i left some options written in the PS and VS, basically trying changing signs
I think the mistake is in the VS....you have to add the stereo correction in r0.
Tried all possible combination both on my own and with your shaders... in some situations the shadows look better but still OFF and wrong:(
Damn...
Also something weird is happening if I divide by the ProjectionMatrix._m00 the shadows purely disappear...
Tried all possible combination both on my own and with your shaders... in some situations the shadows look better but still OFF and wrong:(
Damn...
Also something weird is happening if I divide by the ProjectionMatrix._m00 the shadows purely disappear...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Hi guys:)
I figured this is the best place to ask!
I am working on Dark Souls 3 and I have this "Fog" wall. It renders correctly in 3D but it also induces Halos around the character:
- There is one Halo to the left of the char and one to the Right of the char.
- Where the Halo is present the FOG/Texture is missing and basically you can see through.
Based on what it looks (and the halo being in 3D) I believe is a double stereo added somewhere.
So, after a few hours of hunting and trying I found out this:
- Vertex shader is a PURE PASS-THROUGH:
[code]
ex:
void main()
{
// o0 = Pos
// o1 - o13 = TexCoord
o0 = v1;
o1 = v1;
....
....
....
....
....
o13 = v13;
}
[/code]
- Pixel shader has no InvProjMat, or ProjMat or ANY time of matrix multiplication. Instead it just samples the Textures for the FOG and outputs them to Color (o0).
(Don't have the shader at hand)
Now the most important part:
- I tried adding/removing stereo on all 13 texCoords in the VS. One of the Coords is for the FOG. However, when I do this it modifies the Position of how the FOG texture
is positioned on the Wall surface, but doesn't do anything to the Halo.
- So, afterwards I had this idea of trying to see if a compute/domain/hull shader is controlling it.
And RESULT! I found both a Domain and a Hull shader. (I can post the shaders).
So, the question is: Did anyone encountered anything like this before? can that Halo (cut-off of the character) be fixed from the Domain shader?
Based on what it is said here: https://msdn.microsoft.com/en-gb/library/windows/desktop/ff476339(v=vs.85).aspx
a HULL + Domain is the last part and is normally used in Tessellation...
Hence, my confusion!
Any help is appreciated and THANK YOU!
Hi guys:)
I figured this is the best place to ask!
I am working on Dark Souls 3 and I have this "Fog" wall. It renders correctly in 3D but it also induces Halos around the character:
- There is one Halo to the left of the char and one to the Right of the char.
- Where the Halo is present the FOG/Texture is missing and basically you can see through.
Based on what it looks (and the halo being in 3D) I believe is a double stereo added somewhere.
So, after a few hours of hunting and trying I found out this:
- Pixel shader has no InvProjMat, or ProjMat or ANY time of matrix multiplication. Instead it just samples the Textures for the FOG and outputs them to Color (o0).
(Don't have the shader at hand)
Now the most important part:
- I tried adding/removing stereo on all 13 texCoords in the VS. One of the Coords is for the FOG. However, when I do this it modifies the Position of how the FOG texture
is positioned on the Wall surface, but doesn't do anything to the Halo.
- So, afterwards I had this idea of trying to see if a compute/domain/hull shader is controlling it.
And RESULT! I found both a Domain and a Hull shader. (I can post the shaders).
So, the question is: Did anyone encountered anything like this before? can that Halo (cut-off of the character) be fixed from the Domain shader?
Based on what it is said here: https://msdn.microsoft.com/en-gb/library/windows/desktop/ff476339(v=vs.85).aspx a HULL + Domain is the last part and is normally used in Tessellation...
Hence, my confusion!
Any help is appreciated and THANK YOU!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Yeah, if tessellation is in use any fixes that would usually go in the vertex shader go in the domain shader instead - I've come across this a few times, usually on things like water (often depending on quality settings). I have never encountered a situation where we would need to modify a hull shader.
If geometry shaders are in use they are also a spot that might need to be modified instead of a vertex shader, but that's independent of tessellation (they can be used together, or either one may be in use, or neither).
Yeah, if tessellation is in use any fixes that would usually go in the vertex shader go in the domain shader instead - I've come across this a few times, usually on things like water (often depending on quality settings). I have never encountered a situation where we would need to modify a hull shader.
If geometry shaders are in use they are also a spot that might need to be modified instead of a vertex shader, but that's independent of tessellation (they can be used together, or either one may be in use, or neither).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"]Yeah, if tessellation is in use any fixes that would usually go in the vertex shader go in the domain shader instead - I've come across this a few times, usually on things like water (often depending on quality settings). I have never encountered a situation where we would need to modify a hull shader.
