dmp_TexEnv[4].combineRgb | 0x0012DC2C | ? | 0xF2 |
0xEF | GL_INT | dmp_TexEnv[5].combineRgb | 0x0012DC2C | ? | 0xFA |
0xF0 | GL_INT | dmp_TexEnv[0].combineAlpha | 0x0012DD9C | ? | 0xC2 |
0xF1 | GL_INT | dmp_TexEnv[1].combineAlpha | 0x0012DD9C | ? | 0xCA |
0xF2 | GL_INT | dmp_TexEnv[2].combineAlpha | 0x0012DD9C | ? | 0xD2 |
0xF3 | GL_INT | dmp_TexEnv[3].combineAlpha | 0x0012DD9C | ? | 0xDA |
0xF4 | GL_INT | dmp_TexEnv[4].combineAlpha | 0x0012DD9C | ? | 0xF2 |
0xF5 | GL_INT | dmp_TexEnv[5].combineAlpha | 0x0012DD9C | ? | 0xFA |
0xF6 | GL_INT_VEC3 | dmp_TexEnv[0].srcRgb | 0x0012DF08 | ? | 0xC0 |
0xF7 | GL_INT_VEC3 | dmp_TexEnv[1].srcRgb | 0x0012DF08 | ? | 0xC8 |
0xF8 | GL_INT_VEC3 | dmp_TexEnv[2].srcRgb | 0x0012DF08 | ? | 0xD0 |
0xF9 | GL_INT_VEC3 | dmp_TexEnv[3].srcRgb | 0x0012DF08 | ? | 0xD8 |
0xFA | GL_INT_VEC3 | dmp_TexEnv[4].srcRgb | 0x0012DF08 | ? | 0xF0 |
0xFB | GL_INT_VEC3 | dmp_TexEnv[5].srcRgb | 0x0012DF08 | ? | 0xF8 |
0xFC | GL_INT_VEC3 | dmp_TexEnv[0].srcAlpha | 0x0012E0FC | ? | 0xC0 |
0xFD | GL_INT_VEC3 | dmp_TexEnv[1].srcAlpha | 0x0012E0FC | ? | 0xC8 |
0xFE | GL_INT_VEC3 | dmp_TexEnv[2].srcAlpha | 0x0012E0FC | ? | 0xD0 |
0xFF | GL_INT_VEC3 | dmp_TexEnv[3].srcAlpha | 0x0012E0FC | ? | 0xD8 |
0x100 | GL_INT_VEC3 | dmp_TexEnv[4].srcAlpha | 0x0012E0FC | ? | 0xF0 |
0x101 | GL_INT_VEC3 | dmp_TexEnv[5].srcAlpha | 0x0012E0FC | ? | 0xF8 |
0x102 | GL_INT_VEC3 | dmp_TexEnv[0].operandRgb | 0x0012E2F0 | ? | 0xC1 |
0x103 | GL_INT_VEC3 | dmp_TexEnv[1].operandRgb | 0x0012E2F0 | ? | 0xC9 |
0x104 | GL_INT_VEC3 | dmp_TexEnv[2].operandRgb | 0x0012E2F0 | ? | 0xD1 |
0x105 | GL_INT_VEC3 | dmp_TexEnv[3].operandRgb | 0x0012E2F0 | ? | 0xD9 |
0x106 | GL_INT_VEC3 | dmp_TexEnv[4].operandRgb | 0x0012E2F0 | ? | 0xF1 |
0x107 | GL_INT_VEC3 | dmp_TexEnv[5].operandRgb | 0x0012E2F0 | ? | 0xF9 |
0x108 | GL_INT_VEC3 | dmp_TexEnv[0].operandAlpha | 0x0012E51C | ? | 0xC1 |
0x109 | GL_INT_VEC3 | dmp_TexEnv[1].operandAlpha | 0x0012E51C | ? | 0xC9 |
0x10A | GL_INT_VEC3 | dmp_TexEnv[2].operandAlpha | 0x0012E51C | ? | 0xD1 |
0x10B | GL_INT_VEC3 | dmp_TexEnv[3].operandAlpha | 0x0012E51C | ? | 0xD9 |
0x10C | GL_INT_VEC3 | dmp_TexEnv[4].operandAlpha | 0x0012E51C | ? | 0xF1 |
0x10D | GL_INT_VEC3 | dmp_TexEnv[5].operandAlpha | 0x0012E51C | ? | 0xF9 |
0x10E | GL_FLOAT | dmp_TexEnv[0].scaleRgb | 0x00155464 | ? | ? |
0x10F | GL_FLOAT | dmp_TexEnv[1].scaleRgb | 0x00155464 | ? | ? |
0x110 | GL_FLOAT | dmp_TexEnv[2].scaleRgb | 0x00155464 | ? | ? |
