Black Desert Online
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I know nothing about this game other than seeing a few YouTube videos. It's currently has a closed Beta for North America and Europe. Official page http://black-desert.com/ This video is kind of boring, but he takes the time to show a lot. https://www.youtube.com/watch?v=JqZgop1H4Tw Time-lapse video of character face creation. https://www.youtube.com/watch?v=72rFa_TscYk
I know nothing about this game other than seeing a few YouTube videos.

It's currently has a closed Beta for North America and Europe.

Official page


http://black-desert.com/


This video is kind of boring, but he takes the time to show a lot.



Time-lapse video of character face creation.

#1
Posted 01/02/2016 09:01 PM   
The character creation is currently released as a stand-alone thingy so you can download and play around with it https://www.blackdesertonline.com/events/ccm/ Shadows and some reflections seems off, but man I would love this game to be in a 3dvision ready shape simple screenshots from the creator itself http://photos.3dvisionlive.com/tehace/album/569e95c6e7e5641b0b000200/
The character creation is currently released as a stand-alone thingy so you can download and play around with it


https://www.blackdesertonline.com/events/ccm/


Shadows and some reflections seems off, but man I would love this game to be in a 3dvision ready shape
simple screenshots from the creator itself


http://photos.3dvisionlive.com/tehace/album/569e95c6e7e5641b0b000200/

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#2
Posted 01/19/2016 08:06 PM   
How did You even manage to get so far? When I run the game in fullscreen mode and 3DVision enabled I get a complete white screen when the main menu appears or I enter the server. Only with alt+tab to desktop I can see the content again but then the game has switched to windowed mode and 3D turns off. In the main menu I can reactivate fullscreen mode via graphic settings (without the screen getting white). But in the character creation part there are no graphic settings available so I can't switch back to fullscreen. Anyway I hope that during normal game play I always can access graphic settings to get back fullscreen mode. So far the only way to see 3D was 3D Discover (anaglyph mode) which is also active in windowed mode for Dx11 games. I have tested several profiles for CM. The profile for Asassins Creed III seems to offer best results. In other profiles the halo around the character messed up the hairs. But some "magic effects" caused parts of the screen to get 2D (regarded as HUD-elements?). So I'm quite pessimistic that this game will work in 3D, even when using CM...
How did You even manage to get so far? When I run the game in fullscreen mode and 3DVision enabled I get a complete white screen when the main menu appears or I enter the server. Only with alt+tab to desktop I can see the content again but then the game has switched to windowed mode and 3D turns off. In the main menu I can reactivate fullscreen mode via graphic settings (without the screen getting white). But in the character creation part there are no graphic settings available so I can't switch back to fullscreen. Anyway I hope that during normal game play I always can access graphic settings to get back fullscreen mode.
So far the only way to see 3D was 3D Discover (anaglyph mode) which is also active in windowed mode for Dx11 games. I have tested several profiles for CM. The profile for Asassins Creed III seems to offer best results. In other profiles the halo around the character messed up the hairs. But some "magic effects" caused parts of the screen to get 2D (regarded as HUD-elements?). So I'm quite pessimistic that this game will work in 3D, even when using CM...

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#3
Posted 02/08/2016 06:45 PM   
The character selection was released as a stand alone. He never played the game.
The character selection was released as a stand alone.

He never played the game.

#4
Posted 02/08/2016 08:29 PM   
[quote="D-Man11"]The character selection was released as a stand alone. He never played the game.[/quote] And this is the reason why I hope that the final game will cause no issues when switching to windowed mode as soon as You alt+tab out of the game. During the real game play it should always be possible to open a menu with graphic settings and switch back from windowed to fullscreen mode. Unfortunately You can't do this with a simple hotkey (alt+enter, F11, etc.). At least I couldn't find it.
D-Man11 said:The character selection was released as a stand alone.
He never played the game.

And this is the reason why I hope that the final game will cause no issues when switching to windowed mode as soon as You alt+tab out of the game. During the real game play it should always be possible to open a menu with graphic settings and switch back from windowed to fullscreen mode. Unfortunately You can't do this with a simple hotkey (alt+enter, F11, etc.). At least I couldn't find it.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#5
Posted 02/08/2016 10:07 PM   
Got a key for the closed beta 2. As expected switching back from windowed to fullscreen mode during normal game play is no issue. Sometimes You get not a real (exclusive?) fullscreen and have to try several times changing from windowed to fullscreen mode until S3D gets enabled. But that's the only good news. With real S3D the game is unplayable because of broken shadows,ground textures and water surfaces. The UI is completely 2D (nameplates, interaction icons, etc.).[s] Also in CM the game is not playable.[/s](see below). There are tons of effects (magic, decalls,...) that cause parts of the screen to become 2D. I have tried the profile for AC III which offers good results as long as there are none of these effects. But during fights the game is unplayable in CM. I have tried 3Dmigoto 1.2.29 and it works. There are about 60 VS and 100 PS. But I have no idea how to fix the issues with 3Dmigoto. I even couldn't clearly identify the shaders for (static) shadows... Besides from that there are too many game play mechanics I don't like so personally I'm not trying to make any fix for the game and won't buy it. I will return to Blade&Soul instead.
Got a key for the closed beta 2. As expected switching back from windowed to fullscreen mode during normal game play is no issue. Sometimes You get not a real (exclusive?) fullscreen and have to try several times changing from windowed to fullscreen mode until S3D gets enabled. But that's the only good news. With real S3D the game is unplayable because of broken shadows,ground textures and water surfaces. The UI is completely 2D (nameplates, interaction icons, etc.). Also in CM the game is not playable.(see below). There are tons of effects (magic, decalls,...) that cause parts of the screen to become 2D. I have tried the profile for AC III which offers good results as long as there are none of these effects. But during fights the game is unplayable in CM.
I have tried 3Dmigoto 1.2.29 and it works. There are about 60 VS and 100 PS. But I have no idea how to fix the issues with 3Dmigoto. I even couldn't clearly identify the shaders for (static) shadows...
Besides from that there are too many game play mechanics I don't like so personally I'm not trying to make any fix for the game and won't buy it. I will return to Blade&Soul instead.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#6
Posted 02/18/2016 12:14 PM   
Update: The issues in CM with several effects were the result of the Assassins Creed III profile. I have used the AC III profile as the halos around characters are smaller and cause less issues with the hairs. Now switching to Sniper Elite 3 profile removed the issues with the 2D effects and made the game at least playable in CM (with the usual drawbacks of CM). But I change to 2D for dialogues and zoom far out during game play to be able to use higher convergence settings and to make the halo issues less obvious. To prevent the game from using sometimes fullscreen windowed mode instead of real fullscreen it helps to use different screen resolutions for Your desktop and the game.
Update: The issues in CM with several effects were the result of the Assassins Creed III profile. I have used the AC III profile as the halos around characters are smaller and cause less issues with the hairs. Now switching to Sniper Elite 3 profile removed the issues with the 2D effects and made the game at least playable in CM (with the usual drawbacks of CM). But I change to 2D for dialogues and zoom far out during game play to be able to use higher convergence settings and to make the halo issues less obvious.
To prevent the game from using sometimes fullscreen windowed mode instead of real fullscreen it helps to use different screen resolutions for Your desktop and the game.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#7
Posted 02/19/2016 02:51 AM   
Its weird because the game seems to be rendering quite well in 3d for me, i also havent experienced any issues with 3d not kicking-in. http://photos.3dvisionlive.com/tehace/image/56c7445ee7e564013d0002dc/ granted the interface is in 2d but the arrow pointing the direction is in 3d and mouse cursor for when you want to move your character by clicking ont he ground also seems to be rendered properly in 3d. the main issue is caused by the shadows/reflections that I dont seem to be able to disable in the options too, the ultra low settings still have the shadows ON. Ive tried to put 3dmigoto to see if I can disable the shadows but it doesnt seem to work at all (tried several versions from 1.2.13 to 1.2.91)
Its weird because the game seems to be rendering quite well in 3d for me, i also havent experienced any issues with 3d not kicking-in.


http://photos.3dvisionlive.com/tehace/image/56c7445ee7e564013d0002dc/


granted the interface is in 2d but the arrow pointing the direction is in 3d and mouse cursor for when you want to move your character by clicking ont he ground also seems to be rendered properly in 3d.

the main issue is caused by the shadows/reflections that I dont seem to be able to disable in the options too, the ultra low settings still have the shadows ON.