If geometry shaders are in use they are also a spot that might need to be modified instead of a vertex shader, but that's independent of tessellation (they can be used together, or either one may be in use, or neither).[/quote]
Big thanks!
I'll check out the geometry/hull shader and see if I can do something about it there;)
I've never encountered this before and so I thought I would ask;)
On a tiny different topic:
I saw that 3DMigoto allows me to change the shader based on Hash and Partner id:
[code]
[ShaderOverrideTest]
Hash= X
Partner = Y
[/code]
Which means my X Shader will be swapped only when is used with Y Shader.
I was wondering is there a way to do the opposite?
- I want the shader to be swapped for all partners EXCEPT the one I define ^_^
Thank you in advance!
DarkStarSword said:Yeah, if tessellation is in use any fixes that would usually go in the vertex shader go in the domain shader instead - I've come across this a few times, usually on things like water (often depending on quality settings). I have never encountered a situation where we would need to modify a hull shader.
If geometry shaders are in use they are also a spot that might need to be modified instead of a vertex shader, but that's independent of tessellation (they can be used together, or either one may be in use, or neither).
Big thanks!
I'll check out the geometry/hull shader and see if I can do something about it there;)
I've never encountered this before and so I thought I would ask;)
On a tiny different topic:
I saw that 3DMigoto allows me to change the shader based on Hash and Partner id:
[ShaderOverrideTest]
Hash= X
Partner = Y
Which means my X Shader will be swapped only when is used with Y Shader.
I was wondering is there a way to do the opposite?
- I want the shader to be swapped for all partners EXCEPT the one I define ^_^
Thank you in advance!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="helifax"]
I was wondering is there a way to do the opposite?
- I want the shader to be swapped for all partners EXCEPT the one I define ^_^
Thank you in advance![/quote]
Use a variable for that (and loading iniparams in the shader).
For example, z=0 by default.
[ShaderOverrideaaaVS]
Hash= hash of vertex shader
z=0
[ShaderOverrideaaaPS]
Hash= hash of pixel shader
z=1
And then you make a condition based on z in the vertex shader.
I'm not im front of my PC so I can't confirm if I'm 100% right. I haven't done that for weeks at least.
[quote="masterotaku"][quote="helifax"]
I was wondering is there a way to do the opposite?
- I want the shader to be swapped for all partners EXCEPT the one I define ^_^
Thank you in advance![/quote]
Use a variable for that (and loading iniparams in the shader).
For example, z=0 by default.
[ShaderOverrideaaaVS]
Hash= hash of vertex shader
z=0
[ShaderOverrideaaaPS]
Hash= hash of pixel shader
z=1
And then you make a condition based on z in the vertex shader.
I'm not im front of my PC so I can't confirm if I'm 100% right. I haven't done that for weeks at least.[/quote]
Yeah that should work;) I have used that one in the past but I was rather curios if there is an exclusive Parent variant besides the inclusive one that currently is there;)
Thx;)
helifax said:
I was wondering is there a way to do the opposite?
- I want the shader to be swapped for all partners EXCEPT the one I define ^_^
Thank you in advance!
Use a variable for that (and loading iniparams in the shader).
For example, z=0 by default.
[ShaderOverrideaaaVS]
Hash= hash of vertex shader
z=0
[ShaderOverrideaaaPS]
Hash= hash of pixel shader
z=1
And then you make a condition based on z in the vertex shader.
I'm not im front of my PC so I can't confirm if I'm 100% right. I haven't done that for weeks at least.
Yeah that should work;) I have used that one in the past but I was rather curios if there is an exclusive Parent variant besides the inclusive one that currently is there;)
Thx;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
The partner option should really be considered deprecated because it is quite limited. The method masterotaku described is a valid alternative, but it will only work if filtering on a pixel shader, and not for a vertex shader (as it relies on the order in which 3DMigoto processes shader types - vertex before pixel). The preferred method is similar, but can work for any shader type (also assumes z is 0 by default):
[code]
[ShaderOverrideFoo]
Hash = ...
z = 1
post z = 0
[/code]
Then you can test that from any of the shaders however you need.
