Elite Dangerous Fix
  20 / 32    
I tried one last code on the nebula and I got it fixed.. now to see about all this other lighting effects and such.. I am currently trying to fix the Suns with the black shadow either side of the Sun..
I tried one last code on the nebula and I got it fixed.. now to see about all this other lighting effects and such.. I am currently trying to fix the Suns with the black shadow either side of the Sun..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/02/2018 07:45 PM   
[quote="Th3_N3philim"]I tried one last code on the nebula and I got it fixed.. now to see about all this other lighting effects and such.. I am currently trying to fix the Suns with the black shadow either side of the Sun..[/quote] Thank you. I am very grateful.
Th3_N3philim said:I tried one last code on the nebula and I got it fixed.. now to see about all this other lighting effects and such.. I am currently trying to fix the Suns with the black shadow either side of the Sun..


Thank you. I am very grateful.

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 08:16 PM   
Well do not thank me yet there seems to be a ton of work to be done.. I believe this old fix is no longer compatible with the new beta version.. I think thisa might need a total from scratch effort but not totally butr almost.. IT seems some shaders that I stereoize are affected by the Convergance setting like the Nebulas in Space.. I am unsure why but I am going to take a brake bin at this almost all day.. I may try and start from scratch and see what happens..
Well do not thank me yet there seems to be a ton of work to be done..

I believe this old fix is no longer compatible with the new beta version.. I think thisa might need a total from scratch effort but not totally butr almost..

IT seems some shaders that I stereoize are affected by the Convergance setting like the Nebulas in Space.. I am unsure why but I am going to take a brake bin at this almost all day..

I may try and start from scratch and see what happens..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/03/2018 01:28 AM   
Well I tried installing fresh and it was worse then with the original fix.. I think I will go back to the 1.3v of the fix and go from there.. a lot is broke tho especially with the new lighting effects..
Well I tried installing fresh and it was worse then with the original fix.. I think I will go back to the 1.3v of the fix and go from there.. a lot is broke tho especially with the new lighting effects..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/03/2018 02:34 AM   
Well going back the the v1.3 fix worked great.. I had a few broke things like the Nebula and Milky Way but those fixed right up this time.. So all and all I am making way better progress then before.. I did run into a Lighting issue. there are a few but this one is the last besides maybe the shadows I need to fix or try to.. But here is the light Code I tried a lot of code in there but nothing seemed to fix the lights.. Now these are also tied into the HOTAS controls in the ship it looks really weird broke but I am sure once I get the right code it will look great again.. here is the code and number of the file "72ffa1cd14b2f368-vs_replace.txt": [code]//Lights on Station direct lights..Lights on HOTAS Controls in ship.. // ---- Created with 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018 cbuffer cb0 : register(b0) { float4 cb0[9]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : COLOR0, float3 v1 : POSITION0, float4 v2 : TEXCOORD0, float4 v3 : TEXCOORD1, float3 v4 : TEXCOORD2, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float3 o3 : TEXCOORD3, out float4 o4 : SV_Position0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; o0.w = v3.x; r0.xyz = v4.xyz * v3.xxx + v1.xyz; r0.w = 1; r1.x = dot(cb0[4].xyzw, r0.xyzw); r1.y = dot(cb0[5].xyzw, r0.xyzw); r1.w = dot(cb0[7].xyzw, r0.xyzw); o0.xyz = r1.xyw; o4.xyw = r1.xyw; o1.w = v2.x * v2.x; r1.xyz = v1.xyz; r1.w = 1; o1.x = dot(cb0[0].xyzw, r1.xyzw); o1.y = dot(cb0[1].xyzw, r1.xyzw); o1.z = dot(cb0[2].xyzw, r1.xyzw); r1.x = v3.x * v3.x; o2.w = 1 / r1.x; o2.xyz = cb0[8].xxx * v0.xyz; o3.x = dot(cb0[0].xyzw, r0.xyzw); o3.y = dot(cb0[1].xyzw, r0.xyzw); o3.z = dot(cb0[2].xyzw, r0.xyzw); o4.z = dot(cb0[6].xyzw, r0.xyzw); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyz 0 NONE float xyz // POSITION 0 xyz 1 NONE float xyz // TEXCOORD 0 x 2 NONE float x // TEXCOORD 1 x 3 NONE float x // TEXCOORD 2 xyz 4 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 xyzw 2 NONE float xyzw // TEXCOORD 3 xyz 3 NONE float xyz // SV_Position 0 xyzw 4 POS float xyzw // vs_4_1 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[9], immediateIndexed dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.x dcl_input v3.x dcl_input v4.xyz dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyz dcl_output_siv o4.xyzw, position dcl_temps 2 mov o0.w, v3.x mad r0.xyz, v4.xyzx, v3.xxxx, v1.xyzx mov r0.w, l(1.000000) dp4 r1.x, cb0[4].xyzw, r0.xyzw dp4 r1.y, cb0[5].xyzw, r0.xyzw dp4 r1.w, cb0[7].xyzw, r0.xyzw mov o0.xyz, r1.xywx mov o4.xyw, r1.xyxw mul o1.w, v2.x, v2.x mov r1.xyz, v1.xyzx mov r1.w, l(1.000000) dp4 o1.x, cb0[0].xyzw, r1.xyzw dp4 o1.y, cb0[1].xyzw, r1.xyzw dp4 o1.z, cb0[2].xyzw, r1.xyzw mul r1.x, v3.x, v3.x div o2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x mul o2.xyz, v0.xyzx, cb0[8].xxxx dp4 o3.x, cb0[0].xyzw, r0.xyzw dp4 o3.y, cb0[1].xyzw, r0.xyzw dp4 o3.z, cb0[2].xyzw, r0.xyzw dp4 o4.z, cb0[6].xyzw, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Now I looked through every other old shader that was fixed and did not see a pattern to this shader.. Now there was quite a few that where fixed with HLSL tool and I am not familiar with how to use that so I need to manually fix this.. I would appreciate any insite to solving this particular lighting issue.. maybe I will have the others lighting effects be similar and fix it in one fell swoop..
Well going back the the v1.3 fix worked great.. I had a few broke things like the Nebula and Milky Way but those fixed right up this time.. So all and all I am making way better progress then before..

I did run into a Lighting issue. there are a few but this one is the last besides maybe the shadows I need to fix or try to.. But here is the light Code I tried a lot of code in there but nothing seemed to fix the lights..

Now these are also tied into the HOTAS controls in the ship it looks really weird broke but I am sure once I get the right code it will look great again..

here is the code and number of the file "72ffa1cd14b2f368-vs_replace.txt":


//Lights on Station direct lights..Lights on HOTAS Controls in ship..
// ---- Created with 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018
cbuffer cb0 : register(b0)
{
float4 cb0[9];
}




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


void main(
float3 v0 : COLOR0,
float3 v1 : POSITION0,
float4 v2 : TEXCOORD0,
float4 v3 : TEXCOORD1,
float3 v4 : TEXCOORD2,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float3 o3 : TEXCOORD3,
out float4 o4 : SV_Position0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

o0.w = v3.x;
r0.xyz = v4.xyz * v3.xxx + v1.xyz;
r0.w = 1;
r1.x = dot(cb0[4].xyzw, r0.xyzw);
r1.y = dot(cb0[5].xyzw, r0.xyzw);
r1.w = dot(cb0[7].xyzw, r0.xyzw);
o0.xyz = r1.xyw;
o4.xyw = r1.xyw;
o1.w = v2.x * v2.x;
r1.xyz = v1.xyz;
r1.w = 1;
o1.x = dot(cb0[0].xyzw, r1.xyzw);
o1.y = dot(cb0[1].xyzw, r1.xyzw);
o1.z = dot(cb0[2].xyzw, r1.xyzw);
r1.x = v3.x * v3.x;
o2.w = 1 / r1.x;
o2.xyz = cb0[8].xxx * v0.xyz;
o3.x = dot(cb0[0].xyzw, r0.xyzw);
o3.y = dot(cb0[1].xyzw, r0.xyzw);
o3.z = dot(cb0[2].xyzw, r0.xyzw);
o4.z = dot(cb0[6].xyzw, r0.xyzw);





return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 0 xyz 0 NONE float xyz
// POSITION 0 xyz 1 NONE float xyz
// TEXCOORD 0 x 2 NONE float x
// TEXCOORD 1 x 3 NONE float x
// TEXCOORD 2 xyz 4 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 xyzw 2 NONE float xyzw
// TEXCOORD 3 xyz 3 NONE float xyz
// SV_Position 0 xyzw 4 POS float xyzw
//
vs_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.x
dcl_input v3.x
dcl_input v4.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output_siv o4.xyzw, position
dcl_temps 2
mov o0.w, v3.x
mad r0.xyz, v4.xyzx, v3.xxxx, v1.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb0[4].xyzw, r0.xyzw
dp4 r1.y, cb0[5].xyzw, r0.xyzw
dp4 r1.w, cb0[7].xyzw, r0.xyzw
mov o0.xyz, r1.xywx
mov o4.xyw, r1.xyxw
mul o1.w, v2.x, v2.x
mov r1.xyz, v1.xyzx
mov r1.w, l(1.000000)
dp4 o1.x, cb0[0].xyzw, r1.xyzw
dp4 o1.y, cb0[1].xyzw, r1.xyzw
dp4 o1.z, cb0[2].xyzw, r1.xyzw
mul r1.x, v3.x, v3.x
div o2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mul o2.xyz, v0.xyzx, cb0[8].xxxx
dp4 o3.x, cb0[0].xyzw, r0.xyzw
dp4 o3.y, cb0[1].xyzw, r0.xyzw
dp4 o3.z, cb0[2].xyzw, r0.xyzw
dp4 o4.z, cb0[6].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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



Now I looked through every other old shader that was fixed and did not see a pattern to this shader.. Now there was quite a few that where fixed with HLSL tool and I am not familiar with how to use that so I need to manually fix this..

