Heroes of the Storm
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[quote="tehace"]the last update broke the character highlight shader :/ its also used for targeting abilities so its kind of fucked up. I doubht they're gonna fix it so the game might just become unplayable as this one is really annoying to play with. [code]// ---- Created with 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017 cbuffer cb0 : register(b0) { float4 cb0[16]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : NORMAL0, out float4 o0 : SV_Position0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD1, out float4 o3 : TEXCOORD2, out float4 o4 : TEXCOORD3, out float4 o5 : COLOR0, out float4 o6 : TEXCOORD4, out float4 o7 : TEXCOORD5, out float4 o8 : TEXCOORD6, out float3 o9 : TEXCOORD7) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = cb0[9].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[8].xyzw + r0.xyzw; r0.xyzw = v0.zzzz * cb0[10].xyzw + r0.xyzw; r0.xyzw = v0.wwww * cb0[11].xyzw + r0.xyzw; r1.xyzw = cb0[5].xyzw * r0.yyyy; r1.xyzw = r0.xxxx * cb0[4].xyzw + r1.xyzw; r1.xyzw = r0.zzzz * cb0[6].xyzw + r1.xyzw; o0.xyzw = r0.wwww * cb0[7].xyzw + r1.xyzw; o1.w = 1; o1.xyz = r0.xyz; o2.xyzw = v1.xyzw; o3.xyz = cb0[13].xyz; o3.w = cb0[15].y; o5.xyz = float3(1,1,1); o5.w = cb0[14].w; o6.xyzw = cb0[12].xyzw; o7.w = cb0[15].x; o7.xyz = r0.xyz; r1.xyz = -cb0[14].xyz + r0.xyz; r1.w = dot(r1.xyz, r1.xyz); r1.w = rsqrt(r1.w); o8.xyz = r1.xyz * r1.www; r1.xyz = cb0[1].xyz * r0.yyy; r1.xyz = r0.xxx * cb0[0].xyz + r1.xyz; r0.xyz = r0.zzz * cb0[2].xyz + r1.xyz; o9.xyz = r0.www * cb0[3].xyz + r0.xyz; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // NORMAL 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // TEXCOORD 2 xyzw 3 NONE float xyzw // TEXCOORD 3 xyzw 4 NONE float // COLOR 0 xyzw 5 NONE float xyzw // TEXCOORD 4 xyzw 6 NONE float xyzw // TEXCOORD 5 xyzw 7 NONE float xyzw // TEXCOORD 6 xyz 8 NONE float xyz // TEXCOORD 7 xyz 9 NONE float xyz // vs_4_0 dcl_constantbuffer cb0[16], immediateIndexed dcl_input v0.xyzw dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o5.xyzw dcl_output o6.xyzw dcl_output o7.xyzw dcl_output o8.xyz dcl_output o9.xyz dcl_temps 2 mul r0.xyzw, v0.yyyy, cb0[9].xyzw mad r0.xyzw, v0.xxxx, cb0[8].xyzw, r0.xyzw mad r0.xyzw, v0.zzzz, cb0[10].xyzw, r0.xyzw mad r0.xyzw, v0.wwww, cb0[11].xyzw, r0.xyzw mul r1.xyzw, r0.yyyy, cb0[5].xyzw mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw mov o1.w, l(1.000000) mov o1.xyz, r0.xyzx mov o2.xyzw, v1.xyzw mov o3.xyz, cb0[13].xyzx mov o3.w, cb0[15].y mov o5.xyz, l(1.000000,1.000000,1.000000,0) mov o5.w, cb0[14].w mov o6.xyzw, cb0[12].xyzw mov o7.w, cb0[15].x mov o7.xyz, r0.xyzx add r1.xyz, r0.xyzx, -cb0[14].xyzx dp3 r1.w, r1.xyzx, r1.xyzx rsq r1.w, r1.w mul o8.xyz, r1.wwww, r1.xyzx mul r1.xyz, r0.yyyy, cb0[1].xyzx mad r1.xyz, r0.xxxx, cb0[0].xyzx, r1.xyzx mad r0.xyz, r0.zzzz, cb0[2].xyzx, r1.xyzx mad o9.xyz, r0.wwww, cb0[3].xyzx, r0.xyzx ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] [/quote] I took a quick look and I'm currently unable to fix the above issue. I can disable it, though.
tehace said:the last update broke the character highlight shader :/ its also used for targeting abilities so its kind of fucked up. I doubht they're gonna fix it so the game might just become unplayable as this one is really annoying to play with.

