Well trhat is the thing I went through both VS and PS and I did not see much. Yes the green hud at infinity but I did not see the shader I was looking for..
So I maybe doing something wrong or just not there?? Should I see more shaders in a dx9 game or not??
Well trhat is the thing I went through both VS and PS and I did not see much. Yes the green hud at infinity but I did not see the shader I was looking for..
So I maybe doing something wrong or just not there?? Should I see more shaders in a dx9 game or not??
OK I found the vertex shader but it is the canopy too?? either way should there be a vertex file in dump folder?? IF so it is not there but I found the shader perhaps I don't have the ini file set correct.. will look around too the guides to check and see but I thinbk I have the ini set wrong or not correctly to save the file..
OK I found the vertex shader but it is the canopy too?? either way should there be a vertex file in dump folder?? IF so it is not there but I found the shader perhaps I don't have the ini file set correct.. will look around too the guides to check and see but I thinbk I have the ini set wrong or not correctly to save the file..
Well I found I shoule input this line in the ini file DumpAll=true and it is there bur when I press numpad 6 the ASM file does not save weird it is..
maybe I have the wrong keypress?? will investigate further but I think the ini file is set correctly the file it just not being saved for some reason..
Well I found I shoule input this line in the ini file DumpAll=true and it is there bur when I press numpad 6 the ASM file does not save weird it is..
maybe I have the wrong keypress?? will investigate further but I think the ini file is set correctly the file it just not being saved for some reason..
[quote="The_Nephilim"]Well I found I shoule input this line in the ini file DumpAll=true and it is there bur when I press numpad 6 the ASM file does not save weird it is..
maybe I have the wrong keypress?? will investigate further but I think the ini file is set correctly the file it just not being saved for some reason..[/quote]
That can happen, check the LOG.txt to see if there are any errors.
You pretty much need to use dumpall=true all the time. This is covered in my ShaderHacker classes. If you didn't do them, you absolutely must start there. It's a waste of time, both yours and mine, to explain stuff that is already documented.
The_Nephilim said:Well I found I shoule input this line in the ini file DumpAll=true and it is there bur when I press numpad 6 the ASM file does not save weird it is..
maybe I have the wrong keypress?? will investigate further but I think the ini file is set correctly the file it just not being saved for some reason..
That can happen, check the LOG.txt to see if there are any errors.
You pretty much need to use dumpall=true all the time. This is covered in my ShaderHacker classes. If you didn't do them, you absolutely must start there. It's a waste of time, both yours and mine, to explain stuff that is already documented.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
yes I reread it and that is how I found out. the first time I read it it did not make much sense but it does now..
In the log this is the only error I can see being repeated as there is a 133000Plus lines in there:
luaL_loadfile cannot open PSscript.lua: No such file or directory
[quote="The_Nephilim"]yes I reread it and that is how I found out. the first time I read it it did not make much sense but it does now..
In the log this is the only error I can see being repeated as there is a 133000Plus lines in there:
luaL_loadfile cannot open PSscript.lua: No such file or directory[/quote]
That lua file error is not a problem, just a warning. It's annoying that it's on by default, but can't be easily fixed. It's looking for the HelixMod lua files, which can auto-fix games that use known techniques like for Unreal 3 games.
The file not saving might happen if the file is already dumped. I'm not sure. Since it's a manual process to move the file to the active override folder, this might be normal behavior.
HelixMod is not nearly as user-friendly as 3Dmigoto, and there are silent gotchas, so keep a close eye out. Experiment back and forth when things don't seem to work. It's unfortunately more trial-and-error with HelixMod because of this.
The_Nephilim said:yes I reread it and that is how I found out. the first time I read it it did not make much sense but it does now..
In the log this is the only error I can see being repeated as there is a 133000Plus lines in there:
luaL_loadfile cannot open PSscript.lua: No such file or directory
That lua file error is not a problem, just a warning. It's annoying that it's on by default, but can't be easily fixed. It's looking for the HelixMod lua files, which can auto-fix games that use known techniques like for Unreal 3 games.
The file not saving might happen if the file is already dumped. I'm not sure. Since it's a manual process to move the file to the active override folder, this might be normal behavior.