I would appreciate any insite to solving this particular lighting issue.. maybe I will have the others lighting effects be similar and fix it in one fell swoop..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/03/2018 04:50 AM   
Great work Th3_N3philim. Thank you.
Great work Th3_N3philim. Thank you.

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/03/2018 07:08 PM   
OK I found a code that sort of worked. it fixed a few of the lights but not the ones of the Joystick Contoler panel?? I was wondering why only a few lights and not all where fixed?? here is what I ened up using: [code]//Lights on Station direct lights.. // ---- Created with 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018 cbuffer cb0 : register(b0) { float4 cb0[9]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : COLOR0, float3 v1 : POSITION0, float4 v2 : TEXCOORD0, float4 v3 : TEXCOORD1, float3 v4 : TEXCOORD2, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float3 o3 : TEXCOORD3, out float4 o4 : SV_Position0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; o0.w = v3.x; r0.xyz = v4.xyz * v3.xxx + v1.xyz; r0.w = 1; r1.x = dot(cb0[4].xyzw, r0.xyzw); r1.y = dot(cb0[5].xyzw, r0.xyzw); r1.w = dot(cb0[7].xyzw, r0.xyzw); float4 stereo = StereoParams.Load(0); float4 params = IniParams.Load(0); r1.x += stereo.x * (r1.w - stereo.y); o0.xyz = r1.xyw; o4.xyw = r1.xyw; o1.w = v2.x * v2.x; r1.xyz = v1.xyz; r1.w = 1; o1.x = dot(cb0[0].xyzw, r1.xyzw); o1.y = dot(cb0[1].xyzw, r1.xyzw); o1.z = dot(cb0[2].xyzw, r1.xyzw); r1.x = v3.x * v3.x; o2.w = 1 / r1.x; o2.xyz = cb0[8].xxx * v0.xyz; o3.x = dot(cb0[0].xyzw, r0.xyzw); o3.y = dot(cb0[1].xyzw, r0.xyzw); o3.z = dot(cb0[2].xyzw, r0.xyzw); o4.z = dot(cb0[6].xyzw, r0.xyzw); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyz 0 NONE float xyz // POSITION 0 xyz 1 NONE float xyz // TEXCOORD 0 x 2 NONE float x // TEXCOORD 1 x 3 NONE float x // TEXCOORD 2 xyz 4 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 xyzw 2 NONE float xyzw // TEXCOORD 3 xyz 3 NONE float xyz // SV_Position 0 xyzw 4 POS float xyzw // vs_4_1 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[9], immediateIndexed dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.x dcl_input v3.x dcl_input v4.xyz dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyz dcl_output_siv o4.xyzw, position dcl_temps 2 mov o0.w, v3.x mad r0.xyz, v4.xyzx, v3.xxxx, v1.xyzx mov r0.w, l(1.000000) dp4 r1.x, cb0[4].xyzw, r0.xyzw dp4 r1.y, cb0[5].xyzw, r0.xyzw dp4 r1.w, cb0[7].xyzw, r0.xyzw mov o0.xyz, r1.xywx mov o4.xyw, r1.xyxw mul o1.w, v2.x, v2.x mov r1.xyz, v1.xyzx mov r1.w, l(1.000000) dp4 o1.x, cb0[0].xyzw, r1.xyzw dp4 o1.y, cb0[1].xyzw, r1.xyzw dp4 o1.z, cb0[2].xyzw, r1.xyzw mul r1.x, v3.x, v3.x div o2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x mul o2.xyz, v0.xyzx, cb0[8].xxxx dp4 o3.x, cb0[0].xyzw, r0.xyzw dp4 o3.y, cb0[1].xyzw, r0.xyzw dp4 o3.z, cb0[2].xyzw, r0.xyzw dp4 o4.z, cb0[6].xyzw, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] I will keep plugging aya with this formula for now.. I will see if it works on other lights I am unsure how I missed this.. I was just thinking I will try placing it in different areas of the Shader maybe that will have a full effect..
OK I found a code that sort of worked. it fixed a few of the lights but not the ones of the Joystick Contoler panel??

I was wondering why only a few lights and not all where fixed??

here is what I ened up using:

//Lights on Station direct lights..
// ---- Created with 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018
cbuffer cb0 : register(b0)
{
float4 cb0[9];
}




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


void main(
float3 v0 : COLOR0,
float3 v1 : POSITION0,
float4 v2 : TEXCOORD0,
float4 v3 : TEXCOORD1,
float3 v4 : TEXCOORD2,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float3 o3 : TEXCOORD3,
out float4 o4 : SV_Position0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;


o0.w = v3.x;
r0.xyz = v4.xyz * v3.xxx + v1.xyz;
r0.w = 1;
r1.x = dot(cb0[4].xyzw, r0.xyzw);
r1.y = dot(cb0[5].xyzw, r0.xyzw);
r1.w = dot(cb0[7].xyzw, r0.xyzw);

float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);

r1.x += stereo.x * (r1.w - stereo.y);



o0.xyz = r1.xyw;
o4.xyw = r1.xyw;
o1.w = v2.x * v2.x;
r1.xyz = v1.xyz;
r1.w = 1;
o1.x = dot(cb0[0].xyzw, r1.xyzw);
o1.y = dot(cb0[1].xyzw, r1.xyzw);
o1.z = dot(cb0[2].xyzw, r1.xyzw);
r1.x = v3.x * v3.x;
o2.w = 1 / r1.x;
o2.xyz = cb0[8].xxx * v0.xyz;
o3.x = dot(cb0[0].xyzw, r0.xyzw);
o3.y = dot(cb0[1].xyzw, r0.xyzw);
o3.z = dot(cb0[2].xyzw, r0.xyzw);
o4.z = dot(cb0[6].xyzw, r0.xyzw);



return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.54 on Fri Nov 02 23:00:42 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 0 xyz 0 NONE float xyz
// POSITION 0 xyz 1 NONE float xyz
// TEXCOORD 0 x 2 NONE float x
// TEXCOORD 1 x 3 NONE float x
// TEXCOORD 2 xyz 4 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 xyzw 2 NONE float xyzw
// TEXCOORD 3 xyz 3 NONE float xyz
// SV_Position 0 xyzw 4 POS float xyzw
//
vs_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.x
dcl_input v3.x
dcl_input v4.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output_siv o4.xyzw, position
dcl_temps 2
mov o0.w, v3.x
mad r0.xyz, v4.xyzx, v3.xxxx, v1.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb0[4].xyzw, r0.xyzw
dp4 r1.y, cb0[5].xyzw, r0.xyzw
dp4 r1.w, cb0[7].xyzw, r0.xyzw
mov o0.xyz, r1.xywx
mov o4.xyw, r1.xyxw
mul o1.w, v2.x, v2.x
mov r1.xyz, v1.xyzx
mov r1.w, l(1.000000)
dp4 o1.x, cb0[0].xyzw, r1.xyzw
dp4 o1.y, cb0[1].xyzw, r1.xyzw
dp4 o1.z, cb0[2].xyzw, r1.xyzw
mul r1.x, v3.x, v3.x
div o2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mul o2.xyz, v0.xyzx, cb0[8].xxxx
dp4 o3.x, cb0[0].xyzw, r0.xyzw
dp4 o3.y, cb0[1].xyzw, r0.xyzw
dp4 o3.z, cb0[2].xyzw, r0.xyzw
dp4 o4.z, cb0[6].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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


I will keep plugging aya with this formula for now.. I will see if it works on other lights I am unsure how I missed this.. I was just thinking I will try placing it in different areas of the Shader maybe that will have a full effect..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/04/2018 06:36 AM   
OK I was looking at the older version of Elite. it seems there are similar lighting in the stations that are in the Beta version.. I am going to try and track down the 1 set of lights and look for that shader in the older fix.. and see if they have similar code.. I was doing that before and the code seemed different but I don't see why it would be.. If this don't work I hear the HTC Vive Calling my name ;)
OK I was looking at the older version of Elite. it seems there are similar lighting in the stations that are in the Beta version..