Ive tried to put 3dmigoto to see if I can disable the shadows but it doesnt seem to work at all (tried several versions from 1.2.13 to 1.2.91)

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#8
Posted 02/19/2016 04:44 PM   
But nameplates, icons etc. are all 2D :( 3Dmigoto 1.2.29 worked for me with no changes in the ini file. I could disable some shadows from the trees and the characters. I also could find a shader that affects all the shadows but the shadows are not disabled but stick on the screen. I could disable the shadows and the issues with some ground textures by choosing the lowest quality setting (was it called "optimization"?). The only remaining shadow issue was an ambiant occlusion dot for the character which could be disabled with 3Dmigoto. But without shadows the game really looks bad. And combined with the 2D UI the "real 3D" was so bad that I prefer the CM. Just have to switch to 2D for dialogues and inventory, map, etc.. But because of the game design itself I actually don't plan to buy and play the game for a longer period so I can live with CM for this short beta event.
But nameplates, icons etc. are all 2D :(
3Dmigoto 1.2.29 worked for me with no changes in the ini file. I could disable some shadows from the trees and the characters. I also could find a shader that affects all the shadows but the shadows are not disabled but stick on the screen.
I could disable the shadows and the issues with some ground textures by choosing the lowest quality setting (was it called "optimization"?). The only remaining shadow issue was an ambiant occlusion dot for the character which could be disabled with 3Dmigoto.
But without shadows the game really looks bad. And combined with the 2D UI the "real 3D" was so bad that I prefer the CM. Just have to switch to 2D for dialogues and inventory, map, etc..
But because of the game design itself I actually don't plan to buy and play the game for a longer period so I can live with CM for this short beta event.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#9
Posted 02/20/2016 01:41 AM   
so i was stupid and put migoto where the launcher was. I think that the most broken thing that actually prevents me from playing this game is the ground again :D here is the VS for it [img]http://thc333.com/3d/3066ad5c521a63b8-vs-ground.jps[/img] [code] cbuffer TerrainCommonConst : register(b0) { row_major float4x4 matRelativeViewProjection : packoffset(c0); float3 vecViewPosition : packoffset(c4); float dummy_0 : packoffset(c4.w); float2 vecGuideStart : packoffset(c5); float2 vecGuideSize : packoffset(c5.z); float sectorLayerRenderDistance : packoffset(c6); float grassLODScale : packoffset(c6.y) = float(0.800000012); bool bSatelliteShot : packoffset(c6.z); bool bGuideTexture : packoffset(c6.w); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float3 v0 : POSITION0, float4 v1 : NORMAL0, float4 v2 : COLOR0, out float4 o0 : SV_POSITION0, out float4 o1 : COLOR0, out float4 o2 : TEXCOORD0, out float4 o3 : TEXCOORD1, out float4 o4 : TEXCOORD3, out float4 o5 : TEXCOORD5, out float4 o6 : TEXCOORD6, out float4 o7 : TEXCOORD7, out float4 o8 : TEXCOORD8) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8; uint4 bitmask, uiDest; float4 fDest; r0.xyz = -vecViewPosition.xyz + v0.xyz; r1.xyzw = matRelativeViewProjection._m10_m11_m12_m13 * r0.yyyy; r1.xyzw = r0.xxxx * matRelativeViewProjection._m00_m01_m02_m03 + r1.xyzw; r0.xyzw = r0.zzzz * matRelativeViewProjection._m20_m21_m22_m23 + r1.xyzw; o0.xyzw = matRelativeViewProjection._m30_m31_m32_m33 + r0.xyzw; r0.xyz = vecViewPosition.xyz + -v0.xyz; r0.x = dot(r0.xyz, r0.xyz); r0.x = sqrt(r0.x); r0.y = -sectorLayerRenderDistance * 0.660000026 + r0.x; r0.zw = float2(0.660000026,0.340000004) * sectorLayerRenderDistance; r0.y = r0.y / r0.w; r0.z = r0.x < r0.z; r0.x = r0.x < sectorLayerRenderDistance; r0.y = 1 + -r0.y; r0.x = r0.x ? r0.y : 0; r0.x = r0.z ? 1 : r0.x; o1.w = bSatelliteShot ? 1 : r0.x; o1.xyz = v2.xyz; o2.xyz = v0.xyz; o2.w = v2.w; r0.xyz = v1.xyz * float3(2,2,2) + float3(-1,-1,-1); o3.xyz = r0.xyz; r1.xyz = float3(-0.200000003,-0.200000003,-0.200000003) + abs(r0.xyz); r1.xyz = float3(7,7,7) * r1.xyz; r1.xyz = max(float3(0,0,0), r1.xyz); r0.w = dot(r1.xyz, float3(1,1,1)); r1.xyz = r1.xyz / r0.www; r2.xyz = r1.xyz * r1.xyz; r1.xyz = r2.xyz * r1.xyz; r0.w = dot(r1.xyz, r1.xyz); r0.w = rsqrt(r0.w); r1.xyz = r1.xyz * r0.www; o4.xyz = r1.xyz; r2.xyz = -r0.zxy * r0.xxx; r3.xyz = float3(1,0,0) * r2.xyz; r3.xyz = r2.zxy * float3(0,0,1) + -r3.xyz; r0.w = dot(r3.xz, r3.xz); r0.w = rsqrt(r0.w); r4.xyz = r3.xyz * r0.www; r5.xyz = -r0.zxy * r0.yyy; r0.xyz = r0.zxy * r0.zzz; r6.xyz = float3(0,1.00999999,0) * r5.xyz; r6.xyz = r5.zxy * float3(1.00999999,0,0) + -r6.xyz; r0.w = dot(r6.xy, r6.xy); r0.w = rsqrt(r0.w); r7.xyz = r6.xyz * r0.www + -r4.xyz; r4.xyz = r1.yyy * r7.xyz + r4.xyz; r7.xyz = float3(1,0,0) * r0.xyz; r7.xyz = r0.zxy * float3(0,0,1) + -r7.xyz; r0.w = dot(r7.xz, r7.xz); r0.w = rsqrt(r0.w); r8.xyz = r7.xyz * r0.www + -r4.xyz; r4.xyz = r1.zzz * r8.xyz + r4.xyz; r0.w = dot(r4.xyz, r4.xyz); r0.w = rsqrt(r0.w); o5.xyz = r4.xyz * r0.www; r4.xyz = r7.yzx * r0.xyz; r0.xyz = r0.zxy * r7.zxy + -r4.xyz; r0.w = dot(r0.xyz, r0.xyz); r0.w = rsqrt(r0.w); r4.xyz = r6.yzx * r5.xyz; r4.xyz = r5.zxy * r6.zxy + -r4.xyz; r1.x = dot(r4.xyz, r4.xyz); r1.x = rsqrt(r1.x); r5.xyz = r3.yzx * r2.xyz; r2.xyz = r2.zxy * r3.zxy + -r5.xyz; r1.w = dot(r2.xyz, r2.xyz); r1.w = rsqrt(r1.w); r2.xyz = r2.xyz * r1.www; r3.xyz = r4.xyz * r1.xxx + -r2.xyz; r1.xyw = r1.yyy * r3.xyz + r2.xyz; r0.xyz = r0.xyz * r0.www + -r1.xyw; r0.xyz = r1.zzz * r0.xyz + r1.xyw; r0.w = dot(r0.xyz, r0.xyz); r0.w = rsqrt(r0.w); o6.xyz = r0.xyz * r0.www; o7.xyzw = float4(0,0,0,0); o8.xyzw = float4(0,0,0,0); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.13 on Sat Feb 20 06:01:24 2016 // // // Buffer Definitions: // // cbuffer TerrainCommonConst // { // // row_major float4x4 matRelativeViewProjection;// Offset: 0 Size: 64 // float3 vecViewPosition; // Offset: 64 Size: 12 // float dummy_0; // Offset: 76 Size: 4 [unused] // float2 vecGuideStart; // Offset: 80 Size: 8 [unused] // float2 vecGuideSize; // Offset: 88 Size: 8 [unused] // float sectorLayerRenderDistance; // Offset: 96 Size: 4 // float grassLODScale; // Offset: 100 Size: 4 [unused] // = 0x3f4ccccd // bool bSatelliteShot; // Offset: 104 Size: 4 // bool bGuideTexture; // Offset: 108 Size: 4 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // TerrainCommonConst cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyzw 1 NONE float xyz // COLOR 0 xyzw 2 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // COLOR 0 xyzw 1 NONE float xyzw // TEXCOORD 0 xyzw 2 NONE float xyzw // TEXCOORD 1 xyz 3 NONE float xyz // TEXCOORD 3 xyz 4 NONE float xyz // TEXCOORD 5 xyz 5 NONE float xyz // TEXCOORD 6 xyz 6 NONE float xyz // TEXCOORD 7 xyzw 7 NONE float xyzw // TEXCOORD 8 xyzw 8 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[7], immediateIndexed dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyz dcl_output o4.xyz dcl_output o5.xyz dcl_output o6.xyz dcl_output o7.xyzw dcl_output o8.xyzw dcl_temps 9 add r0.xyz, v0.xyzx, -cb0[4].xyzx mul r1.xyzw, r0.yyyy, cb0[1].xyzw mad r1.xyzw, r0.xxxx, cb0[0].xyzw, r1.xyzw mad r0.xyzw, r0.zzzz, cb0[2].xyzw, r1.xyzw add o0.xyzw, r0.xyzw, cb0[3].xyzw add r0.xyz, -v0.xyzx, cb0[4].xyzx dp3 r0.x, r0.xyzx, r0.xyzx sqrt r0.x, r0.x mad r0.y, -cb0[6].x, l(0.660000), r0.x mul r0.zw, cb0[6].xxxx, l(0.000000, 0.000000, 0.660000, 0.340000) div r0.y, r0.y, r0.w lt r0.z, r0.x, r0.z lt r0.x, r0.x, cb0[6].x add r0.y, -r0.y, l(1.000000) and r0.x, r0.y, r0.x movc r0.x, r0.z, l(1.000000), r0.x movc o1.w, cb0[6].z, l(1.000000), r0.x mov o1.xyz, v2.xyzx mov o2.xyz, v0.xyzx mov o2.w, v2.w mad r0.xyz, v1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000) mov o3.xyz, r0.xyzx add r1.xyz, |r0.xyzx|, l(-0.200000, -0.200000, -0.200000, 0.000000) mul r1.xyz, r1.xyzx, l(7.000000, 7.000000, 7.000000, 0.000000) max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) dp3 r0.w, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) div r1.xyz, r1.xyzx, r0.wwww mul r2.xyz, r1.xyzx, r1.xyzx mul r1.xyz, r1.xyzx, r2.xyzx dp3 r0.w, r1.xyzx, r1.xyzx rsq r0.w, r0.w mul r1.xyz, r0.wwww, r1.xyzx mov o4.xyz, r1.xyzx mul r2.xyz, r0.xxxx, -r0.zxyz mul r3.xyz, r2.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000) mad r3.xyz, r2.zxyz, l(0.000000, 0.000000, 1.000000, 0.000000), -r3.xyzx dp2 r0.w, r3.xzxx, r3.xzxx rsq r0.w, r0.w mul r4.xyz, r0.wwww, r3.xyzx mul r5.xyz, r0.yyyy, -r0.zxyz mul r0.xyz, r0.zzzz, r0.zxyz mul r6.xyz, r5.xyzx, l(0.000000, 1.010000, 0.000000, 0.000000) mad r6.xyz, r5.zxyz, l(1.010000, 0.000000, 0.000000, 0.000000), -r6.xyzx dp2 r0.w, r6.xyxx, r6.xyxx rsq r0.w, r0.w mad r7.xyz, r6.xyzx, r0.wwww, -r4.xyzx mad r4.xyz, r1.yyyy, r7.xyzx, r4.xyzx mul r7.xyz, r0.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000) mad r7.xyz, r0.zxyz, l(0.000000, 0.000000, 1.000000, 0.000000), -r7.xyzx dp2 r0.w, r7.xzxx, r7.xzxx rsq r0.w, r0.w mad r8.xyz, r7.xyzx, r0.wwww, -r4.xyzx mad r4.xyz, r1.zzzz, r8.xyzx, r4.xyzx dp3 r0.w, r4.xyzx, r4.xyzx rsq r0.w, r0.w mul o5.xyz, r0.wwww, r4.xyzx mul r4.xyz, r0.xyzx, r7.yzxy mad r0.xyz, r0.zxyz, r7.zxyz, -r4.xyzx dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mul r4.xyz, r5.xyzx, r6.yzxy mad r4.xyz, r5.zxyz, r6.zxyz, -r4.xyzx dp3 r1.x, r4.xyzx, r4.xyzx rsq r1.x, r1.x mul r5.xyz, r2.xyzx, r3.yzxy mad r2.xyz, r2.zxyz, r3.zxyz, -r5.xyzx dp3 r1.w, r2.xyzx, r2.xyzx rsq r1.w, r1.w mul r2.xyz, r1.wwww, r2.xyzx mad r3.xyz, r4.xyzx, r1.xxxx, -r2.xyzx mad r1.xyw, r1.yyyy, r3.xyxz, r2.xyxz mad r0.xyz, r0.xyzx, r0.wwww, -r1.xywx mad r0.xyz, r1.zzzz, r0.xyzx, r1.xywx dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mul o6.xyz, r0.wwww, r0.xyzx mov o7.xyzw, l(0,0,0,0) mov o8.xyzw, l(0,0,0,0) ret // Approximately 79 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
so i was stupid and put migoto where the launcher was. I think that the most broken thing that actually prevents me from playing this game is the ground again :D