HelixMod is not nearly as user-friendly as 3Dmigoto, and there are silent gotchas, so keep a close eye out. Experiment back and forth when things don't seem to work. It's unfortunately more trial-and-error with HelixMod because of this.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Well I read through 16 pages of this thread last night found a lot of good info and I have a lot of reading to do still..
So for now with the Helixmod I was looking for answers to why the ASM files are not saving found a lead but it was not the problem.. So I will continue reading this entire thread and will continue to read it..
I was also looking at the wiki and there is alo a ton more info there too like entries for the ini and I did not find an answer there either but a lot of good info..
But like you said bo3b it will be a lot of trial and error..thank you for the info and I am still in the process of fixing with 3D migoto Final Fantasy XIV..
Well I read through 16 pages of this thread last night found a lot of good info and I have a lot of reading to do still..
So for now with the Helixmod I was looking for answers to why the ASM files are not saving found a lead but it was not the problem.. So I will continue reading this entire thread and will continue to read it..
I was also looking at the wiki and there is alo a ton more info there too like entries for the ini and I did not find an answer there either but a lot of good info..
But like you said bo3b it will be a lot of trial and error..thank you for the info and I am still in the process of fixing with 3D migoto Final Fantasy XIV..
Basically, I have fixed 3 shadows pixel shaders, a few haloing issues and made some HUD options and improvements. I have also disabled sun rays (the image of one eye was copy-pasted to the other, which is wrong).
Edit: IMPORTANT: I'm using the The Witcher 3 profile (that uses the profile specified in the helixmod blog post). Otherwise, there are broken effects that render the same for both eyes. I have added "deadrising3.exe" to the profile instead of modifying the Dead Rising 3 profile.
I have changed the StereoParams from t125 to t119 in d3dx.ini (it interfered with some shader I dumped and probably deleted after seeing that it was useless). You can see the hotkeys in d3dx.ini. With "b", you apply or not the partial fix of what I'm going to say now.
I'm having trouble with two lighting pixel shaders: df64b0dd4effd2f4-ps_replace.txt (normal gameplay) and ab4b3a46366f29f8-ps_replace.txt (cutscenes).
They do basically the same.
Content of df64b0dd4effd2f4-ps_replace.txt (modified by me):
//Lighting PS (incorrect in HLSL).
// ---- Created with 3Dmigoto v1.2.43 on Tue Aug 23 20:26:52 2016
These shaders control some lighting (which is OK with some exceptions) and dynamic shadows produced by light. They are at screen depth by default and I couldn't find any other shader that controls them.
Look where I use "iniparams.w" and the lines before it (please, don't pay attention to other variables and commented things I had tried in other parts of the shader, like r25 and r26. They are unused). With that fix (when you press "b"), dynamic shadows are fixed, BUT the rest of lighting is pretty much broken (with more separation).
Some places look a lot worse that that. I chose a moderate example.
I couldn't find another place in the shader to correct that (for now). In following uses of r6, using the variable that I called "oldr6" (which doesn't have the fix) didn't make any difference.
If I use "newv2" there instead of "v2", it fixes the shadows of the other 3 pixel shaders I had already fixed. If I disable the fix in those shaders, I can see that their shadows are correct but there is haloing in the environment and objects. That's why I though I could be making the same mistake with the dynamic shadows I showed you first.
My question is: is lighting fixable in this shader somewhere after breaking it, or do I have to find an unknown shadows shader?
If someone knows how to fix this, please help.
By the way, dumping this shader changed/disabled some specular reflections. helifax told me that after I fix this I should use "export_hlsl=3" to get the fixed shader in ASM and fix the differences compared to the original ASM shader.
The shadows on charactes on Tales of Zesteria are "displaced", are stereo but not correspond with the player position. More or less depth/convergence at certain camera angles.
There are other shadows for static meshes what works fine but the one on riggid models are not. Tried to replace that with riggid model's shadows without luck and tried to understand looking to another old dx9 games ....
It looks veeeeeeery simple.. not sure, tried a lot of mindless maths.... After a long tinkering what i can say, is what the shadows was projecting on a invisible cube around the player....
