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===========================================

//Pixel Shader for TEV stages


//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages

//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels


float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);

float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//4 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).raaa;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(c0.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(k1.rgb,k1.a);
float4(prev.rgb,prev.a)=(float4(
2*(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
2*(prev.a+(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;

textemp=tex2D(samp[0],uv[0]).rrar;
konsttemp=float4(k2.rgb,k2.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(prev.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k3.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(prev.rgb,prev.aaa,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//4 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).raaa;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(c0.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(k1.rgb,k1.a);
float4(prev.rgb,prev.a)=(float4(
2*(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
2*(prev.a+(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rrar;
konsttemp=float4(k2.rgb,k2.a);
float4(prev.rgb,prev.a)=(float4(

(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(prev.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k3.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(prev.rgb,prev.aaa,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//4 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).raaa;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(c0.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(k1.rgb,k1.a);
float4(prev.rgb,prev.a)=(float4(
2*(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
2*(prev.a+(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rrar;
konsttemp=float4(k2.rgb,k2.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(prev.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);

konsttemp=float4(k3.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(prev.rgb,prev.aaa,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{

float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;

rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;

textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),

(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(rastemp.rgb,textemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));

rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);

konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(rastemp.rgb,textemp.rgb,konsttemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(

(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,rastemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))

));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;

textemp=tex2Dproj(samp[0],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[2]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(rastemp.rgb,textemp.rgb,konsttemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(

(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(konsttemp.rgb+(lerp(textemp.rgb,float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,0.0,0.0)))

));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;

textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,textemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a + 0.007843;
res1 = alphaRef.y - prev.a + 0.007843;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//3 TEV stages, 5 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);

float constalpha : register(c8);


float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[5] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[0],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[1],uv[3]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[3],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;

rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[0],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(prev.a,0.0,rastemp.a)))
));
return prev;
}
===========================================

//Pixel Shader for TEV stages


//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c1.rgb,c0.rgb,textemp.rgb))),
(0.0+(lerp(c1.a,c0.a,textemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))

));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(konsttemp.rgb+(lerp(textemp.rgb,float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[2],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(prev.a,textemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);

float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR


{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR

{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra

stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;

rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[2]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(rastemp.rgb,textemp.rgb,konsttemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[1]).rgba;
konsttemp=float4(1,1,1,1);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra

stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(rastemp.rgb,textemp.rgb,konsttemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);

float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),

(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));

return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}

===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);

res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));

return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}

===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages

//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels


float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))

));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;

}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================

//Pixel Shader for TEV stages


//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))

));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
rastemp=colors[0].rgba;

textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,prev.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),

(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));

rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,prev.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;

konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(

(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))

));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;

}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================

//Pixel Shader for TEV stages


//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels

float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;

textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(prev.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra

stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);

float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR


{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,rastemp.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{

float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,rastemp.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);

float4 color1 : register(c2);


float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(rastemp.rgb,textemp.rgb,konsttemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//2 TEV stages, 4 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[4] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[2]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),

(c0.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[2],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2Dproj(samp[0],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(prev.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(prev.a,0.0,rastemp.a)))
));
return prev;
}
===========================================

//Pixel Shader for TEV stages


//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels

float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;

}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;

res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))

));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;

textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(prev.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR

{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 3 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[3] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k2.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(c0.a,textemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);

float2 alphaRef : register(c9);


sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);

float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR


{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{

float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(c0.rgb,textemp.rgb,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);

float4 color1 : register(c2);


float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k1.aaa,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);

float constalpha : register(c8);


float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);

float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR


{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR

{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra

stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,prev.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);

sampler samp[8] : register(s0);


float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);

float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR


{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,k1.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{

float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;

rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;

textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),

(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
float res0,res1;
res0 = alphaRef.x - prev.a;
res1 = prev.a - alphaRef.y.x;
res0=max(res0,0);
res1=max(res1,0);
clip(-(res0+res1)+0.003922);
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;

textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);

float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),

(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(c0.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;

rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),c0.rgb,textemp.rgb))),
(0.0+(lerp(0.0,c0.a,textemp.a)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(prev.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);

float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR


{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{

float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),rastemp.rgb,textemp.rgb))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;

rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;

textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//4 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).raaa;
konsttemp=float4(k0.rgb,k0.a);

float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(c0.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(k1.rgb,k1.a);
float4(prev.rgb,prev.a)=(float4(
2*(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
2*(prev.a+(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rrar;
konsttemp=float4(k2.rgb,k2.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(prev.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k3.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(prev.rgb,prev.aaa,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//4 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).raaa;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(c0.a-(lerp(0.0,textemp.a,konsttemp.a)))

));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(k1.rgb,k1.a);
float4(prev.rgb,prev.a)=(float4(
2*(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
2*(prev.a+(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rrar;
konsttemp=float4(k2.rgb,k2.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(prev.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k3.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(prev.rgb,prev.aaa,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//4 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).raaa;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(c0.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(c0.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[1],uv[1]).rgba;

konsttemp=float4(k1.rgb,k1.a);
float4(prev.rgb,prev.a)=(float4(
2*(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
2*(prev.a+(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rrar;
konsttemp=float4(k2.rgb,k2.a);
float4(prev.rgb,prev.a)=(float4(
(prev.rgb+(lerp(float3(0,0,0),textemp.rgb,konsttemp.rgb))),
(prev.a-(lerp(0.0,textemp.a,konsttemp.a)))
));
rastemp=float4(0,0,0,0).rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k3.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(prev.rgb,prev.aaa,konsttemp.rgb))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(0.25,0.25,0.25,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,rastemp.a,konsttemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels

float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,k0.a);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);

float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(konsttemp.rgb+(lerp(textemp.rgb,float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}

===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 1 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=tex2Dproj(samp[0],uv[0]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),textemp.rgb,rastemp.rgb))),
(0.0+(lerp(0.0,textemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages

//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels


float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);

float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//1 TEV stages, 2 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[2] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=float4(0,0,0,0).rgba;
textemp=tex2D(samp[0],uv[0]).rgba;
konsttemp=float4(k0.rgb,1);
float4(prev.rgb,prev.a)=(float4(
(konsttemp.rgb+(lerp(textemp.rgb,float3(0,0,0),float3(0,0,0)))),
(0.0+(lerp(0.0,0.0,0.0)))
));
rastemp=colors[0].rgba;
textemp=tex2D(samp[1],uv[1]).rgba;
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),prev.rgb,textemp.rgb))),
(0.0+(lerp(c0.a,0.0,rastemp.a)))
));
return prev;

}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(rastemp.rgb+(lerp(float3(0,0,0),float3(0,0,0),float3(0,0,0)))),
(rastemp.a+(lerp(0.0,0.0,0.0)))
));
return prev;
}
===========================================
//Pixel Shader for TEV stages
//0 TEV stages, 0 texgens, 0 IND stages, 1 COL channels
float4 k0 : register(c4);
float4 k1 : register(c5);
float4 k2 : register(c6);
float4 k3 : register(c7);
float4 color0 : register(c1);
float4 color1 : register(c2);
float4 color2 : register(c3);
float constalpha : register(c8);
float2 alphaRef : register(c9);
sampler samp[8] : register(s0);
float4 main(in float4 colors[2] : COLOR0, float4 uv[1] : TEXCOORD0) : COLOR
{
float4 c0=color0,c1=color1,c2=color2,prev=float4(0.0f,0.0f,0.0f,0.0f),textemp,ra
stemp,konsttemp;
rastemp=colors[0].rgba;
textemp=float4(1,1,1,1);
konsttemp=float4(1,1,1,1);
float4(prev.rgb,prev.a)=(float4(
(float3(0,0,0)+(lerp(float3(0,0,0),float3(1,1,1),rastemp.rgb))),
(0.0+(lerp(0.0,konsttemp.a,rastemp.a)))
));
return prev;
}

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