I am going to try and track down the 1 set of lights and look for that shader in the older fix.. and see if they have similar code.. I was doing that before and the code seemed different but I don't see why it would be..

If this don't work I hear the HTC Vive Calling my name ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/06/2018 05:41 AM   
Voila, as I suspected the lighting was fixed with the HLSLTool.py.. So unless I can figure out how to use that tool these lights may not be fixable from me.. So if anybody can offer some assistance in How to get that tool to work and no I never used python even thos I tried and failed miserably in the past.. [code] // hlsltool.py --auto-fix-vertex-halo --only-autofixed --no-validate --install-to Halos 4f2b0d8c0a99d85c-vs_replace.txt // ---- Created with 3Dmigoto v1.2.53 on Tue Jan 03 22:59:09 2017 cbuffer cb0 : register(b0) { float4 cb0[9]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : COLOR0, float3 v1 : POSITION0, float4 v2 : TEXCOORD0, float4 v3 : TEXCOORD1, float3 v4 : TEXCOORD2, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float3 o3 : TEXCOORD3, out float4 o4 : SV_Position0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float4 params = IniParams.Load(0); float separation = stereo.x, convergence = stereo.y, eye = stereo.z; o0.w = v3.x; r0.xyz = v4.xyz * v3.xxx + v1.xyz; r0.w = 1; r1.x = dot(cb0[4].xyzw, r0.xyzw); r1.y = dot(cb0[5].xyzw, r0.xyzw); r1.w = dot(cb0[7].xyzw, r0.xyzw); o4.xyw = r1.xyw; // Relocated to here with hlsltool.py // Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py: // hlsltool.py --auto-fix-vertex-halo --only-autofixed --no-validate --install-to Halos 4f2b0d8c0a99d85c-vs_replace.txt if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); } o0.xyz = r1.xyw; // o4.xyw = r1.xyw; // Relocated from here with hlsltool.py o1.w = v2.x * v2.x; r1.xyz = v1.xyz; r1.w = 1; o1.x = dot(cb0[0].xyzw, r1.xyzw); o1.y = dot(cb0[1].xyzw, r1.xyzw); o1.z = dot(cb0[2].xyzw, r1.xyzw); r1.x = v3.x * v3.x; o2.w = 1 / r1.x; o2.xyz = cb0[8].xxx * v0.xyz; o3.x = dot(cb0[0].xyzw, r0.xyzw); o3.y = dot(cb0[1].xyzw, r0.xyzw); o3.z = dot(cb0[2].xyzw, r0.xyzw); o4.z = dot(cb0[6].xyzw, r0.xyzw); if(params.w>0 && o4.w <4) { // o4.x -= stereo.x * (o4.w - stereo.y)*params.y; // o4.x += stereo.x * (o4.w - params.w)*params.y; o4=0; } return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyz 0 NONE float xyz // POSITION 0 xyz 1 NONE float xyz // TEXCOORD 0 x 2 NONE float x // TEXCOORD 1 x 3 NONE float x // TEXCOORD 2 xyz 4 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 xyzw 2 NONE float xyzw // TEXCOORD 3 xyz 3 NONE float xyz // SV_Position 0 xyzw 4 POS float xyzw // vs_4_0 dcl_constantbuffer cb0[9], immediateIndexed dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.x dcl_input v3.x dcl_input v4.xyz dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyz dcl_output_siv o4.xyzw, position dcl_temps 2 mov o0.w, v3.x mad r0.xyz, v4.xyzx, v3.xxxx, v1.xyzx mov r0.w, l(1.000000) dp4 r1.x, cb0[4].xyzw, r0.xyzw dp4 r1.y, cb0[5].xyzw, r0.xyzw dp4 r1.w, cb0[7].xyzw, r0.xyzw mov o0.xyz, r1.xywx mov o4.xyw, r1.xyxw mul o1.w, v2.x, v2.x mov r1.xyz, v1.xyzx mov r1.w, l(1.000000) dp4 o1.x, cb0[0].xyzw, r1.xyzw dp4 o1.y, cb0[1].xyzw, r1.xyzw dp4 o1.z, cb0[2].xyzw, r1.xyzw mul r1.x, v3.x, v3.x div o2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x mul o2.xyz, v0.xyzx, cb0[8].xxxx dp4 o3.x, cb0[0].xyzw, r0.xyzw dp4 o3.y, cb0[1].xyzw, r0.xyzw dp4 o3.z, cb0[2].xyzw, r0.xyzw dp4 o4.z, cb0[6].xyzw, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] this was the shader for the 1 set of lights known to be broke in the Beta version.. at least I know they can be fixed still there is hope.. ;) I will have to ask my buddy who knows a little bit about python maybe he can help me also but in the meantime I ask if anybody here can help me with that tool..
Voila, as I suspected the lighting was fixed with the HLSLTool.py.. So unless I can figure out how to use that tool these lights may not be fixable from me..

So if anybody can offer some assistance in How to get that tool to work and no I never used python even thos I tried and failed miserably in the past..






// hlsltool.py --auto-fix-vertex-halo --only-autofixed --no-validate --install-to Halos 4f2b0d8c0a99d85c-vs_replace.txt
// ---- Created with 3Dmigoto v1.2.53 on Tue Jan 03 22:59:09 2017
cbuffer cb0 : register(b0)
{
float4 cb0[9];
}




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


void main(
float3 v0 : COLOR0,
float3 v1 : POSITION0,
float4 v2 : TEXCOORD0,
float4 v3 : TEXCOORD1,
float3 v4 : TEXCOORD2,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float3 o3 : TEXCOORD3,
out float4 o4 : SV_Position0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

o0.w = v3.x;
r0.xyz = v4.xyz * v3.xxx + v1.xyz;
r0.w = 1;
r1.x = dot(cb0[4].xyzw, r0.xyzw);
r1.y = dot(cb0[5].xyzw, r0.xyzw);
r1.w = dot(cb0[7].xyzw, r0.xyzw);

o4.xyw = r1.xyw; // Relocated to here with hlsltool.py

// Automatic vertex shader halo fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py --auto-fix-vertex-halo --only-autofixed --no-validate --install-to Halos 4f2b0d8c0a99d85c-vs_replace.txt
if (r1.w != 1.0) { r1.x += separation * (r1.w - convergence); }

o0.xyz = r1.xyw;

// o4.xyw = r1.xyw; // Relocated from here with hlsltool.py

o1.w = v2.x * v2.x;
r1.xyz = v1.xyz;
r1.w = 1;
o1.x = dot(cb0[0].xyzw, r1.xyzw);
o1.y = dot(cb0[1].xyzw, r1.xyzw);
o1.z = dot(cb0[2].xyzw, r1.xyzw);
r1.x = v3.x * v3.x;
o2.w = 1 / r1.x;
o2.xyz = cb0[8].xxx * v0.xyz;
o3.x = dot(cb0[0].xyzw, r0.xyzw);
o3.y = dot(cb0[1].xyzw, r0.xyzw);
o3.z = dot(cb0[2].xyzw, r0.xyzw);
o4.z = dot(cb0[6].xyzw, r0.xyzw);



if(params.w>0 && o4.w <4)
{
// o4.x -= stereo.x * (o4.w - stereo.y)*params.y;
// o4.x += stereo.x * (o4.w - params.w)*params.y;
o4=0;
}
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 0 xyz 0 NONE float xyz
// POSITION 0 xyz 1 NONE float xyz
// TEXCOORD 0 x 2 NONE float x
// TEXCOORD 1 x 3 NONE float x
// TEXCOORD 2 xyz 4 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 xyzw 2 NONE float xyzw
// TEXCOORD 3 xyz 3 NONE float xyz
// SV_Position 0 xyzw 4 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb0[9], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.x
dcl_input v3.x
dcl_input v4.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output_siv o4.xyzw, position
dcl_temps 2
mov o0.w, v3.x
mad r0.xyz, v4.xyzx, v3.xxxx, v1.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb0[4].xyzw, r0.xyzw
dp4 r1.y, cb0[5].xyzw, r0.xyzw
dp4 r1.w, cb0[7].xyzw, r0.xyzw
mov o0.xyz, r1.xywx
mov o4.xyw, r1.xyxw
mul o1.w, v2.x, v2.x
mov r1.xyz, v1.xyzx
mov r1.w, l(1.000000)
dp4 o1.x, cb0[0].xyzw, r1.xyzw
dp4 o1.y, cb0[1].xyzw, r1.xyzw
dp4 o1.z, cb0[2].xyzw, r1.xyzw
mul r1.x, v3.x, v3.x
div o2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mul o2.xyz, v0.xyzx, cb0[8].xxxx
dp4 o3.x, cb0[0].xyzw, r0.xyzw
dp4 o3.y, cb0[1].xyzw, r0.xyzw
dp4 o3.z, cb0[2].xyzw, r0.xyzw
dp4 o4.z, cb0[6].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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



this was the shader for the 1 set of lights known to be broke in the Beta version.. at least I know they can be fixed still there is hope.. ;)

I will have to ask my buddy who knows a little bit about python maybe he can help me also but in the meantime I ask if anybody here can help me with that tool..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/06/2018 05:56 AM   
HaHa, on a whim I tried inserting the code from the original fix with the tool and inserted it into the Beta shader and Voila it worked like a charm.. I think I just had a eureka moment.. I guess the tool just makes the jon to auto fix it instead of a manual fix.. Thank you again DJ-RK..
HaHa, on a whim I tried inserting the code from the original fix with the tool and inserted it into the Beta shader and Voila it worked like a charm..