here is the VS for it
Image
cbuffer TerrainCommonConst : register(b0)
{
row_major float4x4 matRelativeViewProjection : packoffset(c0);
float3 vecViewPosition : packoffset(c4);
float dummy_0 : packoffset(c4.w);
float2 vecGuideStart : packoffset(c5);
float2 vecGuideSize : packoffset(c5.z);
float sectorLayerRenderDistance : packoffset(c6);
float grassLODScale : packoffset(c6.y) = float(0.800000012);
bool bSatelliteShot : packoffset(c6.z);
bool bGuideTexture : packoffset(c6.w);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float3 v0 : POSITION0,
float4 v1 : NORMAL0,
float4 v2 : COLOR0,
out float4 o0 : SV_POSITION0,
out float4 o1 : COLOR0,
out float4 o2 : TEXCOORD0,
out float4 o3 : TEXCOORD1,
out float4 o4 : TEXCOORD3,
out float4 o5 : TEXCOORD5,
out float4 o6 : TEXCOORD6,
out float4 o7 : TEXCOORD7,
out float4 o8 : TEXCOORD8)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = -vecViewPosition.xyz + v0.xyz;
r1.xyzw = matRelativeViewProjection._m10_m11_m12_m13 * r0.yyyy;
r1.xyzw = r0.xxxx * matRelativeViewProjection._m00_m01_m02_m03 + r1.xyzw;
r0.xyzw = r0.zzzz * matRelativeViewProjection._m20_m21_m22_m23 + r1.xyzw;
o0.xyzw = matRelativeViewProjection._m30_m31_m32_m33 + r0.xyzw;
r0.xyz = vecViewPosition.xyz + -v0.xyz;
r0.x = dot(r0.xyz, r0.xyz);
r0.x = sqrt(r0.x);
r0.y = -sectorLayerRenderDistance * 0.660000026 + r0.x;
r0.zw = float2(0.660000026,0.340000004) * sectorLayerRenderDistance;
r0.y = r0.y / r0.w;
r0.z = r0.x < r0.z;
r0.x = r0.x < sectorLayerRenderDistance;
r0.y = 1 + -r0.y;
r0.x = r0.x ? r0.y : 0;
r0.x = r0.z ? 1 : r0.x;
o1.w = bSatelliteShot ? 1 : r0.x;
o1.xyz = v2.xyz;
o2.xyz = v0.xyz;
o2.w = v2.w;
r0.xyz = v1.xyz * float3(2,2,2) + float3(-1,-1,-1);
o3.xyz = r0.xyz;
r1.xyz = float3(-0.200000003,-0.200000003,-0.200000003) + abs(r0.xyz);
r1.xyz = float3(7,7,7) * r1.xyz;
r1.xyz = max(float3(0,0,0), r1.xyz);
r0.w = dot(r1.xyz, float3(1,1,1));
r1.xyz = r1.xyz / r0.www;
r2.xyz = r1.xyz * r1.xyz;
r1.xyz = r2.xyz * r1.xyz;
r0.w = dot(r1.xyz, r1.xyz);
r0.w = rsqrt(r0.w);
r1.xyz = r1.xyz * r0.www;
o4.xyz = r1.xyz;
r2.xyz = -r0.zxy * r0.xxx;
r3.xyz = float3(1,0,0) * r2.xyz;
r3.xyz = r2.zxy * float3(0,0,1) + -r3.xyz;
r0.w = dot(r3.xz, r3.xz);
r0.w = rsqrt(r0.w);
r4.xyz = r3.xyz * r0.www;
r5.xyz = -r0.zxy * r0.yyy;
r0.xyz = r0.zxy * r0.zzz;
r6.xyz = float3(0,1.00999999,0) * r5.xyz;
r6.xyz = r5.zxy * float3(1.00999999,0,0) + -r6.xyz;
r0.w = dot(r6.xy, r6.xy);
r0.w = rsqrt(r0.w);
r7.xyz = r6.xyz * r0.www + -r4.xyz;
r4.xyz = r1.yyy * r7.xyz + r4.xyz;
r7.xyz = float3(1,0,0) * r0.xyz;
r7.xyz = r0.zxy * float3(0,0,1) + -r7.xyz;
r0.w = dot(r7.xz, r7.xz);
r0.w = rsqrt(r0.w);
r8.xyz = r7.xyz * r0.www + -r4.xyz;
r4.xyz = r1.zzz * r8.xyz + r4.xyz;
r0.w = dot(r4.xyz, r4.xyz);
r0.w = rsqrt(r0.w);
o5.xyz = r4.xyz * r0.www;
r4.xyz = r7.yzx * r0.xyz;
r0.xyz = r0.zxy * r7.zxy + -r4.xyz;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
r4.xyz = r6.yzx * r5.xyz;
r4.xyz = r5.zxy * r6.zxy + -r4.xyz;
r1.x = dot(r4.xyz, r4.xyz);
r1.x = rsqrt(r1.x);
r5.xyz = r3.yzx * r2.xyz;
r2.xyz = r2.zxy * r3.zxy + -r5.xyz;
r1.w = dot(r2.xyz, r2.xyz);
r1.w = rsqrt(r1.w);
r2.xyz = r2.xyz * r1.www;
r3.xyz = r4.xyz * r1.xxx + -r2.xyz;
r1.xyw = r1.yyy * r3.xyz + r2.xyz;
r0.xyz = r0.xyz * r0.www + -r1.xyw;
r0.xyz = r1.zzz * r0.xyz + r1.xyw;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
o6.xyz = r0.xyz * r0.www;
o7.xyzw = float4(0,0,0,0);
o8.xyzw = float4(0,0,0,0);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.13 on Sat Feb 20 06:01:24 2016
//
//
// Buffer Definitions:
//
// cbuffer TerrainCommonConst
// {
//
// row_major float4x4 matRelativeViewProjection;// Offset: 0 Size: 64
// float3 vecViewPosition; // Offset: 64 Size: 12
// float dummy_0; // Offset: 76 Size: 4 [unused]
// float2 vecGuideStart; // Offset: 80 Size: 8 [unused]
// float2 vecGuideSize; // Offset: 88 Size: 8 [unused]
// float sectorLayerRenderDistance; // Offset: 96 Size: 4
// float grassLODScale; // Offset: 100 Size: 4 [unused]
// = 0x3f4ccccd
// bool bSatelliteShot; // Offset: 104 Size: 4
// bool bGuideTexture; // Offset: 108 Size: 4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TerrainCommonConst cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// NORMAL 0 xyzw 1 NONE float xyz
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
// TEXCOORD 1 xyz 3 NONE float xyz
// TEXCOORD 3 xyz 4 NONE float xyz
// TEXCOORD 5 xyz 5 NONE float xyz
// TEXCOORD 6 xyz 6 NONE float xyz
// TEXCOORD 7 xyzw 7 NONE float xyzw
// TEXCOORD 8 xyzw 8 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[7], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_temps 9
add r0.xyz, v0.xyzx, -cb0[4].xyzx
mul r1.xyzw, r0.yyyy, cb0[1].xyzw
mad r1.xyzw, r0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.zzzz, cb0[2].xyzw, r1.xyzw
add o0.xyzw, r0.xyzw, cb0[3].xyzw
add r0.xyz, -v0.xyzx, cb0[4].xyzx
dp3 r0.x, r0.xyzx, r0.xyzx
sqrt r0.x, r0.x
mad r0.y, -cb0[6].x, l(0.660000), r0.x
mul r0.zw, cb0[6].xxxx, l(0.000000, 0.000000, 0.660000, 0.340000)
div r0.y, r0.y, r0.w
lt r0.z, r0.x, r0.z
lt r0.x, r0.x, cb0[6].x
add r0.y, -r0.y, l(1.000000)
and r0.x, r0.y, r0.x
movc r0.x, r0.z, l(1.000000), r0.x
movc o1.w, cb0[6].z, l(1.000000), r0.x
mov o1.xyz, v2.xyzx
mov o2.xyz, v0.xyzx
mov o2.w, v2.w
mad r0.xyz, v1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mov o3.xyz, r0.xyzx
add r1.xyz, |r0.xyzx|, l(-0.200000, -0.200000, -0.200000, 0.000000)
mul r1.xyz, r1.xyzx, l(7.000000, 7.000000, 7.000000, 0.000000)
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r0.w, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
div r1.xyz, r1.xyzx, r0.wwww
mul r2.xyz, r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r2.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
mov o4.xyz, r1.xyzx
mul r2.xyz, r0.xxxx, -r0.zxyz
mul r3.xyz, r2.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000)
mad r3.xyz, r2.zxyz, l(0.000000, 0.000000, 1.000000, 0.000000), -r3.xyzx
dp2 r0.w, r3.xzxx, r3.xzxx
rsq r0.w, r0.w
mul r4.xyz, r0.wwww, r3.xyzx
mul r5.xyz, r0.yyyy, -r0.zxyz
mul r0.xyz, r0.zzzz, r0.zxyz
mul r6.xyz, r5.xyzx, l(0.000000, 1.010000, 0.000000, 0.000000)
mad r6.xyz, r5.zxyz, l(1.010000, 0.000000, 0.000000, 0.000000), -r6.xyzx
dp2 r0.w, r6.xyxx, r6.xyxx
rsq r0.w, r0.w
mad r7.xyz, r6.xyzx, r0.wwww, -r4.xyzx
mad r4.xyz, r1.yyyy, r7.xyzx, r4.xyzx
mul r7.xyz, r0.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000)
mad r7.xyz, r0.zxyz, l(0.000000, 0.000000, 1.000000, 0.000000), -r7.xyzx
dp2 r0.w, r7.xzxx, r7.xzxx
rsq r0.w, r0.w
mad r8.xyz, r7.xyzx, r0.wwww, -r4.xyzx
mad r4.xyz, r1.zzzz, r8.xyzx, r4.xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul o5.xyz, r0.wwww, r4.xyzx
mul r4.xyz, r0.xyzx, r7.yzxy
mad r0.xyz, r0.zxyz, r7.zxyz, -r4.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r4.xyz, r5.xyzx, r6.yzxy
mad r4.xyz, r5.zxyz, r6.zxyz, -r4.xyzx
dp3 r1.x, r4.xyzx, r4.xyzx
rsq r1.x, r1.x
mul r5.xyz, r2.xyzx, r3.yzxy
mad r2.xyz, r2.zxyz, r3.zxyz, -r5.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mad r3.xyz, r4.xyzx, r1.xxxx, -r2.xyzx
mad r1.xyw, r1.yyyy, r3.xyxz, r2.xyxz
mad r0.xyz, r0.xyzx, r0.wwww, -r1.xywx
mad r0.xyz, r1.zzzz, r0.xyzx, r1.xywx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o6.xyz, r0.wwww, r0.xyzx
mov o7.xyzw, l(0,0,0,0)
mov o8.xyzw, l(0,0,0,0)
ret
// Approximately 79 instruction slots used

