Dragon Quest XI
  3 / 4    
@Gryzor_ let me know if works. [url]https://s3.amazonaws.com/dhr/Dragon.Quest.XI_Extra_Shaders.zip[/url]
@Gryzor_

let me know if works.
https://s3.amazonaws.com/dhr/Dragon.Quest.XI_Extra_Shaders.zip

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#31
Posted 09/24/2018 09:58 PM   
Great success, thank you! The game is near perfect in 3D with your latest update. All outdoor environments look 3D ready and even the clouds are always in the correct depth now. There's only 1 really minor light/reflection shader used indoors and in dungeons, which looks wrong. Depending on the distance and angle, this one can still look wrong sometimes, but corrects itself once you get closer. I wasn't able to isolate / hunt it properly yet, but once I'm sure which one it is, i'll post it here. You've probably heard this one before, DHR, but you're a legend.
Great success, thank you! The game is near perfect in 3D with your latest update.

All outdoor environments look 3D ready and even the clouds are always in the correct depth now.

There's only 1 really minor light/reflection shader used indoors and in dungeons, which looks wrong. Depending on the distance and angle, this one can still look wrong sometimes, but corrects itself once you get closer.

I wasn't able to isolate / hunt it properly yet, but once I'm sure which one it is, i'll post it here.

You've probably heard this one before, DHR, but you're a legend.

#32
Posted 09/25/2018 02:48 PM   
Sorry for the delay in the response... that issue is probably a clipping issue in some CS Lights shader....i try to add the clipping correction in to regex, but is not consistent among games....so is necessary to do it manually and some games need to fix 2 or more spot in the CS. The clipping issue will be more obvious if you play at high convergence, like you do.....for example those screenshots are way higher that my confort convergence in my 3DTV. If you catch the CS related (need to be a shader that is fixed by regex) i can take a look.
Sorry for the delay in the response...

that issue is probably a clipping issue in some CS Lights shader....i try to add the clipping correction in to regex, but is not consistent among games....so is necessary to do it manually and some games need to fix 2 or more spot in the CS. The clipping issue will be more obvious if you play at high convergence, like you do.....for example those screenshots are way higher that my confort convergence in my 3DTV.

If you catch the CS related (need to be a shader that is fixed by regex) i can take a look.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#33
Posted 09/28/2018 09:18 PM   
This game looks fantastic, and runs pretty well And the orchestral soundtrack sounds superb in comparison. I returned game getting waiting for price drop (too many other things) I think I can put HUD at character depth like Final Fantasy X fix. I will try to add it when I buy it. I think I can do that.
This game looks fantastic, and runs pretty well And the orchestral soundtrack sounds superb in comparison.

I returned game getting waiting for price drop (too many other things)

I think I can put HUD at character depth like Final Fantasy X fix. I will try to add it when I buy it. I think I can do that.

I'm ishiki, forum screwed up my name.