I think I just had a eureka moment.. I guess the tool just makes the jon to auto fix it instead of a manual fix..

Thank you again DJ-RK..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/06/2018 06:12 AM   
    If you ever need hlsltool.py, then you'll need these to get to the main prompt of it: [list][.][url=https://www.python.org/downloads/]Python3[/url][/.][.][url=https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/hlsltool.py]hlsltool.py[/url][/.][.][url=https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/shadertool.py]shadertool.py[/url][/.][.][url=https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/shaderutil.py]shaderutil.py[/url][/.][/list]     Install Python3 and put all three Python files in the same folder. Shift+Right-click in that folder to open a PowerShell window. Type [color="orange"]python hlsltool.py[/color] to see the main prompt. Type [color="orange"]python3[/color] instead if you get an error. Also, if you get a "missing file" error while running it, then get the file from [url=https://github.com/DarkStarSword/3d-fixes]this page[/url] and try again.
    If you ever need hlsltool.py, then you'll need these to get to the main prompt of it:

    Install Python3 and put all three Python files in the same folder. Shift+Right-click in that folder to open a PowerShell window. Type python hlsltool.py to see the main prompt. Type python3 instead if you get an error. Also, if you get a "missing file" error while running it, then get the file from this page and try again.

---
Windows 10 x64 / 1x 980Ti GPU (no SLI, 418.81 driver) / 1920x1080

Posted 11/06/2018 06:26 AM   
Thank You Schwing. ;)
Thank You Schwing. ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/06/2018 06:56 AM   
Well it is almost complete now I need to get too a moons surface and check there.. so here is a little tatse of the Beta in the hangar ;)
Well it is almost complete now I need to get too a moons surface and check there.. so here is a little tatse of the Beta in the hangar ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/06/2018 08:17 AM   
I have found a code that was never fixed but very problematic for me to fix.. I tried all the code and some variations of code nothing seems to completely fix this one.. I am unsure what else to try as this code is completely different then all the other shaders in this fix?? I would appreciate some help on what I should do to correct this shader here: [code]//red lights on station..bright lights on corners of dock.. // ---- Created with 3Dmigoto v1.2.54 on Fri Nov 02 22:50:16 2018 Texture2D<float4> t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[3]; } cbuffer cb1 : register(b1) { float4 cb1[8]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : COLOR6, float4 v1 : POSITION0, float4 v2 : POSITION1, float4 v3 : POSITION2, float4 v4 : POSITION3, float4 v5 : TEXCOORD0, float4 v6 : TEXCOORD1, float4 v7 : TEXCOORD2, float4 v8 : TEXCOORD3, float4 v9 : TEXCOORD4, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float o2 : TEXCOORD2, out float4 o3 : SV_Position0) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9; uint4 bitmask, uiDest; float4 fDest; r0.xy = v7.zw * v5.xy; r0.xy = float2(0.0625,0.125) * r0.xy; o1.xy = v7.xy * float2(0.0625,0.125) + r0.xy; r0.xyz = v1.xyz; r0.w = 1; r1.x = dot(cb1[4].xyzw, r0.xyzw); r1.y = dot(cb1[5].xyzw, r0.xyzw); r0.x = dot(cb1[7].xyzw, r0.xyzw); r0.y = cmp(v1.w < 0.5); r0.z = -v1.w + r0.x; r0.z = max(0, r0.z); r0.y = r0.y ? r0.x : r0.z; r0.z = cmp(0 < v6.y); if (r0.z != 0) { r0.z = saturate(v6.y); r0.zw = v2.zw * r0.zz; } else { r1.z = 3.14159012 * v4.z; r1.z = cos(r1.z); r1.z = r1.z * 0.5 + 0.5; r1.z = 1 + -r1.z; r0.zw = v2.zw * r1.zz; } r1.xy = r1.xy / r0.xx; r1.zw = cb0[0].zw + -cb0[0].xy; r2.xy = float2(0.5,0.5) * r1.xy; r3.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5); r4.xy = r1.zw * r3.xy + cb0[0].xy; r4.xy = r4.xy * float2(2,2) + float2(-1,-1); r4.zw = float2(1,1) + -v4.xy; r4.zw = v8.xy * r4.zw; r4.zw = r4.zw * v8.zz + r4.xy; r0.zw = v8.xy * r0.zw; r0.zw = v8.zz * r0.zw; r0.zw = v4.xy * r0.zw; r0.zw = r0.zw * float2(2,2) + r4.zw; r4.zw = r0.zw + -r4.xy; r3.w = dot(r4.zw, r4.zw); r3.w = rsqrt(r3.w); r4.zw = r4.zw * r3.ww; r5.xy = float2(1,-1) * r4.zw; r3.w = dot(r5.xy, r5.xy); r3.w = sqrt(r3.w); r3.w = cmp(r3.w < 0.899999976); r4.z = cmp(0 >= v6.w); r3.w = (int)r3.w | (int)r4.z; if (r3.w != 0) { r5.xy = float2(1,0); } sincos(v4.w, r6.x, r7.x); r8.x = sin(-v4.w); r5.z = -r5.y; r8.y = r7.x; r8.z = r6.x; r6.x = dot(r5.xz, r8.yz); r7.x = dot(r5.xz, r8.xy); r6.y = dot(r5.yx, r8.yz); r7.y = dot(r5.yx, r8.xy); r3.w = dot(r4.xy, r4.xy); r3.w = sqrt(r3.w); r3.w = min(1, r3.w); r4.zw = float2(1,1) + -v3.zw; r4.xy = -abs(r4.xy) * r4.zw + float2(1,1); r4.xy = max(float2(0.200000003,0.200000003), r4.xy); r4.xy = min(float2(1,1), r4.xy); r4.z = 1 + -r3.w; r4.zw = v3.xy * r4.zz; r4.xy = r4.xy * r3.ww + r4.zw; r4.yz = v2.xy * r4.xy; r4.x = r4.y / cb0[2].x; r3.w = cmp(0 < v8.w); r4.yw = cb0[2].yy * r4.xz; r4.xy = r3.ww ? r4.yw : r4.xz; r4.xy = v5.zw * r4.xy; r5.x = dot(r4.xy, r6.xy); r5.y = dot(r4.xy, r7.xy); r0.zw = r5.xy + r0.zw; r0.zw = r0.zw * float2(0.5,0.5) + -cb0[0].xy; r0.zw = float2(0.5,0.5) + r0.zw; r0.zw = r0.zw / r1.zw; r0.zw = r0.zw * float2(2,2) + float2(-1,-1); r0.x = cmp(0 < r0.x); r4.xy = r0.xx ? r0.zw : 0; r0.xz = r4.xy * float2(0.5,0.5) + float2(0.5,0.5); r0.xz = r0.xz * r1.zw + cb0[0].xy; r5.xy = float2(1,1) / cb0[1].xy; r6.xyz = -r5.xyx; r1.w = -2 * r5.y; r3.z = 1 + -r3.y; r3.yw = r5.xy * float2(-2,-2) + r3.xz; r0.w = t0.SampleLevel(s0_s, r3.yw, 0).x; r0.w = cmp(r0.y < r0.w); r0.w = r0.w ? 