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

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#10
Posted 02/20/2016 06:00 AM   
there is also a PS for the same thign [img]http://thc333.com/3d/38397492462d1cb3-ps-ground.jps[/img] [code] cbuffer TerrainCommonConst : register(b0) { row_major float4x4 matRelativeViewProjection : packoffset(c0); float3 vecViewPosition : packoffset(c4); float dummy_0 : packoffset(c4.w); float2 vecGuideStart : packoffset(c5); float2 vecGuideSize : packoffset(c5.z); float sectorLayerRenderDistance : packoffset(c6); float grassLODScale : packoffset(c6.y) = float(0.800000012); bool bSatelliteShot : packoffset(c6.z); bool bGuideTexture : packoffset(c6.w); } cbuffer TerrainSceneConst : register(b2) { float4 detailTextureInfo : packoffset(c0); float3 vecStartPosition : packoffset(c1); bool isSelected : packoffset(c1.w); float2 vecLODClip : packoffset(c2); } SamplerState samColorAnis_s : register(s0); SamplerState samTerrainDecal_s : register(s1); SamplerState samTerrainDecalNormal_s : register(s2); SamplerState samGuide_s : register(s3); Texture2D<float4> texColor : register(t0); Texture2D<float4> texTerrainDecal : register(t1); Texture2D<float4> texTerrainDecalNormal : register(t2); Texture2D<float4> texGuide : register(t3); Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : SV_POSITION0, float4 v1 : COLOR0, float4 v2 : TEXCOORD0, float4 v3 : TEXCOORD1, float4 v4 : TEXCOORD3, float4 v5 : TEXCOORD5, float4 v6 : TEXCOORD6, float4 v7 : TEXCOORD7, float4 v8 : TEXCOORD8, out float4 o0 : SV_TARGET0, out float4 o1 : SV_TARGET1) { float4 r0,r1,r2,r3,r4,r5; uint4 bitmask, uiDest; float4 fDest; if (bGuideTexture != 0) { r0.xy = float2(12800,12800) * vecGuideSize.xy; r0.zw = -vecGuideStart.xy * float2(12800,12800) + v2.xz; r0.xy = r0.zw / r0.xy; r0.z = 1 + -r0.y; r0.xyz = texGuide.Sample(samGuide_s, r0.xz).xyz; r0.xyz = log2(r0.xyz); r0.xyz = float3(2.20000005,2.20000005,2.20000005) * r0.xyz; r0.xyz = exp2(r0.xyz); r0.w = dot(v3.xyz, v3.xyz); r0.w = rsqrt(r0.w); r1.xyz = v3.xzy * r0.www; } else { r2.xy = -vecStartPosition.xz + v2.xz; r2.xy = -r2.xy * float2(7.81249983e-005,7.81249983e-005) + float2(1,1); r2.xyz = texColor.Sample(samColorAnis_s, r2.xy).xyz; r2.xyz = float3(1.25,1.25,1.25) * r2.xyz; r3.xy = v4.xz * v4.xz; r3.xy = v4.xz * r3.xy; r4.xyzw = -v2.zyxy / detailTextureInfo.xxxx; r5.xyz = texTerrainDecal.Sample(samTerrainDecal_s, r4.xy).xyz; r5.xyz = r5.xyz * float3(0.899999976,0.899999976,0.899999976) + -r2.xyz; r2.xyz = r3.xxx * r5.xyz + r2.xyz; r3.zw = texTerrainDecalNormal.Sample(samTerrainDecalNormal_s, r4.xy).yw; r3.zw = float2(-0.5,-0.5) + r3.wz; r3.xz = r3.xx * r3.zw + float2(0.5,0.5); r5.xyz = texTerrainDecal.Sample(samTerrainDecal_s, r4.zw).xyz; r5.xyz = r5.xyz * float3(0.899999976,0.899999976,0.899999976) + -r2.xyz; r0.xyz = r3.yyy * r5.xyz + r2.xyz; r2.xy = texTerrainDecalNormal.Sample(samTerrainDecalNormal_s, r4.zw).yw; r2.xy = r2.yx + -r3.xz; r2.xy = r3.yy * r2.xy + r3.xz; r2.xy = float2(-0.5,-0.5) + r2.xy; r2.xy = float2(6,6) * r2.xy; r2.yzw = v6.xyz * r2.yyy; r2.xyz = r2.xxx * v5.xyz + r2.yzw; r2.xyz = v3.xyz + r2.xyz; r0.w = dot(r2.xyz, r2.xyz); r0.w = rsqrt(r0.w); r1.xyz = r2.xzy * r0.www; } r2.xyzw = float4(1,1,1,1) + r0.xyzx; r0.xyzw = isSelected ? r2.xyzw : r0.xyzx; r1.w = (int)v0.x; r0.xyzw = max(float4(0.00999999978,0.00999999978,0.00999999978,0.00999999978), r0.xyzw); r0.xy = float2(0.25,0.5) * r0.xy; r0.x = r0.x + r0.y; r0.x = r0.z * 0.25 + r0.x; r2.x = 0.5 * r0.z; r2.x = r0.w * 0.5 + -r2.x; r0.y = r0.w * -0.25 + r0.y; r2.y = -r0.z * 0.25 + r0.y; r0.x = 0.5 * r0.x; r2.xy = r2.xy * float2(0.5,0.5) + float2(0.5,0.5); r3.x = r1.z >= 0; r3.x = r3.x ? 1 : -1; r1.z = 1 + abs(r1.z); r1.xy = r1.xy / r1.zz; o1.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5); r1.z = (int)r1.w & 0x80000000; r1.w = max((int)-r1.w, (int)r1.w); r1.w = (int)r1.w & 1; r3.y = -(int)r1.w; r1.z = r1.z ? r3.y : r1.w; if (r1.z == 0) { r1.x = saturate(r1.x * 0.5 + 0.504999995); r1.x = r1.x * r3.x; r2.z = r1.x * 0.5 + 0.5; r0.yz = r2.xz; o1.zw = float2(0,0.5); } else { r1.x = saturate(r1.y * 0.5 + 0.504999995); r1.x = r1.x * r3.x; r2.w = r1.x * 0.5 + 0.5; r0.yz = r2.yw; o1.zw = float2(0,0); } r0.w = 0.69749999; o0.xyzw = r0.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.13 on Sat Feb 20 06:03:59 2016 // // // Buffer Definitions: // // cbuffer TerrainCommonConst // { // // row_major float4x4 matRelativeViewProjection;// Offset: 0 Size: 64 [unused] // float3 vecViewPosition; // Offset: 64 Size: 12 [unused] // float dummy_0; // Offset: 76 Size: 4 [unused] // float2 vecGuideStart; // Offset: 80 Size: 8 // float2 vecGuideSize; // Offset: 88 Size: 8 // float sectorLayerRenderDistance; // Offset: 96 Size: 4 [unused] // float grassLODScale; // Offset: 100 Size: 4 [unused] // = 0x3f4ccccd // bool bSatelliteShot; // Offset: 104 Size: 4 [unused] // bool bGuideTexture; // Offset: 108 Size: 4 // // } // // cbuffer TerrainSceneConst // { // // float4 detailTextureInfo; // Offset: 0 Size: 16 // float3 vecStartPosition; // Offset: 16 Size: 12 // bool isSelected; // Offset: 28 Size: 4 // float2 vecLODClip; // Offset: 32 Size: 8 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // samColorAnis sampler NA NA 0 1 // samTerrainDecal sampler NA NA 1 1 // samTerrainDecalNormal sampler NA NA 2 1 // samGuide sampler NA NA 3 1 // texColor texture float4 2d 0 1 // texTerrainDecal texture float4 2d 1 1 // texTerrainDecalNormal texture float4 2d 2 1 // texGuide texture float4 2d 3 1 // TerrainCommonConst cbuffer NA NA 0 1 // TerrainSceneConst cbuffer NA NA 2 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float x // COLOR 0 xyzw 1 NONE float // TEXCOORD 0 xyzw 2 NONE float xyz // TEXCOORD 1 xyz 3 NONE float xyz // TEXCOORD 3 xyz 4 NONE float x z // TEXCOORD 5 xyz 5 NONE float xyz // TEXCOORD 6 xyz 6 NONE float xyz // TEXCOORD 7 xyzw 7 NONE float // TEXCOORD 8 xyzw 8 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 1 xyzw 1 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[7], immediateIndexed dcl_constantbuffer cb2[2], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture2d (float,float,float,float) t3 dcl_input_ps_siv linear noperspective v0.x, position dcl_input_ps linear v2.xyz dcl_input_ps linear v3.xyz dcl_input_ps linear v4.xz dcl_input_ps linear v5.xyz dcl_input_ps linear v6.xyz dcl_output o0.xyzw dcl_output o1.xyzw dcl_temps 6 if_nz cb0[6].w mul r0.xy, cb0[5].zwzz, l(12800.000000, 12800.000000, 0.000000, 0.000000) mad r0.zw, -cb0[5].xxxy, l(0.000000, 0.000000, 12800.000000, 12800.000000), v2.xxxz div r0.xy, r0.zwzz, r0.xyxx add r0.z, -r0.y, l(1.000000) sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xzxx, t3.xyzw, s3 log r0.xyz, r0.xyzx mul r0.xyz, r0.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000) exp r0.xyz, r0.xyzx dp3 r0.w, v3.xyzx, v3.xyzx rsq r0.w, r0.w mul r1.xyz, r0.wwww, v3.xzyx else add r2.xy, v2.xzxx, -cb2[1].xzxx mad r2.xy, -r2.xyxx, l(0.0000781249983, 0.0000781249983, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000) sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s0 mul r2.xyz, r2.xyzx, l(1.250000, 1.250000, 1.250000, 0.000000) mul r3.xy, v4.xzxx, v4.xzxx mul r3.xy, r3.xyxx, v4.xzxx div r4.xyzw, -v2.zyxy, cb2[0].xxxx sample_indexable(texture2d)(float,float,float,float) r5.xyz, r4.xyxx, t1.xyzw, s1 mad r5.xyz, r5.xyzx, l(0.900000, 0.900000, 0.900000, 0.000000), -r2.xyzx mad r2.xyz, r3.xxxx, r5.xyzx, r2.xyzx sample_indexable(texture2d)(float,float,float,float) r3.zw, r4.xyxx, t2.xzyw, s2 add r3.zw, r3.wwwz, l(0.000000, 0.000000, -0.500000, -0.500000) mad r3.xz, r3.xxxx, r3.zzwz, l(0.500000, 0.000000, 0.500000, 0.000000) sample_indexable(texture2d)(float,float,float,float) r5.xyz, r4.zwzz, t1.xyzw, s1 mad r5.xyz, r5.xyzx, l(0.900000, 0.900000, 0.900000, 0.000000), -r2.xyzx mad r0.xyz, r3.yyyy, r5.xyzx, r2.xyzx sample_indexable(texture2d)(float,float,float,float) r2.xy, r4.zwzz, t2.ywxz, s2 add r2.xy, -r3.xzxx, r2.yxyy mad r2.xy, r3.yyyy, r2.xyxx, r3.xzxx add r2.xy, r2.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000) mul r2.xy, r2.xyxx, l(6.000000, 6.000000, 0.000000, 0.000000) mul r2.yzw, r2.yyyy, v6.xxyz mad r2.xyz, r2.xxxx, v5.xyzx, r2.yzwy add r2.xyz, r2.xyzx, v3.xyzx dp3 r0.w, r2.xyzx, r2.xyzx rsq r0.w, r0.w mul r1.xyz, r0.wwww, r2.xzyx endif add r2.xyzw, r0.xyzx, l(1.000000, 1.000000, 1.000000, 1.000000) movc r0.xyzw, cb2[1].wwww, r2.xyzw, r0.xyzx ftoi r1.w, v0.x max r0.xyzw, r0.xyzw, l(0.010000, 0.010000, 0.010000, 0.010000) mul r0.xy, r0.xyxx, l(0.250000, 0.500000, 0.000000, 0.000000) add r0.x, r0.y, r0.x mad r0.x, r0.z, l(0.250000), r0.x mul r2.x, r0.z, l(0.500000) mad r2.x, r0.w, l(0.500000), -r2.x mad r0.y, r0.w, l(-0.250000), r0.y mad r2.y, -r0.z, l(0.250000), r0.y mul r0.x, r0.x, l(0.500000) mad r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) ge r3.x, r1.z, l(0.000000) movc r3.x, r3.x, l(1.000000), l(-1.000000) add r1.z, |r1.z|, l(1.000000) div r1.xy, r1.xyxx, r1.zzzz mad o1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) and r1.z, r1.w, l(0x80000000) imax r1.w, r1.w, -r1.w and r1.w, r1.w, l(1) ineg r3.y, r1.w movc r1.z, r1.z, r3.y, r1.w if_z r1.z mad_sat r1.x, r1.x, l(0.500000), l(0.505000) mul r1.x, r3.x, r1.x mad r2.z, r1.x, l(0.500000), l(0.500000) mov r0.yz, r2.xxzx mov o1.zw, l(0,0,0,0.500000) else mad_sat r1.x, r1.y, l(0.500000), l(0.505000) mul r1.x, r3.x, r1.x mad r2.w, r1.x, l(0.500000), l(0.500000) mov r0.yz, r2.yywy mov o1.zw, l(0,0,0,0) endif mov r0.w, l(0.697500) mov o0.xyzw, r0.xyzw ret // Approximately 80 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
there is also a PS for the same thign