// ---- Created with 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017
cbuffer cb0 : register(b0)
{
float4 cb0[16];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : POSITION0,
float4 v1 : NORMAL0,
out float4 o0 : SV_Position0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD1,
out float4 o3 : TEXCOORD2,
out float4 o4 : TEXCOORD3,
out float4 o5 : COLOR0,
out float4 o6 : TEXCOORD4,
out float4 o7 : TEXCOORD5,
out float4 o8 : TEXCOORD6,
out float3 o9 : TEXCOORD7)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = cb0[9].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[8].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[10].xyzw + r0.xyzw;
r0.xyzw = v0.wwww * cb0[11].xyzw + r0.xyzw;
r1.xyzw = cb0[5].xyzw * r0.yyyy;
r1.xyzw = r0.xxxx * cb0[4].xyzw + r1.xyzw;
r1.xyzw = r0.zzzz * cb0[6].xyzw + r1.xyzw;
o0.xyzw = r0.wwww * cb0[7].xyzw + r1.xyzw;
o1.w = 1;
o1.xyz = r0.xyz;
o2.xyzw = v1.xyzw;
o3.xyz = cb0[13].xyz;
o3.w = cb0[15].y;
o5.xyz = float3(1,1,1);
o5.w = cb0[14].w;
o6.xyzw = cb0[12].xyzw;
o7.w = cb0[15].x;
o7.xyz = r0.xyz;
r1.xyz = -cb0[14].xyz + r0.xyz;
r1.w = dot(r1.xyz, r1.xyz);
r1.w = rsqrt(r1.w);
o8.xyz = r1.xyz * r1.www;
r1.xyz = cb0[1].xyz * r0.yyy;
r1.xyz = r0.xxx * cb0[0].xyz + r1.xyz;
r0.xyz = r0.zzz * cb0[2].xyz + r1.xyz;
o9.xyz = r0.www * cb0[3].xyz + r0.xyz;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// NORMAL 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 1 xyzw 2 NONE float xyzw
// TEXCOORD 2 xyzw 3 NONE float xyzw
// TEXCOORD 3 xyzw 4 NONE float
// COLOR 0 xyzw 5 NONE float xyzw
// TEXCOORD 4 xyzw 6 NONE float xyzw
// TEXCOORD 5 xyzw 7 NONE float xyzw
// TEXCOORD 6 xyz 8 NONE float xyz
// TEXCOORD 7 xyz 9 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[16], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyz
dcl_output o9.xyz
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[9].xyzw
mad r0.xyzw, v0.xxxx, cb0[8].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[10].xyzw, r0.xyzw
mad r0.xyzw, v0.wwww, cb0[11].xyzw, r0.xyzw
mul r1.xyzw, r0.yyyy, cb0[5].xyzw
mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw
mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw
mov o1.w, l(1.000000)
mov o1.xyz, r0.xyzx
mov o2.xyzw, v1.xyzw
mov o3.xyz, cb0[13].xyzx
mov o3.w, cb0[15].y
mov o5.xyz, l(1.000000,1.000000,1.000000,0)
mov o5.w, cb0[14].w
mov o6.xyzw, cb0[12].xyzw
mov o7.w, cb0[15].x
mov o7.xyz, r0.xyzx
add r1.xyz, r0.xyzx, -cb0[14].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul o8.xyz, r1.wwww, r1.xyzx
mul r1.xyz, r0.yyyy, cb0[1].xyzx
mad r1.xyz, r0.xxxx, cb0[0].xyzx, r1.xyzx
mad r0.xyz, r0.zzzz, cb0[2].xyzx, r1.xyzx
mad o9.xyz, r0.wwww, cb0[3].xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/



I took a quick look and I'm currently unable to fix the above issue. I can disable it, though.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#16
Posted 01/27/2017 06:18 PM   
I've been playing HOTS for a year now and decided to try it in 3D. There's a few things broken like all HUD elements, most notably the healthbars above characters heads and the hitbox indicators and possibly other things that I can't put my finger on. But otherwise it looked really good and suits 3d Vision since it's played at a fixed isometric camera angle. Any chance one of the talented modders here could fix this one up or is it a lost cause?
I've been playing HOTS for a year now and decided to try it in 3D.

There's a few things broken like all HUD elements, most notably the healthbars above characters heads and the hitbox indicators and possibly other things that I can't put my finger on. But otherwise it looked really good and suits 3d Vision since it's played at a fixed isometric camera angle.

Any chance one of the talented modders here could fix this one up or is it a lost cause?

#17
Posted 05/21/2018 10:50 PM   
Hi everyone. I'm having this problem with Heroes of the Storm: https://forums.geforce.com/default/topic/1075832/geforce-1000-series/little-blink-flickering-at-beginning-of-a-game-of-heroes-of-the-storm-causes-hud-bug/ There are a lot of people with the same problem in Heroes of the Storm NA forum. Sorry if is not the correct place to comment this.
Hi everyone.
I'm having this problem with Heroes of the Storm:

https://forums.geforce.com/default/topic/1075832/geforce-1000-series/little-blink-flickering-at-beginning-of-a-game-of-heroes-of-the-storm-causes-hud-bug/

There are a lot of people with the same problem in Heroes of the Storm NA forum.
Sorry if is not the correct place to comment this.

#18
Posted 10/12/2018 12:15 PM   
  2 / 2    
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