1.000000 : 0; r5.w = -2 * r5.y; r3.xy = r5.xy * float2(-1,-2) + r3.xz; r3.x = t0.SampleLevel(s0_s, r3.xy, 0).x; r3.x = cmp(r0.y < r3.x); r3.x = r3.x ? 1.000000 : 0; r0.w = r3.x + r0.w; r2.z = -r1.y * 0.5 + 0.5; r1.z = 0.5; r1.yz = r2.xz + r1.zw; r1.y = t0.SampleLevel(s0_s, r1.yz, 0).x; r1.y = cmp(r0.y < r1.y); r1.y = r1.y ? 1.000000 : 0; r0.w = r1.y + r0.w; r2.w = r1.x * 0.5 + 0.5; r1.xy = r2.wz + r5.xw; r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x; r1.x = cmp(r0.y < r1.x); r1.x = r1.x ? 1.000000 : 0; r0.w = r1.x + r0.w; r1.xy = float2(0.5,0) + r2.xz; r3.xyzw = r5.xwxy * float4(2,1,-2,1) + r1.xyxy; r1.z = t0.SampleLevel(s0_s, r3.xy, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r7.xy = float2(-2,-1) * r5.xy; r1.zw = r5.xy * float2(-2,-1) + r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.zw = r1.xy + r6.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r7.zw = float2(0.5,1); r1.zw = r7.zy + r2.xz; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r8.x = 1 * r5.x; r1.zw = r5.xy * float2(1,-1) + r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r9.x = 2 * r5.x; r1.zw = r5.xy * float2(2,-1) + r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.zw = r2.xy * float2(1,-1) + float2(0.5,-0.5); r2.yw = r1.zw + r7.xw; r2.y = t0.SampleLevel(s0_s, r2.yw, 0).x; r2.y = cmp(r0.y < r2.y); r2.y = r2.y ? 1.000000 : 0; r0.w = r2.y + r0.w; r6.w = 1; r2.yw = r6.zw + r1.zw; r2.y = t0.SampleLevel(s0_s, r2.yw, 0).x; r2.y = cmp(r0.y < r2.y); r2.y = r2.y ? 1.000000 : 0; r0.w = r2.y + r0.w; r2.y = t0.SampleLevel(s0_s, r1.xy, 0).x; r2.y = cmp(r0.y < r2.y); r2.y = r2.y ? 1.000000 : 0; r0.w = r2.y + r0.w; r8.z = 1; r2.yw = r8.xz + r1.zw; r2.y = t0.SampleLevel(s0_s, r2.yw, 0).x; r2.y = cmp(r0.y < r2.y); r2.y = r2.y ? 1.000000 : 0; r0.w = r2.y + r0.w; r9.z = 1; r1.zw = r9.xz + r1.zw; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.z = t0.SampleLevel(s0_s, r3.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r3.y = 1 * r5.y; r1.zw = r5.xy * float2(-1,1) + r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r3.z = 0.5; r1.zw = r3.zy + r2.xz; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.zw = r1.xy + r5.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r3.xyzw = r5.xyxy * float4(2,1,-2,2) + r1.xyxy; r1.z = t0.SampleLevel(s0_s, r3.xy, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.z = t0.SampleLevel(s0_s, r3.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r3.y = 2 * r5.y; r1.zw = r5.xy * float2(-1,2) + r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r3.z = 0.5; r1.zw = r3.zy + r2.xz; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.zw = r5.xy * float2(1,2) + r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.xy = r5.xy * float2(2,2) + r1.xy; r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x; r0.y = cmp(r0.y < r1.x); r0.y = r0.y ? 1.000000 : 0; r0.y = r0.w + r0.y; r0.w = 0.0399999991 * r0.y; r0.y = cmp(0.25 < r0.y); r4.zw = float2(0,1); o3.xyzw = r0.yyyy ? r4.xyzw : 0; o0.xyz = v0.xyz * r0.www; o0.w = v6.x; o1.zw = r0.xz * float2(1,-1) + float2(0,1); o2.x = v6.z; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.54 on Fri Nov 02 22:50:16 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 6 xyzw 0 NONE float xyz // POSITION 0 xyzw 1 NONE float xyzw // POSITION 1 xyzw 2 NONE float xyzw // POSITION 2 xyzw 3 NONE float xyzw // POSITION 3 xyzw 4 NONE float xyzw // TEXCOORD 0 xyzw 5 NONE float xyzw // TEXCOORD 1 xyzw 6 NONE float xyzw // TEXCOORD 2 xyzw 7 NONE float xyzw // TEXCOORD 3 xyzw 8 NONE float xyzw // TEXCOORD 4 xyzw 9 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 x 2 NONE float x // SV_Position 0 xyzw 3 POS float xyzw // vs_4_1 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb1[8], immediateIndexed dcl_constantbuffer cb0[3], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input v0.xyz dcl_input v1.xyzw dcl_input v2.xyzw dcl_input v3.xyzw dcl_input v4.xyzw dcl_input v5.xyzw dcl_input v6.xyzw dcl_input v7.xyzw dcl_input v8.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.x dcl_output_siv o3.xyzw, position dcl_temps 10 mul r0.xy, v5.xyxx, v7.zwzz mul r0.xy, r0.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000) mad o1.xy, v7.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000), r0.xyxx mov r0.xyz, v1.xyzx mov r0.w, l(1.000000) dp4 r1.x, cb1[4].xyzw, r0.xyzw dp4 r1.y, cb1[5].xyzw, r0.xyzw dp4 r0.x, cb1[7].xyzw, r0.xyzw lt r0.y, v1.w, l(0.500000) add r0.z, r0.x, -v1.w max r0.z, r0.z, l(0.000000) movc r0.y, r0.y, r0.x, r0.z lt r0.z, l(0.000000), v6.y if_nz r0.z mov_sat r0.z, v6.y mul r0.zw, r0.zzzz, v2.zzzw else mul r1.z, v4.z, l(3.141590) sincos null, r1.z, r1.z mad r1.z, r1.z, l(0.500000), l(0.500000) add r1.z, -r1.z, l(1.000000) mul r0.zw, r1.zzzz, v2.zzzw endif div r1.xy, r1.xyxx, r0.xxxx add r1.zw, -cb0[0].xxxy, cb0[0].zzzw mul r2.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) mad r3.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mad r4.xy, r1.zwzz, r3.xyxx, cb0[0].xyxx mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) add r4.zw, -v4.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000) mul r4.zw, r4.zzzw, v8.xxxy mad r4.zw, r4.zzzw, v8.zzzz, r4.xxxy mul r0.zw, r0.zzzw, v8.xxxy mul r0.zw, r0.zzzw, v8.zzzz mul r0.zw, r0.zzzw, v4.xxxy mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), r4.zzzw add r4.zw, -r4.xxxy, r0.zzzw dp2 r3.w, r4.zwzz, r4.zwzz rsq r3.w, r3.w mul r4.zw, r3.wwww, r4.zzzw mul r5.xy, r4.zwzz, l(1.000000, -1.000000, 0.000000, 0.000000) dp2 r3.w, r5.xyxx, r5.xyxx sqrt r3.w, r3.w lt r3.w, r3.w, l(0.900000) ge r4.z, l(0.000000), v6.w or r3.w, r3.w, r4.z if_nz r3.w mov r5.xy, l(1.000000,0,0,0) endif sincos r6.x, r7.x, v4.w sincos r8.x, null, -v4.w mov r5.z, -r5.y mov r8.y, r7.x mov r8.z, r6.x dp2 r6.x, r5.xzxx, r8.yzyy dp2 r7.x, r5.xzxx, r8.xyxx dp2 r6.y, r5.yxyy, r8.yzyy dp2 r7.y, r5.yxyy, r8.xyxx dp2 r3.w, r4.xyxx, r4.xyxx sqrt r3.w, r3.w min r3.w, r3.w, l(1.000000) add r4.zw, -v3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) mad r4.xy, -|r4.xyxx|, r4.