Image
cbuffer TerrainCommonConst : register(b0)
{
row_major float4x4 matRelativeViewProjection : packoffset(c0);
float3 vecViewPosition : packoffset(c4);
float dummy_0 : packoffset(c4.w);
float2 vecGuideStart : packoffset(c5);
float2 vecGuideSize : packoffset(c5.z);
float sectorLayerRenderDistance : packoffset(c6);
float grassLODScale : packoffset(c6.y) = float(0.800000012);
bool bSatelliteShot : packoffset(c6.z);
bool bGuideTexture : packoffset(c6.w);
}

cbuffer TerrainSceneConst : register(b2)
{
float4 detailTextureInfo : packoffset(c0);
float3 vecStartPosition : packoffset(c1);
bool isSelected : packoffset(c1.w);
float2 vecLODClip : packoffset(c2);
}
SamplerState samColorAnis_s : register(s0);
SamplerState samTerrainDecal_s : register(s1);
SamplerState samTerrainDecalNormal_s : register(s2);
SamplerState samGuide_s : register(s3);
Texture2D<float4> texColor : register(t0);
Texture2D<float4> texTerrainDecal : register(t1);
Texture2D<float4> texTerrainDecalNormal : register(t2);
Texture2D<float4> texGuide : register(t3);

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : SV_POSITION0,
float4 v1 : COLOR0,
float4 v2 : TEXCOORD0,
float4 v3 : TEXCOORD1,
float4 v4 : TEXCOORD3,
float4 v5 : TEXCOORD5,
float4 v6 : TEXCOORD6,
float4 v7 : TEXCOORD7,
float4 v8 : TEXCOORD8,
out float4 o0 : SV_TARGET0,
out float4 o1 : SV_TARGET1)
{
float4 r0,r1,r2,r3,r4,r5;
uint4 bitmask, uiDest;
float4 fDest;