0x111 | GL_FLOAT | dmp_TexEnv[3].scaleRgb | 0x00155464 | ? | ? |
0x112 | GL_FLOAT | dmp_TexEnv[4].scaleRgb | 0x00155464 | ? | ? |
0x113 | GL_FLOAT | dmp_TexEnv[5].scaleRgb | 0x00155464 | ? | ? |
0x114 | GL_FLOAT | dmp_TexEnv[0].scaleAlpha | 0x00158EDC | ? | ? |
0x115 | GL_FLOAT | dmp_TexEnv[1].scaleAlpha | 0x00158EDC | ? | ? |
0x116 | GL_FLOAT | dmp_TexEnv[2].scaleAlpha | 0x00158EDC | ? | ? |
0x117 | GL_FLOAT | dmp_TexEnv[3].scaleAlpha | 0x00158EDC | ? | ? |
0x118 | GL_FLOAT | dmp_TexEnv[4].scaleAlpha | 0x00158EDC | ? | ? |
0x119 | GL_FLOAT | dmp_TexEnv[5].scaleAlpha | 0x00158EDC | ? | ? |
0x11A | GL_FLOAT_VEC4 | dmp_TexEnv[0].constRgba | 0x00158FF4 | ? | 0xC3 |
0x11B | GL_FLOAT_VEC4 | dmp_TexEnv[1].constRgba | 0x00158FF4 | ? | 0xCB |
0x11C | GL_FLOAT_VEC4 | dmp_TexEnv[2].constRgba | 0x00158FF4 | ? | 0xD3 |
0x11D | GL_FLOAT_VEC4 | dmp_TexEnv[3].constRgba | 0x00158FF4 | ? | 0xDB |
0x11E | GL_FLOAT_VEC4 | dmp_TexEnv[4].constRgba | 0x00158FF4 | ? | 0xF3 |
0x11F | GL_FLOAT_VEC4 | dmp_TexEnv[5].constRgba | 0x00158FF4 | ? | 0xFB |
0x120 | GL_FLOAT_VEC4 | dmp_TexEnv[0].bufferColor | 0x001591C0 | ? | ? |
0x121 | GL_INT_VEC2 | dmp_TexEnv[1].bufferInput | 0x0012E6D0 | ? | ? |
0x122 | GL_INT_VEC2 | dmp_TexEnv[2].bufferInput | 0x0012E6D0 | ? | ? |
0x123 | GL_INT_VEC2 | dmp_TexEnv[3].bufferInput | 0x0012E6D0 | ? | ? |
0x124 | GL_INT_VEC2 | dmp_TexEnv[4].bufferInput | 0x0012E6D0 | ? | ? |
0x125 | GL_INT | dmp_Fog.mode | 0x0012E7F8 | ? | 0x00E0 bit0-2 (5 -> fog (0x0B60), 7 -> gas (0x6050)) |
0x126 | GL_FLOAT_VEC3 | dmp_Fog.color | 0x00159338 | ? | ? |
0x127 | GL_BOOL | dmp_Fog.zFlip | 0x0012E9DC | ? | 0x00E0 bit16 |
0x128 | GL_SAMPLER_1D | dmp_Fog.sampler | 0x0012EAA4 | ? | ? |
On steeldiver's uniform handlers : R1 is a pointer to the current shader program object, R12 is a pointer to the data the uniform is being set to.
Other Symbols[edit]
The list above is not exhaustive. A number of other strings specific to Nintendo's rendering framework have been found. Below is a table listing those strings including the location they were found in.
Name | Context | Occurrence |
---|---|---|
dmp_Point.viewport.xy | Name of a shader uniform | CTRAging's romfs:/gpu/GasCessna/shader.shbin |
dmp_Point.distanceAttenuation | Name of a shader uniform | CTRAging's romfs:/gpu/GasCessna/shader.shbin |
dmp_Point.Position | Name of a shader uniform | CTRAging's romfs:/gpu/GasCessna/shader.shbin |
dmp_Point.PointSize | Name of a shader uniform | CTRAging's romfs:/gpu/GasCessna/shader.shbin |