The partner option should really be considered deprecated because it is quite limited. The method masterotaku described is a valid alternative, but it will only work if filtering on a pixel shader, and not for a vertex shader (as it relies on the order in which 3DMigoto processes shader types - vertex before pixel). The preferred method is similar, but can work for any shader type (also assumes z is 0 by default):
[ShaderOverrideFoo]
Hash = ...
z = 1
post z = 0
Then you can test that from any of the shaders however you need.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
[quote="DarkStarSword"]The partner option should really be considered deprecated because it is quite limited. The method masterotaku described is a valid alternative, but it will only work if filtering on a pixel shader, and not for a vertex shader (as it relies on the order in which 3DMigoto processes shader types - vertex before pixel). The preferred method is similar, but can work for any shader type (also assumes z is 0 by default):
[code]
[ShaderOverrideFoo]
Hash = ...
z = 1
post z = 0
[/code]
Then you can test that from any of the shaders however you need.[/quote]
Thank you for clarification!;)
DarkStarSword said:The partner option should really be considered deprecated because it is quite limited. The method masterotaku described is a valid alternative, but it will only work if filtering on a pixel shader, and not for a vertex shader (as it relies on the order in which 3DMigoto processes shader types - vertex before pixel). The preferred method is similar, but can work for any shader type (also assumes z is 0 by default):
[ShaderOverrideFoo]
Hash = ...
z = 1
post z = 0
Then you can test that from any of the shaders however you need.
Thank you for clarification!;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Again I am confused...
Any helps is greatly appreciated!
Thank you in advance!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Use the domain shader, but in ASM format....the HLSL have some decompiler issues. In CryEngine there are domain shaders with halos issues, take this example as a reference:
Use the domain shader, but in ASM format....the HLSL have some decompiler issues. In CryEngine there are domain shaders with halos issues, take this example as a reference:
mad r0.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), r0.wwww
mul r0.xy, r0.xyxx, cb2[21].xyxx
mul o2.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
dp4 o0.z, cb2[2].xyzw, r2.xyzw
mov o5.xyzw, r2.xyzw
mul r0.x, r0.w, l(0.010000)
mov o2.w, r0.w
sqrt r0.x, r0.x
add r0.x, -r0.x, l(1.000000)
max o2.z, r0.x, l(0.000000)
mul r0.xyzw, vDomain.yyyy, vicp[1][3].xyzw
mad r0.xyzw, vDomain.xxxx, vicp[0][3].xyzw, r0.xyzw
mad o4.xyzw, vDomain.zzzz, vicp[2][3].xyzw, r0.xyzw
ret
// Approximately 32 instruction slots used
Hope this helps!!
YUPP!
Already done that:) After I actually started reading the shader;) And I have already corrected the TexCoord for the HALOS:) YEYEYEYE!
I was more intimidated by the name (Domain and Hull) and didn't actually look inside the shader a lot;)
BIG THANKS!
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Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
I have this Vertex shader that is used in around 30 PS shaders ^_^. All related to lighting.
In the vertex shader I just stereorize one of the TexCoords.
But because .w == 1 always I can't take the convergence into account:( And I can't fix 30 shaders by hand (all are different)
So, I am wondering what are my alternatives... Would using the DepthBuffer work?
Do I need to scale it to the correct size?
Or could I use the InverseProjectionMatrix to extract the depth? Kinda like this:
// Attempt to use z or w failed both are 1.0
/*
if (r0.z < 0.5) // z is always 1.0
o2.x -= stereo.x * 0.5 ;
else
o2.x -= stereo.x * 0.95 ;
*/
// Approximation correction. Value should be lerp (0.5, 0.95) from closer to infinity.
o2.x -= stereo.x * 0.95;
// DON'T TOUCH
o1.xy = v1.xy;
return;
}
Anyone has any thoughts?:)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
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Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Great that the Domain shader worked!
That PS in ASM looks similar to the HLSL shadows one posted in the DS3 thread.
You can try using the same formula, but in ASM....where r0.w is "depth"
[code].
.
.
sample_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t1.yzxw, s7
mov r1.xy, v2.xyxx
mov r1.w, l(1.000000)
//dp4 r0.w, r1.xyzw, cb0[3].xyzw
--> depth here
--> fixing code r1.x+=separation * (depth * convergence-1) in ASM of course
dp4 r2.x, r1.xyzw, cb0[0].xyzw
dp4 r2.y, r1.xyzw, cb0[1].xyzw
dp4 r2.z, r1.xyzw, cb0[2].xyzw
dp4 r0.w, r1.xyzw, cb0[3].xyzw
div r1.xyz, r2.xyzx, r0.wwww
.
.
.[/code]
*Edit: i change the lines....r1 is used in the dp4 r0.w......