if (bGuideTexture != 0) {
r0.xy = float2(12800,12800) * vecGuideSize.xy;
r0.zw = -vecGuideStart.xy * float2(12800,12800) + v2.xz;
r0.xy = r0.zw / r0.xy;
r0.z = 1 + -r0.y;
r0.xyz = texGuide.Sample(samGuide_s, r0.xz).xyz;
r0.xyz = log2(r0.xyz);
r0.xyz = float3(2.20000005,2.20000005,2.20000005) * r0.xyz;
r0.xyz = exp2(r0.xyz);
r0.w = dot(v3.xyz, v3.xyz);
r0.w = rsqrt(r0.w);
r1.xyz = v3.xzy * r0.www;
} else {
r2.xy = -vecStartPosition.xz + v2.xz;
r2.xy = -r2.xy * float2(7.81249983e-005,7.81249983e-005) + float2(1,1);
r2.xyz = texColor.Sample(samColorAnis_s, r2.xy).xyz;
r2.xyz = float3(1.25,1.25,1.25) * r2.xyz;
r3.xy = v4.xz * v4.xz;
r3.xy = v4.xz * r3.xy;
r4.xyzw = -v2.zyxy / detailTextureInfo.xxxx;
r5.xyz = texTerrainDecal.Sample(samTerrainDecal_s, r4.xy).xyz;
r5.xyz = r5.xyz * float3(0.899999976,0.899999976,0.899999976) + -r2.xyz;
r2.xyz = r3.xxx * r5.xyz + r2.xyz;
r3.zw = texTerrainDecalNormal.Sample(samTerrainDecalNormal_s, r4.xy).yw;
r3.zw = float2(-0.5,-0.5) + r3.wz;
r3.xz = r3.xx * r3.zw + float2(0.5,0.5);
r5.xyz = texTerrainDecal.Sample(samTerrainDecal_s, r4.zw).xyz;
r5.xyz = r5.xyz * float3(0.899999976,0.899999976,0.899999976) + -r2.xyz;
r0.xyz = r3.yyy * r5.xyz + r2.xyz;
r2.xy = texTerrainDecalNormal.Sample(samTerrainDecalNormal_s, r4.zw).yw;
r2.xy = r2.yx + -r3.xz;
r2.xy = r3.yy * r2.xy + r3.xz;
r2.xy = float2(-0.5,-0.5) + r2.xy;
r2.xy = float2(6,6) * r2.xy;
r2.yzw = v6.xyz * r2.yyy;
r2.xyz = r2.xxx * v5.xyz + r2.yzw;
r2.xyz = v3.xyz + r2.xyz;
r0.w = dot(r2.xyz, r2.xyz);
r0.w = rsqrt(r0.w);
r1.xyz = r2.xzy * r0.www;
}
r2.xyzw = float4(1,1,1,1) + r0.xyzx;
r0.xyzw = isSelected ? r2.xyzw : r0.xyzx;
r1.w = (int)v0.x;
r0.xyzw = max(float4(0.00999999978,0.00999999978,0.00999999978,0.00999999978), r0.xyzw);
r0.xy = float2(0.25,0.5) * r0.xy;
r0.x = r0.x + r0.y;
r0.x = r0.z * 0.25 + r0.x;
r2.x = 0.5 * r0.z;
r2.x = r0.w * 0.5 + -r2.x;
r0.y = r0.w * -0.25 + r0.y;
r2.y = -r0.z * 0.25 + r0.y;
r0.x = 0.5 * r0.x;
r2.xy = r2.xy * float2(0.5,0.5) + float2(0.5,0.5);
r3.x = r1.z >= 0;
r3.x = r3.x ? 1 : -1;
r1.z = 1 + abs(r1.z);
r1.xy = r1.xy / r1.zz;
o1.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5);
r1.z = (int)r1.w & 0x80000000;
r1.w = max((int)-r1.w, (int)r1.w);
r1.w = (int)r1.w & 1;
r3.y = -(int)r1.w;
r1.z = r1.z ? r3.y : r1.w;
if (r1.z == 0) {
r1.x = saturate(r1.x * 0.5 + 0.504999995);
r1.x = r1.x * r3.x;
r2.z = r1.x * 0.5 + 0.5;
r0.yz = r2.xz;
o1.zw = float2(0,0.5);
} else {
r1.x = saturate(r1.y * 0.5 + 0.504999995);
r1.x = r1.x * r3.x;
r2.w = r1.x * 0.5 + 0.5;
r0.yz = r2.yw;
o1.zw = float2(0,0);
}
r0.w = 0.69749999;
o0.xyzw = r0.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.13 on Sat Feb 20 06:03:59 2016
//
//
// Buffer Definitions:
//
// cbuffer TerrainCommonConst
// {
//
// row_major float4x4 matRelativeViewProjection;// Offset: 0 Size: 64 [unused]
// float3 vecViewPosition; // Offset: 64 Size: 12 [unused]
// float dummy_0; // Offset: 76 Size: 4 [unused]
// float2 vecGuideStart; // Offset: 80 Size: 8
// float2 vecGuideSize; // Offset: 88 Size: 8
// float sectorLayerRenderDistance; // Offset: 96 Size: 4 [unused]
// float grassLODScale; // Offset: 100 Size: 4 [unused]
// = 0x3f4ccccd
// bool bSatelliteShot; // Offset: 104 Size: 4 [unused]
// bool bGuideTexture; // Offset: 108 Size: 4
//
// }
//
// cbuffer TerrainSceneConst
// {
//
// float4 detailTextureInfo; // Offset: 0 Size: 16
// float3 vecStartPosition; // Offset: 16 Size: 12
// bool isSelected; // Offset: 28 Size: 4
// float2 vecLODClip; // Offset: 32 Size: 8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// samColorAnis sampler NA NA 0 1
// samTerrainDecal sampler NA NA 1 1
// samTerrainDecalNormal sampler NA NA 2 1
// samGuide sampler NA NA 3 1
// texColor texture float4 2d 0 1
// texTerrainDecal texture float4 2d 1 1
// texTerrainDecalNormal texture float4 2d 2 1
// texGuide texture float4 2d 3 1
// TerrainCommonConst cbuffer NA NA 0 1
// TerrainSceneConst cbuffer NA NA 2 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float x
// COLOR 0 xyzw 1 NONE float
// TEXCOORD 0 xyzw 2 NONE float xyz
// TEXCOORD 1 xyz 3 NONE float xyz
// TEXCOORD 3 xyz 4 NONE float x z
// TEXCOORD 5 xyz 5 NONE float xyz
// TEXCOORD 6 xyz 6 NONE float xyz
// TEXCOORD 7 xyzw 7 NONE float
// TEXCOORD 8 xyzw 8 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[7], immediateIndexed
dcl_constantbuffer cb2[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_input_ps_siv linear noperspective v0.x, position
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_temps 6
if_nz cb0[6].w
mul r0.xy, cb0[5].zwzz, l(12800.000000, 12800.000000, 0.000000, 0.000000)
mad r0.zw, -cb0[5].xxxy, l(0.000000, 0.000000, 12800.000000, 12800.000000), v2.xxxz
div r0.xy, r0.zwzz, r0.xyxx
add r0.z, -r0.y, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xzxx, t3.xyzw, s3
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(2.200000, 2.200000, 2.200000, 0.000000)
exp r0.xyz, r0.xyzx
dp3 r0.w, v3.xyzx, v3.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v3.xzyx
else
add r2.xy, v2.xzxx, -cb2[1].xzxx
mad r2.xy, -r2.xyxx, l(0.0000781249983, 0.0000781249983, 0.000000, 0.000000), l(1.000000, 1.000000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s0
mul r2.xyz, r2.xyzx, l(1.250000, 1.250000, 1.250000, 0.000000)
mul r3.xy, v4.xzxx, v4.xzxx
mul r3.xy, r3.xyxx, v4.xzxx
div r4.xyzw, -v2.zyxy, cb2[0].xxxx
sample_indexable(texture2d)(float,float,float,float) r5.xyz, r4.xyxx, t1.xyzw, s1
mad r5.xyz, r5.xyzx, l(0.900000, 0.900000, 0.900000, 0.000000), -r2.xyzx
mad r2.xyz, r3.xxxx, r5.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.zw, r4.xyxx, t2.xzyw, s2
add r3.zw, r3.wwwz, l(0.000000, 0.000000, -0.500000, -0.500000)
mad r3.xz, r3.xxxx, r3.zzwz, l(0.500000, 0.000000, 0.500000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r5.xyz, r4.zwzz, t1.xyzw, s1
mad r5.xyz, r5.xyzx, l(0.900000, 0.900000, 0.900000, 0.000000), -r2.xyzx
mad r0.xyz, r3.yyyy, r5.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xy, r4.zwzz, t2.ywxz, s2
add r2.xy, -r3.xzxx, r2.yxyy
mad r2.xy, r3.yyyy, r2.xyxx, r3.xzxx
add r2.xy, r2.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r2.xy, r2.xyxx, l(6.000000, 6.000000, 0.000000, 0.000000)
mul r2.yzw, r2.yyyy, v6.xxyz
mad r2.xyz, r2.xxxx, v5.xyzx, r2.yzwy
add r2.xyz, r2.xyzx, v3.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r2.xzyx
endif
add r2.xyzw, r0.xyzx, l(1.000000, 1.000000, 1.000000, 1.000000)
movc r0.xyzw, cb2[1].wwww, r2.xyzw, r0.xyzx
ftoi r1.w, v0.x
max r0.xyzw, r0.xyzw, l(0.010000, 0.010000, 0.010000, 0.010000)
mul r0.xy, r0.xyxx, l(0.250000, 0.500000, 0.000000, 0.000000)
add r0.x, r0.y, r0.x
mad r0.x, r0.z, l(0.250000), r0.x
mul r2.x, r0.z, l(0.500000)
mad r2.x, r0.w, l(0.500000), -r2.x
mad r0.y, r0.w, l(-0.250000), r0.y
mad r2.y, -r0.z, l(0.250000), r0.y
mul r0.x, r0.x, l(0.500000)
mad r2.xy, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
ge r3.x, r1.z, l(0.000000)
movc r3.x, r3.x, l(1.000000), l(-1.000000)
add r1.z, |r1.z|, l(1.000000)
div r1.xy, r1.xyxx, r1.zzzz
mad o1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
and r1.z, r1.w, l(0x80000000)
imax r1.w, r1.w, -r1.w
and r1.w, r1.w, l(1)
ineg r3.y, r1.w
movc r1.z, r1.z, r3.y, r1.w
if_z r1.z
mad_sat r1.x, r1.x, l(0.500000), l(0.505000)
mul r1.x, r3.x, r1.x
mad r2.z, r1.x, l(0.500000), l(0.500000)
mov r0.yz, r2.xxzx
mov o1.zw, l(0,0,0,0.500000)
else
mad_sat r1.x, r1.y, l(0.500000), l(0.505000)
mul r1.x, r3.x, r1.x
mad r2.w, r1.x, l(0.500000), l(0.500000)
mov r0.yz, r2.yywy
mov o1.zw, l(0,0,0,0)
endif
mov r0.w, l(0.697500)
mov o0.xyzw, r0.xyzw
ret
// Approximately 80 instruction slots used