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000) max r4.xy, r4.xyxx, l(0.200000, 0.200000, 0.000000, 0.000000) min r4.xy, r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000) add r4.z, -r3.w, l(1.000000) mul r4.zw, r4.zzzz, v3.xxxy mad r4.xy, r4.xyxx, r3.wwww, r4.zwzz mul r4.yz, r4.xxyx, v2.xxyx div r4.x, r4.y, cb0[2].x lt r3.w, l(0.000000), v8.w mul r4.yw, r4.xxxz, cb0[2].yyyy movc r4.xy, r3.wwww, r4.ywyy, r4.xzxx mul r4.xy, r4.xyxx, v5.zwzz dp2 r5.x, r4.xyxx, r6.xyxx dp2 r5.y, r4.xyxx, r7.xyxx add r0.zw, r0.zzzw, r5.xxxy mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), -cb0[0].xxxy add r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000) div r0.zw, r0.zzzw, r1.zzzw mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) lt r0.x, l(0.000000), r0.x and r4.xy, r0.zwzz, r0.xxxx mad r0.xz, r4.xxyx, l(0.500000, 0.000000, 0.500000, 0.000000), l(0.500000, 0.000000, 0.500000, 0.000000) mad r0.xz, r0.xxzx, r1.zzwz, cb0[0].xxyx div r5.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[1].xyxx mov r6.xyz, -r5.xyxx mul r1.w, r5.y, l(-2.000000) add r3.z, -r3.y, l(1.000000) mad r3.yw, r5.xxxy, l(0.000000, -2.000000, 0.000000, -2.000000), r3.xxxz sample_l r0.w, r3.ywyy, t0.yzwx, s0, l(0.000000) lt r0.w, r0.y, r0.w and r0.w, r0.w, l(0x3f800000) mul r5.w, r5.y, l(-2.000000) mad r3.xy, r5.xyxx, l(-1.000000, -2.000000, 0.000000, 0.000000), r3.xzxx sample_l r3.x, r3.xyxx, t0.xyzw, s0, l(0.000000) lt r3.x, r0.y, r3.x and r3.x, r3.x, l(0x3f800000) add r0.w, r0.w, r3.x mad r2.z, -r1.y, l(0.500000), l(0.500000) mov r1.z, l(0.500000) add r1.yz, r1.zzwz, r2.xxzx sample_l r1.y, r1.yzyy, t0.yxzw, s0, l(0.000000) lt r1.y, r0.y, r1.y and r1.y, r1.y, l(0x3f800000) add r0.w, r0.w, r1.y mad r2.w, r1.x, l(0.500000), l(0.500000) add r1.xy, r5.xwxx, r2.wzww sample_l r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000) lt r1.x, r0.y, r1.x and r1.x, r1.x, l(0x3f800000) add r0.w, r0.w, r1.x add r1.xy, r2.xzxx, l(0.500000, 0.000000, 0.000000, 0.000000) mad r3.xyzw, r5.xwxy, l(2.000000, 1.000000, -2.000000, 1.000000), r1.xyxy sample_l r1.z, r3.xyxx, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mul r7.xy, r5.xyxx, l(-2.000000, -1.000000, 0.000000, 0.000000) mad r1.zw, r5.xxxy, l(0.000000, 0.000000, -2.000000, -1.000000), r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z add r1.zw, r6.xxxy, r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mov r7.zw, l(0,0,0.500000,1.000000) add r1.zw, r2.xxxz, r7.zzzy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mul r8.x, r5.x, l(1.000000) mad r1.zw, r5.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mul r9.x, r5.x, l(2.000000) mad r1.zw, r5.xxxy, l(0.000000, 0.000000, 2.000000, -1.000000), r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mad r1.zw, r2.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.500000, -0.500000) add r2.yw, r7.xxxw, r1.zzzw sample_l r2.y, r2.ywyy, t0.yxzw, s0, l(0.000000) lt r2.y, r0.y, r2.y and r2.y, r2.y, l(0x3f800000) add r0.w, r0.w, r2.y mov r6.w, l(1.000000) add r2.yw, r1.zzzw, r6.zzzw sample_l r2.y, r2.ywyy, t0.yxzw, s0, l(0.000000) lt r2.y, r0.y, r2.y and r2.y, r2.y, l(0x3f800000) add r0.w, r0.w, r2.y sample_l r2.y, r1.xyxx, t0.yxzw, s0, l(0.000000) lt r2.y, r0.y, r2.y and r2.y, r2.y, l(0x3f800000) add r0.w, r0.w, r2.y mov r8.z, l(1.000000) add r2.yw, r1.zzzw, r8.xxxz sample_l r2.y, r2.ywyy, t0.yxzw, s0, l(0.000000) lt r2.y, r0.y, r2.y and r2.y, r2.y, l(0x3f800000) add r0.w, r0.w, r2.y mov r9.z, l(1.000000) add r1.zw, r1.zzzw, r9.xxxz sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z sample_l r1.z, r3.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mul r3.y, r5.y, l(1.000000) mad r1.zw, r5.xxxy, l(0.000000, 0.000000, -1.000000, 1.000000), r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mov r3.z, l(0.500000) add r1.zw, r2.xxxz, r3.zzzy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z add r1.zw, r5.xxxy, r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mad r3.xyzw, r5.xyxy, l(2.000000, 1.000000, -2.000000, 2.000000), r1.xyxy sample_l r1.z, r3.xyxx, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z sample_l r1.z, r3.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mul r3.y, r5.y, l(2.000000) mad r1.zw, r5.xxxy, l(0.000000, 0.000000, -1.000000, 2.000000), r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mov r3.z, l(0.500000) add r1.zw, r2.xxxz, r3.zzzy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mad r1.zw, r5.xxxy, l(0.000000, 0.000000, 1.000000, 2.000000), r1.xxxy sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000) lt r1.z, r0.y, r1.z and r1.z, r1.z, l(0x3f800000) add r0.w, r0.w, r1.z mad r1.xy, r5.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r1.xyxx sample_l r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000) lt r0.y, r0.y, r1.x and r0.y, r0.y, l(0x3f800000) add r0.y, r0.y, r0.w mul r0.w, r0.y, l(0.040000) lt r0.y, l(0.250000), r0.y mov r4.zw, l(0,0,0,1.000000) and o3.xyzw, r0.yyyy, r4.xyzw mul o0.xyz, r0.wwww, v0.xyzx mov o0.w, v6.x mad o1.zw, r0.xxxz, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000) mov o2.x, v6.z ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] thank you ..
I have found a code that was never fixed but very problematic for me to fix..