VS:
i left some options written in the PS and VS, basically trying changing signs
I think the mistake is in the VS....you have to add the stereo correction in r0.
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Damn...
Also something weird is happening if I divide by the ProjectionMatrix._m00 the shadows purely disappear...
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I figured this is the best place to ask!
I am working on Dark Souls 3 and I have this "Fog" wall. It renders correctly in 3D but it also induces Halos around the character:
- There is one Halo to the left of the char and one to the Right of the char.
- Where the Halo is present the FOG/Texture is missing and basically you can see through.
Based on what it looks (and the halo being in 3D) I believe is a double stereo added somewhere.
So, after a few hours of hunting and trying I found out this:
- Vertex shader is a PURE PASS-THROUGH:
- Pixel shader has no InvProjMat, or ProjMat or ANY time of matrix multiplication. Instead it just samples the Textures for the FOG and outputs them to Color (o0).
(Don't have the shader at hand)
Now the most important part:
- I tried adding/removing stereo on all 13 texCoords in the VS. One of the Coords is for the FOG. However, when I do this it modifies the Position of how the FOG texture
is positioned on the Wall surface, but doesn't do anything to the Halo.
- So, afterwards I had this idea of trying to see if a compute/domain/hull shader is controlling it.
And RESULT! I found both a Domain and a Hull shader. (I can post the shaders).
So, the question is: Did anyone encountered anything like this before? can that Halo (cut-off of the character) be fixed from the Domain shader?
Based on what it is said here: https://msdn.microsoft.com/en-gb/library/windows/desktop/ff476339(v=vs.85).aspx
a HULL + Domain is the last part and is normally used in Tessellation...
Hence, my confusion!
Any help is appreciated and THANK YOU!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
If geometry shaders are in use they are also a spot that might need to be modified instead of a vertex shader, but that's independent of tessellation (they can be used together, or either one may be in use, or neither).
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
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Big thanks!
I'll check out the geometry/hull shader and see if I can do something about it there;)
I've never encountered this before and so I thought I would ask;)
On a tiny different topic:
I saw that 3DMigoto allows me to change the shader based on Hash and Partner id:
Which means my X Shader will be swapped only when is used with Y Shader.
I was wondering is there a way to do the opposite?
- I want the shader to be swapped for all partners EXCEPT the one I define ^_^
Thank you in advance!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Use a variable for that (and loading iniparams in the shader).
For example, z=0 by default.
[ShaderOverrideaaaVS]
Hash= hash of vertex shader
z=0
[ShaderOverrideaaaPS]
Hash= hash of pixel shader
z=1
And then you make a condition based on z in the vertex shader.
I'm not im front of my PC so I can't confirm if I'm 100% right. I haven't done that for weeks at least.
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Yeah that should work;) I have used that one in the past but I was rather curios if there is an exclusive Parent variant besides the inclusive one that currently is there;)
Thx;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Then you can test that from any of the shaders however you need.
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Thank you for clarification!;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
This is the HULL shader:
Seems The HLSL is missing but I bet we can do the ASM variant.
I am unsure where I could un-correct the Texcood... any idea?
And this is the domain one:
Again I am confused...
Any helps is greatly appreciated!
Thank you in advance!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
The Hull shader is useless.
Use the domain shader, but in ASM format....the HLSL have some decompiler issues. In CryEngine there are domain shaders with halos issues, take this example as a reference:
Hope this helps!!
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Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
YUPP!
Already done that:) After I actually started reading the shader;) And I have already corrected the TexCoord for the HALOS:) YEYEYEYE!
I was more intimidated by the name (Domain and Hull) and didn't actually look inside the shader a lot;)
BIG THANKS!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I have this Vertex shader that is used in around 30 PS shaders ^_^. All related to lighting.
In the vertex shader I just stereorize one of the TexCoords.
But because .w == 1 always I can't take the convergence into account:( And I can't fix 30 shaders by hand (all are different)
So, I am wondering what are my alternatives... Would using the DepthBuffer work?
Do I need to scale it to the correct size?
Or could I use the InverseProjectionMatrix to extract the depth? Kinda like this:
So the Pixel Shader is this (provides exact result as when the VS is disabled - everything goes black)
Vertex shader:
Anyone has any thoughts?:)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
That PS in ASM looks similar to the HLSL shadows one posted in the DS3 thread.
You can try using the same formula, but in ASM....where r0.w is "depth"
*Edit: i change the lines....r1 is used in the dp4 r0.w......
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com