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

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#11
Posted 02/20/2016 06:00 AM   
there is also a VS that seems to be holding all of the shadows [img]http://thc333.com/3d/fc636b28851343e6-vs.jps[/img] [code] cbuffer fullSceneDirectionConst : register(b1) { float4 FullSceneDirection[4] : packoffset(c0); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float2 v2 : TEXCOORD1, uint v3 : SV_VertexID0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD2, out float3 o2 : TEXCOORD1) { float4 r0; uint4 bitmask, uiDest; float4 fDest; o0.xyzw = v0.xyzw; o1.xy = v1.xy; p1.xy = v2.xy; r0.x = v3.x; o2.xyz = FullSceneDirection[r0.x].xyz; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.13 on Sat Feb 20 05:55:50 2016 // // // Buffer Definitions: // // cbuffer fullSceneDirectionConst // { // // float4 FullSceneDirection[4]; // Offset: 0 Size: 64 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // fullSceneDirectionConst cbuffer NA NA 1 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 xy 2 NONE float xy // SV_VertexID 0 x 3 VERTID uint x // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 2 zw 1 NONE float zw // TEXCOORD 1 xyz 2 NONE float xyz // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb1[4], dynamicIndexed dcl_input v0.xyzw dcl_input v1.xy dcl_input v2.xy dcl_input_sgv v3.x, vertex_id dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.zw dcl_output o2.xyz dcl_temps 1 mov o0.xyzw, v0.xyzw mov o1.xy, v1.xyxx mov o1.zw, v2.xxxy mov r0.x, v3.x mov o2.xyz, cb1[r0.x + 0].xyzx ret // Approximately 6 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
there is also a VS that seems to be holding all of the shadows
Image
cbuffer fullSceneDirectionConst : register(b1)
{
float4 FullSceneDirection[4] : packoffset(c0);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float2 v2 : TEXCOORD1,
uint v3 : SV_VertexID0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD2,
out float3 o2 : TEXCOORD1)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

o0.xyzw = v0.xyzw;
o1.xy = v1.xy;
p1.xy = v2.xy;
r0.x = v3.x;
o2.xyz = FullSceneDirection[r0.x].xyz;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.13 on Sat Feb 20 05:55:50 2016
//
//
// Buffer Definitions:
//
// cbuffer fullSceneDirectionConst
// {
//
// float4 FullSceneDirection[4]; // Offset: 0 Size: 64
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// fullSceneDirectionConst cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 xy 2 NONE float xy
// SV_VertexID 0 x 3 VERTID uint x
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 2 zw 1 NONE float zw
// TEXCOORD 1 xyz 2 NONE float xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[4], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input_sgv v3.x, vertex_id
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyz
dcl_temps 1
mov o0.xyzw, v0.xyzw
mov o1.xy, v1.xyxx
mov o1.zw, v2.xxxy
mov r0.x, v3.x
mov o2.xyz, cb1[r0.x + 0].xyzx
ret
// Approximately 6 instruction slots used

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

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#12
Posted 02/20/2016 06:00 AM   
I got timed out while trying to post it all in one post. I've uplaoded some screens http://photos.3dvisionlive.com/tehace/album/569e95c6e7e5641b0b000200/ and imo all the rest of the game renders actually pretty decently. EDIT: its really amazing how I dont seem to be able to play anything in 2d anymore. It feels like Im completely confused to my position in space ingame while playing on a flat screen, also CM is a no go to me I guess I've been spoiled by all those great real 3d fixes this community provides :)
I got timed out while trying to post it all in one post. I've uplaoded some screens http://photos.3dvisionlive.com/tehace/album/569e95c6e7e5641b0b000200/ and imo all the rest of the game renders actually pretty decently.

EDIT: its really amazing how I dont seem to be able to play anything in 2d anymore. It feels like Im completely confused to my position in space ingame while playing on a flat screen, also CM is a no go to me I guess I've been spoiled by all those great real 3d fixes this community provides :)

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#13
Posted 02/20/2016 06:13 AM   
For me only 2D is a "no go" ;) CM is compared to 2D for me acceptable. I have started playing in 3D before there was Helixmod and so I had to learn to ignore some issues that could not be disabled in the graphic settings. This helps me just to ignore the issues CM has like the halos and broken UI elements. Especially in this game where 90% is fighting with groups of mobs I anyway would zoom out as much as possible and choose the bird's eye view. The only UI element that matters during fights is the HP and MP bar for me. In this situation the CM issues are barely visible. The rest is inventory, crafting and micro management which can be done in 2D without loosing anything. Personaly I would miss real 3D if there was a relevant story and interesting dialogues and cut scenes. But so far I could not find a "cinematic" story telling in Black Desert. But this is just my own experience and my humble opinion and of course it would be great if someone could fix the game and we don't have to play it in CM.
For me only 2D is a "no go" ;) CM is compared to 2D for me acceptable. I have started playing in 3D before there was Helixmod and so I had to learn to ignore some issues that could not be disabled in the graphic settings. This helps me just to ignore the issues CM has like the halos and broken UI elements. Especially in this game where 90% is fighting with groups of mobs I anyway would zoom out as much as possible and choose the bird's eye view. The only UI element that matters during fights is the HP and MP bar for me. In this situation the CM issues are barely visible. The rest is inventory, crafting and micro management which can be done in 2D without loosing anything. Personaly I would miss real 3D if there was a relevant story and interesting dialogues and cut scenes. But so far I could not find a "cinematic" story telling in Black Desert.
But this is just my own experience and my humble opinion and of course it would be great if someone could fix the game and we don't have to play it in CM.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#14
Posted 02/21/2016 10:28 AM   
Update: my first impressions of the game (play) were heavily influenced by the fact that I was power leveling as I wanted to reach lvl 20 as fast as possible. Playing as tamer this is the level when You finally get Your fighting pet. But during the last hours of the closed beta I was riding through the landscapes and cities (with auto-navigation on and UI turned off) and just admired the scenery. This game is so absolutely beautifull !!! Not because of the engine and realistic graphics. Of course for a MMORPG it is top-notch but not as good as actual single player games like ROTTR, etc.. It also has some issues with pop ups and lighting (beta?!). But I like so much the amtosphere and the medivial-mediterranean style of the landscape and the architecture. One of the most appealing (fantasy) settings I have ever seen in a game. The character and monster design can't deny its asian roots but is acceptable. Maybe there is even an interesting story and lore but You have to figure it out by Yourself (similar to Dark Souls)... So I have decided that I will one day return to this country - even as a walking or riding simulator it would be worth to be played :) Too bad that I don't have any experiences in fixing shadow issues with 3Dmigoto.
Update: my first impressions of the game (play) were heavily influenced by the fact that I was power leveling as I wanted to reach lvl 20 as fast as possible. Playing as tamer this is the level when You finally get Your fighting pet. But during the last hours of the closed beta I was riding through the landscapes and cities (with auto-navigation on and UI turned off) and just admired the scenery. This game is so absolutely beautifull !!! Not because of the engine and realistic graphics. Of course for a MMORPG it is top-notch but not as good as actual single player games like ROTTR, etc.. It also has some issues with pop ups and lighting (beta?!). But I like so much the amtosphere and the medivial-mediterranean style of the landscape and the architecture. One of the most appealing (fantasy) settings I have ever seen in a game. The character and monster design can't deny its asian roots but is acceptable. Maybe there is even an interesting story and lore but You have to figure it out by Yourself (similar to Dark Souls)...
So I have decided that I will one day return to this country - even as a walking or riding simulator it would be worth to be played :) Too bad that I don't have any experiences in fixing shadow issues with 3Dmigoto.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#15
Posted 02/22/2016 03:40 PM   
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