I tried all the code and some variations of code nothing seems to completely fix this one.. I am unsure what else to try as this code is completely different then all the other shaders in this fix??

I would appreciate some help on what I should do to correct this shader here:


//red lights on station..bright lights on corners of dock..
// ---- Created with 3Dmigoto v1.2.54 on Fri Nov 02 22:50:16 2018
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
float4 cb0[3];
}

cbuffer cb1 : register(b1)
{
float4 cb1[8];
}




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


void main(
float4 v0 : COLOR6,
float4 v1 : POSITION0,
float4 v2 : POSITION1,
float4 v3 : POSITION2,
float4 v4 : POSITION3,
float4 v5 : TEXCOORD0,
float4 v6 : TEXCOORD1,
float4 v7 : TEXCOORD2,
float4 v8 : TEXCOORD3,
float4 v9 : TEXCOORD4,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float o2 : TEXCOORD2,
out float4 o3 : SV_Position0)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = v7.zw * v5.xy;
r0.xy = float2(0.0625,0.125) * r0.xy;
o1.xy = v7.xy * float2(0.0625,0.125) + r0.xy;
r0.xyz = v1.xyz;
r0.w = 1;
r1.x = dot(cb1[4].xyzw, r0.xyzw);
r1.y = dot(cb1[5].xyzw, r0.xyzw);
r0.x = dot(cb1[7].xyzw, r0.xyzw);
r0.y = cmp(v1.w < 0.5);
r0.z = -v1.w + r0.x;
r0.z = max(0, r0.z);
r0.y = r0.y ? r0.x : r0.z;
r0.z = cmp(0 < v6.y);
if (r0.z != 0) {
r0.z = saturate(v6.y);
r0.zw = v2.zw * r0.zz;
} else {
r1.z = 3.14159012 * v4.z;
r1.z = cos(r1.z);
r1.z = r1.z * 0.5 + 0.5;
r1.z = 1 + -r1.z;
r0.zw = v2.zw * r1.zz;
}
r1.xy = r1.xy / r0.xx;
r1.zw = cb0[0].zw + -cb0[0].xy;
r2.xy = float2(0.5,0.5) * r1.xy;
r3.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5);
r4.xy = r1.zw * r3.xy + cb0[0].xy;
r4.xy = r4.xy * float2(2,2) + float2(-1,-1);
r4.zw = float2(1,1) + -v4.xy;
r4.zw = v8.xy * r4.zw;
r4.zw = r4.zw * v8.zz + r4.xy;
r0.zw = v8.xy * r0.zw;
r0.zw = v8.zz * r0.zw;
r0.zw = v4.xy * r0.zw;
r0.zw = r0.zw * float2(2,2) + r4.zw;
r4.zw = r0.zw + -r4.xy;
r3.w = dot(r4.zw, r4.zw);
r3.w = rsqrt(r3.w);
r4.zw = r4.zw * r3.ww;
r5.xy = float2(1,-1) * r4.zw;
r3.w = dot(r5.xy, r5.xy);
r3.w = sqrt(r3.w);
r3.w = cmp(r3.w < 0.899999976);
r4.z = cmp(0 >= v6.w);
r3.w = (int)r3.w | (int)r4.z;
if (r3.w != 0) {
r5.xy = float2(1,0);
}
sincos(v4.w, r6.x, r7.x);
r8.x = sin(-v4.w);
r5.z = -r5.y;
r8.y = r7.x;
r8.z = r6.x;
r6.x = dot(r5.xz, r8.yz);
r7.x = dot(r5.xz, r8.xy);
r6.y = dot(r5.yx, r8.yz);
r7.y = dot(r5.yx, r8.xy);
r3.w = dot(r4.xy, r4.xy);
r3.w = sqrt(r3.w);
r3.w = min(1, r3.w);
r4.zw = float2(1,1) + -v3.zw;
r4.xy = -abs(r4.xy) * r4.zw + float2(1,1);
r4.xy = max(float2(0.200000003,0.200000003), r4.xy);
r4.xy = min(float2(1,1), r4.xy);
r4.z = 1 + -r3.w;
r4.zw = v3.xy * r4.zz;
r4.xy = r4.xy * r3.ww + r4.zw;
r4.yz = v2.xy * r4.xy;
r4.x = r4.y / cb0[2].x;
r3.w = cmp(0 < v8.w);
r4.yw = cb0[2].yy * r4.xz;
r4.xy = r3.ww ? r4.yw : r4.xz;
r4.xy = v5.zw * r4.xy;
r5.x = dot(r4.xy, r6.xy);
r5.y = dot(r4.xy, r7.xy);
r0.zw = r5.xy + r0.zw;
r0.zw = r0.zw * float2(0.5,0.5) + -cb0[0].xy;
r0.zw = float2(0.5,0.5) + r0.zw;
r0.zw = r0.zw / r1.zw;
r0.zw = r0.zw * float2(2,2) + float2(-1,-1);
r0.x = cmp(0 < r0.x);
r4.xy = r0.xx ? r0.zw : 0;
r0.xz = r4.xy * float2(0.5,0.5) + float2(0.5,0.5);
r0.xz = r0.xz * r1.zw + cb0[0].xy;
r5.xy = float2(1,1) / cb0[1].xy;
r6.xyz = -r5.xyx;
r1.w = -2 * r5.y;
r3.z = 1 + -r3.y;
r3.yw = r5.xy * float2(-2,-2) + r3.xz;
r0.w = t0.SampleLevel(s0_s, r3.yw, 0).x;
r0.w = cmp(r0.y < r0.w);
r0.w = r0.w ? 1.000000 : 0;
r5.w = -2 * r5.y;
r3.xy = r5.xy * float2(-1,-2) + r3.xz;
r3.x = t0.SampleLevel(s0_s, r3.xy, 0).x;
r3.x = cmp(r0.y < r3.x);
r3.x = r3.x ? 1.000000 : 0;
r0.w = r3.x + r0.w;
r2.z = -r1.y * 0.5 + 0.5;
r1.z = 0.5;
r1.yz = r2.xz + r1.zw;
r1.y = t0.SampleLevel(s0_s, r1.yz, 0).x;
r1.y = cmp(r0.y < r1.y);
r1.y = r1.y ? 1.000000 : 0;
r0.w = r1.y + r0.w;
r2.w = r1.x * 0.5 + 0.5;
r1.xy = r2.wz + r5.xw;
r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x;
r1.x = cmp(r0.y < r1.x);
r1.x = r1.x ? 1.000000 : 0;
r0.w = r1.x + r0.w;
r1.xy = float2(0.5,0) + r2.xz;
r3.xyzw = r5.xwxy * float4(2,1,-2,1) + r1.xyxy;
r1.z = t0.SampleLevel(s0_s, r3.xy, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r7.xy = float2(-2,-1) * r5.xy;
r1.zw = r5.xy * float2(-2,-1) + r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.zw = r1.xy + r6.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r7.zw = float2(0.5,1);
r1.zw = r7.zy + r2.xz;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r8.x = 1 * r5.x;
r1.zw = r5.xy * float2(1,-1) + r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r9.x = 2 * r5.x;
r1.zw = r5.xy * float2(2,-1) + r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.zw = r2.xy * float2(1,-1) + float2(0.5,-0.5);
r2.yw = r1.zw + r7.xw;
r2.y = t0.SampleLevel(s0_s, r2.yw, 0).x;
r2.y = cmp(r0.y < r2.y);
r2.y = r2.y ? 1.000000 : 0;
r0.w = r2.y + r0.w;
r6.w = 1;
r2.yw = r6.zw + r1.zw;
r2.y = t0.SampleLevel(s0_s, r2.yw, 0).x;
r2.y = cmp(r0.y < r2.y);
r2.y = r2.y ? 1.000000 : 0;
r0.w = r2.y + r0.w;
r2.y = t0.SampleLevel(s0_s, r1.xy, 0).x;
r2.y = cmp(r0.y < r2.y);
r2.y = r2.y ? 1.000000 : 0;
r0.w = r2.y + r0.w;
r8.z = 1;
r2.yw = r8.xz + r1.zw;
r2.y = t0.SampleLevel(s0_s, r2.yw, 0).x;
r2.y = cmp(r0.y < r2.y);
r2.y = r2.y ? 1.000000 : 0;
r0.w = r2.y + r0.w;
r9.z = 1;
r1.zw = r9.xz + r1.zw;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.z = t0.SampleLevel(s0_s, r3.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r3.y = 1 * r5.y;
r1.zw = r5.xy * float2(-1,1) + r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r3.z = 0.5;
r1.zw = r3.zy + r2.xz;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.zw = r1.xy + r5.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r3.xyzw = r5.xyxy * float4(2,1,-2,2) + r1.xyxy;
r1.z = t0.SampleLevel(s0_s, r3.xy, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.z = t0.SampleLevel(s0_s, r3.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r3.y = 2 * r5.y;
r1.zw = r5.xy * float2(-1,2) + r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r3.z = 0.5;
r1.zw = r3.zy + r2.xz;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.zw = r5.xy * float2(1,2) + r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.xy = r5.xy * float2(2,2) + r1.xy;
r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x;
r0.y = cmp(r0.y < r1.x);
r0.y = r0.y ? 1.000000 : 0;
r0.y = r0.w + r0.y;
r0.w = 0.0399999991 * r0.y;
r0.y = cmp(0.25 < r0.y);
r4.zw = float2(0,1);
o3.xyzw = r0.yyyy ? r4.xyzw : 0;
o0.xyz = v0.xyz * r0.www;
o0.w = v6.x;
o1.zw = r0.xz * float2(1,-1) + float2(0,1);
o2.x = v6.z;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.54 on Fri Nov 02 22:50:16 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 6 xyzw 0 NONE float xyz
// POSITION 0 xyzw 1 NONE float xyzw
// POSITION 1 xyzw 2 NONE float xyzw
// POSITION 2 xyzw 3 NONE float xyzw
// POSITION 3 xyzw 4 NONE float xyzw
// TEXCOORD 0 xyzw 5 NONE float xyzw
// TEXCOORD 1 xyzw 6 NONE float xyzw
// TEXCOORD 2 xyzw 7 NONE float xyzw
// TEXCOORD 3 xyzw 8 NONE float xyzw
// TEXCOORD 4 xyzw 9 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 x 2 NONE float x
// SV_Position 0 xyzw 3 POS float xyzw
//
vs_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_constantbuffer cb0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_input v6.xyzw
dcl_input v7.xyzw
dcl_input v8.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.x
dcl_output_siv o3.xyzw, position
dcl_temps 10
mul r0.xy, v5.xyxx, v7.zwzz
mul r0.xy, r0.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000)
mad o1.xy, v7.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000), r0.xyxx
mov r0.xyz, v1.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, cb1[4].xyzw, r0.xyzw