Each time i modify anything except "mul" the shaders gets disabled .... Any advice pls ? Thanks !
[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// struct
// {
// row_major float4x4 mWVPMatrix;
//
// } gCBufferMatrix;
//
// float4 gViewportOffset;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// gCBufferMatrix c0 4
// gViewportOffset c240 1
//
vs_3_0
//def c220, 0, 0, 5, 1
dcl_position v0
dcl_position o0
dcl_texcoord o1
mul r0, c1, v0.y
mad r0, v0.x, c0, r0
mad r0, v0.z, c2, r0
mad r0, v0.w, c3, r0
add o0, r0, c240
mov o1, r0
// approximately 6 instruction slots used[/code]
Also tried with prototype 1 and 2 and Crysis profiles .
The shadows on charactes on Tales of Zesteria are "displaced", are stereo but not correspond with the player position. More or less depth/convergence at certain camera angles.
There are other shadows for static meshes what works fine but the one on riggid models are not. Tried to replace that with riggid model's shadows without luck and tried to understand looking to another old dx9 games ....
It looks veeeeeeery simple.. not sure, tried a lot of mindless maths.... After a long tinkering what i can say, is what the shadows was projecting on a invisible cube around the player....
Each time i modify anything except "mul" the shaders gets disabled .... Any advice pls ? Thanks !
@masterotaku
Very nice you're fixing that game.... time ago i take a look and fix a few stuff (i fix like 8 shaders, included some shadows one)....is in my to do list :)
I don't have the game installed and lend to my father a hard Drive with the backup of a few stuff (where the wip of this game is - and my father lives in another city).... i don't remember doing some elaborate stuff (the if for example). I will install the game for the weekend to help.
@masterotaku
Very nice you're fixing that game.... time ago i take a look and fix a few stuff (i fix like 8 shaders, included some shadows one)....is in my to do list :)
I don't have the game installed and lend to my father a hard Drive with the backup of a few stuff (where the wip of this game is - and my father lives in another city).... i don't remember doing some elaborate stuff (the if for example). I will install the game for the weekend to help.
Thank you, DHR.
Meanwhile, I'll be entertained fixing things in Deus Ex HR Director's Cut (after all, I want to play it, and with good 3D) and trying more things in DR3.
Meanwhile, I'll be entertained fixing things in Deus Ex HR Director's Cut (after all, I want to play it, and with good 3D) and trying more things in DR3.
OK I am doing the lessons and I am on Lesson 3 Const. Now I went through the video twicw and read it many time.. I a, having issues with the Quiz on Step 3:
When the effect is being displayed, change its color.
Now I am at a impass as I don't recall seeing where in this lesson or past lessons to change the color of an effect.. I think it is to be done with the constants or maybe not.. I just plain am drawing a blank on this one..
I would like some help but don't just tell me the answer. but would I change the color of the effect with a Constant?? IF so was there a past lesson that touched on this?? or did the lesson 3 touch this..
If the lesson touched on this I just don't see it :(
OK I am doing the lessons and I am on Lesson 3 Const. Now I went through the video twicw and read it many time.. I a, having issues with the Quiz on Step 3:
When the effect is being displayed, change its color.
Now I am at a impass as I don't recall seeing where in this lesson or past lessons to change the color of an effect.. I think it is to be done with the constants or maybe not.. I just plain am drawing a blank on this one..
I would like some help but don't just tell me the answer. but would I change the color of the effect with a Constant?? IF so was there a past lesson that touched on this?? or did the lesson 3 touch this..
If the lesson touched on this I just don't see it :(
I got it .. I thought the color was only going to be on the little circle that was the bloom. it apparently colored the entire box.. so I don't tneed help with this lesson I figured it out..
When I looked before I thought I was doing it right but when I saw an entire block get colored in I thought I had done it wrong but apparently was right all along..
I got it .. I thought the color was only going to be on the little circle that was the bloom. it apparently colored the entire box.. so I don't tneed help with this lesson I figured it out..
When I looked before I thought I was doing it right but when I saw an entire block get colored in I thought I had done it wrong but apparently was right all along..
