Elite Dangerous Fix
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[quote="Th3_N3philim"]SubjectBucko, I am glad it was not a Win 7 problem Glad it is working so we should be good for another week.. I am going to recheck v1.2..[/quote] V1.3 works as well. Very glad you solved the problem. Beyond chapter 4 livestream was earlier and new ship the mumba is coming next week. Looks awesome.
Th3_N3philim said:SubjectBucko,

I am glad it was not a Win 7 problem Glad it is working so we should be good for another week.. I am going to recheck v1.2..


V1.3 works as well. Very glad you solved the problem. Beyond chapter 4 livestream was earlier and new ship the mumba is coming next week. Looks awesome.

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 11/09/2018 04:31 AM   
Well I had a look at the odd shadow it looked like a Halo but unfortunately I did not see a shader associated with it?? I am unsure but we can wait until next update maybe something Frontier did to the lighting effect or something.. I am hoping it will just go away lol!!
Well I had a look at the odd shadow it looked like a Halo but unfortunately I did not see a shader associated with it??

I am unsure but we can wait until next update maybe something Frontier did to the lighting effect or something.. I am hoping it will just go away lol!!

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 11/09/2018 04:48 AM   
Thanks for having a look.[quote="Th3_N3philim"]Well I had a look at the odd shadow it looked like a Halo but unfortunately I did not see a shader associated with it?? I am unsure but we can wait until next update maybe something Frontier did to the lighting effect or something.. I am hoping it will just go away lol!![/quote] Thanks for having a look.
Thanks for having a look.
Th3_N3philim said:Well I had a look at the odd shadow it looked like a Halo but unfortunately I did not see a shader associated with it??

I am unsure but we can wait until next update maybe something Frontier did to the lighting effect or something.. I am hoping it will just go away lol!!


Thanks for having a look.

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 11/09/2018 05:14 AM   
Well the good news is I had a similar Halo in the cockpit on the Python that disappeared after the week 2 update so hopefully the same will happen here,... I am also looking forward to getting the sun to look like it did last week.. they added something that made the planet Halo and it was tied in with the 1 shader that made the planet Halo and the way the sun looked before with the rays shooting out of it..
Well the good news is I had a similar Halo in the cockpit on the Python that disappeared after the week 2 update so hopefully the same will happen here,...

I am also looking forward to getting the sun to look like it did last week.. they added something that made the planet Halo and it was tied in with the 1 shader that made the planet Halo and the way the sun looked before with the rays shooting out of it..

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 11/09/2018 05:35 AM   
Yes! Thx Neph. Last version did it with the starfield. Everything back to normal. Only thing bugging me now is the mailslot lights. But thank you so much for your work. :) Regards, zy.
Yes!
Thx Neph. Last version did it with the starfield. Everything back to normal.
Only thing bugging me now is the mailslot lights. But thank you so much for your work. :)

Regards,
zy.

Posted 11/09/2018 05:59 AM   
Hmm, those do look very funky and I am not seeing this on my side.. I will go take a look at Pavlov dock and see what it looks like there gimme some time to get there and check it.. Thank you guys for the reports.. keep 'em coming..
Hmm, those do look very funky and I am not seeing this on my side.. I will go take a look at Pavlov dock and see what it looks like there gimme some time to get there and check it..

Thank you guys for the reports.. keep 'em coming..

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 11/09/2018 06:21 AM   
Just went to another station, same thing. Previously is was caused by shader 591e4debc3d56509. But since it's already in the override list, I can't help much atm. Sorry. Regards, zy.
Just went to another station, same thing. Previously is was caused by shader 591e4debc3d56509. But since it's already in the override list, I can't help much atm. Sorry.

Regards,
zy.

Posted 11/09/2018 07:18 AM   
OK I finally got there and yes the lights where infact broke.. I will have to see if I can get this fixed I just disabled it for now.. but you can still see the green/red on the side of the envelope and the light bars still light up but not as bright as before.. this is the best I could do for now.. here is the new d3dx.ini anybody flying the Beta Please get this updated file..
OK I finally got there and yes the lights where infact broke.. I will have to see if I can get this fixed I just disabled it for now.. but you can still see the green/red on the side of the envelope and the light bars still light up but not as bright as before.. this is the best I could do for now..

here is the new d3dx.ini anybody flying the Beta Please get this updated file..
Attachments

d3dx.ini.jpg

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 11/09/2018 07:28 AM   
Played a bit with hunting and when I disable 00d79056c9732887 they seem to be gone. Thanks again for your efforts Neph. EDIT: You were faster. Works, thx. :) Regards, zy.
Played a bit with hunting and when I disable 00d79056c9732887 they seem to be gone.