dp4 r1.y, cb1[5].xyzw, r0.xyzw
dp4 r0.x, cb1[7].xyzw, r0.xyzw
lt r0.y, v1.w, l(0.500000)
add r0.z, r0.x, -v1.w
max r0.z, r0.z, l(0.000000)
movc r0.y, r0.y, r0.x, r0.z
lt r0.z, l(0.000000), v6.y
if_nz r0.z
mov_sat r0.z, v6.y
mul r0.zw, r0.zzzz, v2.zzzw
else
mul r1.z, v4.z, l(3.141590)
sincos null, r1.z, r1.z
mad r1.z, r1.z, l(0.500000), l(0.500000)
add r1.z, -r1.z, l(1.000000)
mul r0.zw, r1.zzzz, v2.zzzw
endif
div r1.xy, r1.xyxx, r0.xxxx
add r1.zw, -cb0[0].xxxy, cb0[0].zzzw
mul r2.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r4.xy, r1.zwzz, r3.xyxx, cb0[0].xyxx
mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r4.zw, -v4.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r4.zw, r4.zzzw, v8.xxxy
mad r4.zw, r4.zzzw, v8.zzzz, r4.xxxy
mul r0.zw, r0.zzzw, v8.xxxy
mul r0.zw, r0.zzzw, v8.zzzz
mul r0.zw, r0.zzzw, v4.xxxy
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), r4.zzzw
add r4.zw, -r4.xxxy, r0.zzzw
dp2 r3.w, r4.zwzz, r4.zwzz
rsq r3.w, r3.w
mul r4.zw, r3.wwww, r4.zzzw
mul r5.xy, r4.zwzz, l(1.000000, -1.000000, 0.000000, 0.000000)
dp2 r3.w, r5.xyxx, r5.xyxx
sqrt r3.w, r3.w
lt r3.w, r3.w, l(0.900000)
ge r4.z, l(0.000000), v6.w
or r3.w, r3.w, r4.z
if_nz r3.w
mov r5.xy, l(1.000000,0,0,0)
endif
sincos r6.x, r7.x, v4.w
sincos r8.x, null, -v4.w
mov r5.z, -r5.y
mov r8.y, r7.x
mov r8.z, r6.x
dp2 r6.x, r5.xzxx, r8.yzyy
dp2 r7.x, r5.xzxx, r8.xyxx
dp2 r6.y, r5.yxyy, r8.yzyy
dp2 r7.y, r5.yxyy, r8.xyxx
dp2 r3.w, r4.xyxx, r4.xyxx
sqrt r3.w, r3.w
min r3.w, r3.w, l(1.000000)
add r4.zw, -v3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mad r4.xy, -|r4.xyxx|, r4.zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
max r4.xy, r4.xyxx, l(0.200000, 0.200000, 0.000000, 0.000000)
min r4.xy, r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
add r4.z, -r3.w, l(1.000000)
mul r4.zw, r4.zzzz, v3.xxxy
mad r4.xy, r4.xyxx, r3.wwww, r4.zwzz
mul r4.yz, r4.xxyx, v2.xxyx
div r4.x, r4.y, cb0[2].x
lt r3.w, l(0.000000), v8.w
mul r4.yw, r4.xxxz, cb0[2].yyyy
movc r4.xy, r3.wwww, r4.ywyy, r4.xzxx
mul r4.xy, r4.xyxx, v5.zwzz
dp2 r5.x, r4.xyxx, r6.xyxx
dp2 r5.y, r4.xyxx, r7.xyxx
add r0.zw, r0.zzzw, r5.xxxy
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), -cb0[0].xxxy
add r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000)
div r0.zw, r0.zzzw, r1.zzzw
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
lt r0.x, l(0.000000), r0.x
and r4.xy, r0.zwzz, r0.xxxx
mad r0.xz, r4.xxyx, l(0.500000, 0.000000, 0.500000, 0.000000), l(0.500000, 0.000000, 0.500000, 0.000000)
mad r0.xz, r0.xxzx, r1.zzwz, cb0[0].xxyx
div r5.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[1].xyxx
mov r6.xyz, -r5.xyxx
mul r1.w, r5.y, l(-2.000000)
add r3.z, -r3.y, l(1.000000)
mad r3.yw, r5.xxxy, l(0.000000, -2.000000, 0.000000, -2.000000), r3.xxxz
sample_l r0.w, r3.ywyy, t0.yzwx, s0, l(0.000000)
lt r0.w, r0.y, r0.w
and r0.w, r0.w, l(0x3f800000)
mul r5.w, r5.y, l(-2.000000)
mad r3.xy, r5.xyxx, l(-1.000000, -2.000000, 0.000000, 0.000000), r3.xzxx
sample_l r3.x, r3.xyxx, t0.xyzw, s0, l(0.000000)
lt r3.x, r0.y, r3.x
and r3.x, r3.x, l(0x3f800000)
add r0.w, r0.w, r3.x
mad r2.z, -r1.y, l(0.500000), l(0.500000)
mov r1.z, l(0.500000)
add r1.yz, r1.zzwz, r2.xxzx
sample_l r1.y, r1.yzyy, t0.yxzw, s0, l(0.000000)
lt r1.y, r0.y, r1.y
and r1.y, r1.y, l(0x3f800000)
add r0.w, r0.w, r1.y
mad r2.w, r1.x, l(0.500000), l(0.500000)
add r1.xy, r5.xwxx, r2.wzww
sample_l r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.x, r0.y, r1.x
and r1.x, r1.x, l(0x3f800000)
add r0.w, r0.w, r1.x
add r1.xy, r2.xzxx, l(0.500000, 0.000000, 0.000000, 0.000000)
mad r3.xyzw, r5.xwxy, l(2.000000, 1.000000, -2.000000, 1.000000), r1.xyxy
sample_l r1.z, r3.xyxx, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mul r7.xy, r5.xyxx, l(-2.000000, -1.000000, 0.000000, 0.000000)
mad r1.zw, r5.xxxy, l(0.000000, 0.000000, -2.000000, -1.000000), r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
add r1.zw, r6.xxxy, r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mov r7.zw, l(0,0,0.500000,1.000000)
add r1.zw, r2.xxxz, r7.zzzy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mul r8.x, r5.x, l(1.000000)
mad r1.zw, r5.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mul r9.x, r5.x, l(2.000000)
mad r1.zw, r5.xxxy, l(0.000000, 0.000000, 2.000000, -1.000000), r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mad r1.zw, r2.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.500000, -0.500000)
add r2.yw, r7.xxxw, r1.zzzw
sample_l r2.y, r2.ywyy, t0.yxzw, s0, l(0.000000)
lt r2.y, r0.y, r2.y
and r2.y, r2.y, l(0x3f800000)
add r0.w, r0.w, r2.y
mov r6.w, l(1.000000)
add r2.yw, r1.zzzw, r6.zzzw
sample_l r2.y, r2.ywyy, t0.yxzw, s0, l(0.000000)
lt r2.y, r0.y, r2.y
and r2.y, r2.y, l(0x3f800000)
add r0.w, r0.w, r2.y
sample_l r2.y, r1.xyxx, t0.yxzw, s0, l(0.000000)
lt r2.y, r0.y, r2.y
and r2.y, r2.y, l(0x3f800000)
add r0.w, r0.w, r2.y
mov r8.z, l(1.000000)
add r2.yw, r1.zzzw, r8.xxxz
sample_l r2.y, r2.ywyy, t0.yxzw, s0, l(0.000000)
lt r2.y, r0.y, r2.y
and r2.y, r2.y, l(0x3f800000)
add r0.w, r0.w, r2.y
mov r9.z, l(1.000000)
add r1.zw, r1.zzzw, r9.xxxz
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
sample_l r1.z, r3.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mul r3.y, r5.y, l(1.000000)
mad r1.zw, r5.xxxy, l(0.000000, 0.000000, -1.000000, 1.000000), r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mov r3.z, l(0.500000)
add r1.zw, r2.xxxz, r3.zzzy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
add r1.zw, r5.xxxy, r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mad r3.xyzw, r5.xyxy, l(2.000000, 1.000000, -2.000000, 2.000000), r1.xyxy
sample_l r1.z, r3.xyxx, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
sample_l r1.z, r3.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mul r3.y, r5.y, l(2.000000)
mad r1.zw, r5.xxxy, l(0.000000, 0.000000, -1.000000, 2.000000), r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mov r3.z, l(0.500000)
add r1.zw, r2.xxxz, r3.zzzy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mad r1.zw, r5.xxxy, l(0.000000, 0.000000, 1.000000, 2.000000), r1.xxxy
sample_l r1.z, r1.zwzz, t0.yzxw, s0, l(0.000000)
lt r1.z, r0.y, r1.z
and r1.z, r1.z, l(0x3f800000)
add r0.w, r0.w, r1.z
mad r1.xy, r5.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r1.xyxx
sample_l r1.x, r1.xyxx, t0.xyzw, s0, l(0.000000)
lt r0.y, r0.y, r1.x
and r0.y, r0.y, l(0x3f800000)
add r0.y, r0.y, r0.w
mul r0.w, r0.y, l(0.040000)
lt r0.y, l(0.250000), r0.y
mov r4.zw, l(0,0,0,1.000000)
and o3.xyzw, r0.yyyy, r4.xyzw
mul o0.xyz, r0.wwww, v0.xyzx
mov o0.w, v6.x
mad o1.zw, r0.xxxz, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
mov o2.x, v6.z
ret
// Approximately 0 instruction slots used

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


thank you ..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/06/2018 08:25 AM   
Hey All I think I have a decent Beta fix for Beta ED.. it may have some issues so if you see them let me know what it was you saw and maybe a 3D screenshot if you can get one. This is just an ealy release and this is beta version of ED so things may break often.. EDIT: I made a newer version of the fix updated after this page..
Hey All I think I have a decent Beta fix for Beta ED.. it may have some issues so if you see them let me know what it was you saw and maybe a 3D screenshot if you can get one. This is just an ealy release and this is beta version of ED so things may break often..

EDIT: I made a newer version of the fix updated after this page..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/07/2018 04:24 AM   
  20 / 32    
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