@masterotaku
Just test Dead Rising 3....and the lights need to be fixed in a compute shader. There are 2 main CS that control the dynamics lights. I don't see any setting or in the config file to disable CS Lights.
[s]The bad thing is that 3Dmigoto can't dump any CS (manually or in shaderchache), only jps are dumped; so bo3b or DSS need to take a look to 3Dmigoto to dump CS and try to fix them. In the ShaderCache only PS and VS are dumped (tested only with 1.2.43)[/s]
Edit: Now one CS is dumped in the ShaderCache.....very strange behavior.
Tile Lights....
[code]Resource bind info for TiledLightBuffer
// {
//
// struct tShadowLightData
// {
//
// float3 mPosition; // Offset: 0
// float mAttenuation; // Offset: 12
// float3 mColor; // Offset: 16
// float mStrength; // Offset: 28
// float3 mDirection; // Offset: 32
// float mHalfCosConeAngle; // Offset: 44
// row_major float4x4 mShadowMapProjectViewMatrix;// Offset: 48
//
// } $Element; // Offset: 0 Size: 112
//
// }[/code]
Just test Dead Rising 3....and the lights need to be fixed in a compute shader. There are 2 main CS that control the dynamics lights. I don't see any setting or in the config file to disable CS Lights.
The bad thing is that 3Dmigoto can't dump any CS (manually or in shaderchache), only jps are dumped; so bo3b or DSS need to take a look to 3Dmigoto to dump CS and try to fix them. In the ShaderCache only PS and VS are dumped (tested only with 1.2.43)
Edit: Now one CS is dumped in the ShaderCache.....very strange behavior.
Thank you, DHR.
So, what now? I have never tackled compute shaders, so I don't know what to do or where to start.
I suppose that CS has more content than those 17 lines, right?
So I maybe doing something wrong or just not there?? Should I see more shaders in a dx9 game or not??
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
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
maybe I have the wrong keypress?? will investigate further but I think the ini file is set correctly the file it just not being saved for some reason..
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
That can happen, check the LOG.txt to see if there are any errors.
You pretty much need to use dumpall=true all the time. This is covered in my ShaderHacker classes. If you didn't do them, you absolutely must start there. It's a waste of time, both yours and mine, to explain stuff that is already documented.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
In the log this is the only error I can see being repeated as there is a 133000Plus lines in there:
luaL_loadfile cannot open PSscript.lua: No such file or directory
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
That lua file error is not a problem, just a warning. It's annoying that it's on by default, but can't be easily fixed. It's looking for the HelixMod lua files, which can auto-fix games that use known techniques like for Unreal 3 games.
The file not saving might happen if the file is already dumped. I'm not sure. Since it's a manual process to move the file to the active override folder, this might be normal behavior.
HelixMod is not nearly as user-friendly as 3Dmigoto, and there are silent gotchas, so keep a close eye out. Experiment back and forth when things don't seem to work. It's unfortunately more trial-and-error with HelixMod because of this.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
So for now with the Helixmod I was looking for answers to why the ASM files are not saving found a lead but it was not the problem.. So I will continue reading this entire thread and will continue to read it..
I was also looking at the wiki and there is alo a ton more info there too like entries for the ini and I did not find an answer there either but a lot of good info..
But like you said bo3b it will be a lot of trial and error..thank you for the info and I am still in the process of fixing with 3D migoto Final Fantasy XIV..
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
Basically, I have fixed 3 shadows pixel shaders, a few haloing issues and made some HUD options and improvements. I have also disabled sun rays (the image of one eye was copy-pasted to the other, which is wrong).
Edit: IMPORTANT: I'm using the The Witcher 3 profile (that uses the profile specified in the helixmod blog post). Otherwise, there are broken effects that render the same for both eyes. I have added "deadrising3.exe" to the profile instead of modifying the Dead Rising 3 profile.
Here is my WIP fix (hunting mode is enabled (hunting=2)):
https://www.dropbox.com/s/vqx4ypr59ed6gsc/deadrising3_wip_fix.7z?dl=0
I have changed the StereoParams from t125 to t119 in d3dx.ini (it interfered with some shader I dumped and probably deleted after seeing that it was useless). You can see the hotkeys in d3dx.ini. With "b", you apply or not the partial fix of what I'm going to say now.