Thanks again for your efforts Neph.

EDIT: You were faster. Works, thx. :)

Regards,
zy.

Posted 11/09/2018 07:42 AM   
Voila it is fixed the lights at Pavlov Hub, and the red lights at the other stations.. Download the shaders here and remove the .jpg extension and it will work perfect.. EDIT: I had the Galaxy map disappear on me and I don't think it was related to these 2 fixes.. but when you install these and run the game Please check your galaxy map and let me know if it disappeared.. If it did just close the game and delete those two shaders and the map should work again but I don't think they caused the issue of the map going away..
Voila it is fixed the lights at Pavlov Hub, and the red lights at the other stations..

Download the shaders here and remove the .jpg extension and it will work perfect..


EDIT: I had the Galaxy map disappear on me and I don't think it was related to these 2 fixes.. but when you install these and run the game Please check your galaxy map and let me know if it disappeared..

If it did just close the game and delete those two shaders and the map should work again but I don't think they caused the issue of the map going away..

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 11/09/2018 08:41 AM   
OK I found it thnx.. EDIT: I included v1.4 beta, so this version should override the other files currently as of 11-9-2018..
OK I found it thnx..






EDIT: I included v1.4 beta, so this version should override the other files currently as of 11-9-2018..

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 11/09/2018 05:38 PM   
OK I fixed the lights in the Release version so here are the updated files for RELEASE version NOT the Beta:
OK I fixed the lights in the Release version so here are the updated files for RELEASE version NOT the Beta:

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 11/09/2018 07:17 PM   
    You can use [url=https://notepad-plus-plus.org/download/v7.5.9.html]Notepad++[/url]'s file compare plugin (in the program's Plugins tab), which highlights the differences between two files. It will tell you if the files are identical.
    You can use Notepad++'s file compare plugin (in the program's Plugins tab), which highlights the differences between two files. It will tell you if the files are identical.

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

Posted 11/09/2018 07:48 PM   
Thnx for the tip Schwing. ;)
Thnx for the tip 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 11/09/2018 10:13 PM   
Hey Guys, I am near done this fix but I ran into an issue I am not quite sure what to do to fix it as I already applied a Stereo fix to correct the red/green lights on the station but the bright white lights on the outer rim of this station are not in stereo even thos I fixed this shader.. So I am not sure if you can do a double fix on 1 shader with code add more code too fix 1 problem then add more code to fix the other problem.. This is the code and you will see the code I applied to fix the red/green lights on the stations entrance.. now if you look at the white lights on the outer rim on the outside right/left side of the station you will see they are not corrected.. [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; float4 stereo = StereoParams.Load(0); float4 params2 = IniParams.Load(int2(1,0)); float4 params = IniParams.Load(0); 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; o3.x += stereo.x; 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] I have attached a screenshot. I appreciate any help you can offer.. EDIT: Well I just spent a few hours toiling with the Moon surface. While I was able to get the shadows sort of fixed there was a problematic shadow on the arm of the vehicle I could not fix nor did it seem to have a shader associated with it.. It looked halfway decent with shadows enabled on the surface but with the bunk shader it was weird.. So I believe besides the 1 issue left this is good enough for now.. hopefully next weeks update will not break too much.. so here is v1.5 beta and hopefully I did not break anything in the process.. ;) Enjoy Guys.
Hey Guys,

I am near done this fix but I ran into an issue I am not quite sure what to do to fix it as I already applied a Stereo fix to correct the red/green lights on the station but the bright white lights on the outer rim of this station are not in stereo even thos I fixed this shader..

So I am not sure if you can do a double fix on 1 shader with code add more code too fix 1 problem then add more code to fix the other problem..

This is the code and you will see the code I applied to fix the red/green lights on the stations entrance.. now if you look at the white lights on the outer rim on the outside right/left side of the station you will see they are not corrected..

//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;

float4 stereo = StereoParams.Load(0);
float4 params2 = IniParams.Load(int2(1,0));
float4 params = IniParams.Load(0);

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;

o3.x += stereo.x;

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

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



I have attached a screenshot. I appreciate any help you can offer..


EDIT: Well I just spent a few hours toiling with the Moon surface. While I was able to get the shadows sort of fixed there was a problematic shadow on the arm of the vehicle I could not fix nor did it seem to have a shader associated with it.. It looked halfway decent with shadows enabled on the surface but with the bunk shader it was weird..

So I believe besides the 1 issue left this is good enough for now.. hopefully next weeks update will not break too much.. so here is v1.5 beta and hopefully I did not break anything in the process.. ;)

Enjoy Guys.

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 11/10/2018 01:24 AM   
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