I'm having trouble with two lighting pixel shaders: df64b0dd4effd2f4-ps_replace.txt (normal gameplay) and ab4b3a46366f29f8-ps_replace.txt (cutscenes).
They do basically the same.
Content of df64b0dd4effd2f4-ps_replace.txt (modified by me):
These shaders control some lighting (which is OK with some exceptions) and dynamic shadows produced by light. They are at screen depth by default and I couldn't find any other shader that controls them.
Look where I use "iniparams.w" and the lines before it (please, don't pay attention to other variables and commented things I had tried in other parts of the shader, like r25 and r26. They are unused). With that fix (when you press "b"), dynamic shadows are fixed, BUT the rest of lighting is pretty much broken (with more separation).
Before: http://u.cubeupload.com/masterotaku/deadrising3014.jpg
After: http://u.cubeupload.com/masterotaku/deadrising3015.jpg
Some places look a lot worse that that. I chose a moderate example.
I couldn't find another place in the shader to correct that (for now). In following uses of r6, using the variable that I called "oldr6" (which doesn't have the fix) didn't make any difference.
In line 264, there is this:
If I use "newv2" there instead of "v2", it fixes the shadows of the other 3 pixel shaders I had already fixed. If I disable the fix in those shaders, I can see that their shadows are correct but there is haloing in the environment and objects. That's why I though I could be making the same mistake with the dynamic shadows I showed you first.
My question is: is lighting fixable in this shader somewhere after breaking it, or do I have to find an unknown shadows shader?
If someone knows how to fix this, please help.
By the way, dumping this shader changed/disabled some specular reflections. helifax told me that after I fix this I should use "export_hlsl=3" to get the fixed shader in ASM and fix the differences compared to the original ASM shader.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
There are other shadows for static meshes what works fine but the one on riggid models are not. Tried to replace that with riggid model's shadows without luck and tried to understand looking to another old dx9 games ....
It looks veeeeeeery simple.. not sure, tried a lot of mindless maths.... After a long tinkering what i can say, is what the shadows was projecting on a invisible cube around the player....
Each time i modify anything except "mul" the shaders gets disabled .... Any advice pls ? Thanks !
Also tried with prototype 1 and 2 and Crysis profiles .
Very nice you're fixing that game.... time ago i take a look and fix a few stuff (i fix like 8 shaders, included some shadows one)....is in my to do list :)
I don't have the game installed and lend to my father a hard Drive with the backup of a few stuff (where the wip of this game is - and my father lives in another city).... i don't remember doing some elaborate stuff (the if for example). I will install the game for the weekend to help.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Meanwhile, I'll be entertained fixing things in Deus Ex HR Director's Cut (after all, I want to play it, and with good 3D) and trying more things in DR3.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
When the effect is being displayed, change its color.
Now I am at a impass as I don't recall seeing where in this lesson or past lessons to change the color of an effect.. I think it is to be done with the constants or maybe not.. I just plain am drawing a blank on this one..
I would like some help but don't just tell me the answer. but would I change the color of the effect with a Constant?? IF so was there a past lesson that touched on this?? or did the lesson 3 touch this..
If the lesson touched on this I just don't see 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
When I looked before I thought I was doing it right but when I saw an entire block get colored in I thought I had done it wrong but apparently was right all along..
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
Just test Dead Rising 3....and the lights need to be fixed in a compute shader. There are 2 main CS that control the dynamics lights. I don't see any setting or in the config file to disable CS Lights.
The bad thing is that 3Dmigoto can't dump any CS (manually or in shaderchache), only jps are dumped; so bo3b or DSS need to take a look to 3Dmigoto to dump CS and try to fix them. In the ShaderCache only PS and VS are dumped (tested only with 1.2.43)Edit: Now one CS is dumped in the ShaderCache.....very strange behavior.
Tile Lights....
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
So, what now? I have never tackled compute shaders, so I don't know what to do or where to start.
I suppose that CS has more content than those 17 lines, right?
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com