9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti

#34
Posted 10/15/2018 02:50 AM   
I put the cutscenes and hud into depth. That shader is attached maybe I will modify the ini for hotkeys if someone wants :P. Hi this is code, its like refraction from things that renders in one eye. I just turn it off now. Since I'm still learning poorly. [code] // ---- Created with 3Dmigoto v1.3.11 on Sat Oct 27 12:14:45 2018 Texture2D<float4> t4 : register(t4); Texture2D<float4> t3 : register(t3); Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s4_s : register(s4); SamplerState s3_s : register(s3); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb2 : register(b2) { float4 cb2[6]; } cbuffer cb1 : register(b1) { float4 cb1[125]; } cbuffer cb0 : register(b0) { float4 cb0[12]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = cb0[8].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[7].xyzw + r0.xyzw; r1.xy = cb1[116].zw * v0.xy; r1.x = t4.SampleLevel(s4_s, r1.xy, 0).x; r0.xyzw = r1.xxxx * cb0[9].xyzw + r0.xyzw; r0.xyzw = cb0[10].xyzw + r0.xyzw; r0.xyz = r0.yzx / r0.www; r0.w = dot(r0.xyz, r0.xyz); r0.w = rsqrt(r0.w); r1.yzw = r0.xyz * r0.www; r0.w = max(abs(r1.y), abs(r1.z)); r0.w = 1 / r0.w; r2.x = min(abs(r1.y), abs(r1.z)); r0.w = r2.x * r0.w; r2.x = r0.w * r0.w; r2.y = r2.x * 0.0208350997 + -0.0851330012; r2.y = r2.x * r2.y + 0.180141002; r2.y = r2.x * r2.y + -0.330299497; r2.x = r2.x * r2.y + 0.999866009; r2.y = r2.x * r0.w; r2.y = r2.y * -2 + 1.57079637; r2.z = cmp(abs(r1.z) < abs(r1.y)); r2.y = r2.z ? r2.y : 0; r0.w = r0.w * r2.x + r2.y; r2.xy = cmp(r1.zw < -r1.zw); r2.x = r2.x ? -3.141593 : 0; r0.w = r2.x + r0.w; r2.x = min(r1.y, r1.z); r2.x = cmp(r2.x < -r2.x); r1.y = max(r1.y, r1.z); r1.y = cmp(r1.y >= -r1.y); r1.y = r1.y ? r2.x : 0; r0.w = r1.y ? -r0.w : r0.w; r0.w = 3.14159274 + r0.w; r3.x = 0.159154937 * r0.w; r0.w = abs(r1.w) * -0.0187292993 + 0.0742610022; r0.w = r0.w * abs(r1.w) + -0.212114394; r0.w = r0.w * abs(r1.w) + 1.57072878; r1.y = 1 + -abs(r1.w); r1.y = sqrt(r1.y); r1.z = r1.y * r0.w; r1.z = r1.z * -2 + 3.14159274; r1.z = r2.y ? r1.z : 0; r0.w = r0.w * r1.y + r1.z; r3.y = 0.318309873 * r0.w; r1.yz = cmp(float2(0,0) < cb0[2].zw); r1.zw = r1.zz ? r3.xy : r0.yx; r0.z = cb0[2].x * r0.z; r0.xy = r0.yx / r0.zz; r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5); r0.xy = r1.yy ? r0.xy : r1.zw; r0.z = cb2[4].x * cb1[124].z; r2.xy = float2(0.0399999991,0.0199999996) * r0.zz; r0.zw = r0.xy * cb2[5].yy + r2.yy; r1.yzw = t3.Sample(s3_s, r0.zw).xyz; r1.yzw = cb2[5].zzz * r1.yzw; r2.z = 0; r2.xyzw = r0.xyxy * cb2[4].yyww + r2.xzzx; r3.xyz = t2.Sample(s2_s, r2.zw).xyz; r2.xyz = t1.Sample(s1_s, r2.xy).xyz; r2.xyz = cb2[4].zzz * r2.xyz; r4.xy = float2(6.28318548,0.150000006) * cb1[124].zz; r0.z = sin(r4.x); r0.z = max(9.99999997e-007, abs(r0.z)); r0.z = log2(r0.z); r0.z = 0.00999999978 * r0.z; r0.z = exp2(r0.z); r0.z = cb2[5].x * r0.z; r1.yzw = r3.xyz * r0.zzz + r1.yzw; r1.yzw = r2.xyz * r1.yzw; r1.yzw = cb2[5].www * r1.yzw; r4.z = 0; r0.xy = r0.xy * float2(2,2) + r4.yz; r0.xyz = t0.Sample(s0_s, r0.xy).xyz; r0.xyz = float3(10,10,10) * r0.xyz; r0.xyz = r0.xyz * r1.yzw + cb2[1].xyz; r0.xyz = max(float3(0,0,0), r0.xyz); r0.x = dot(r0.xyz, float3(0.333299994,0.333299994,0.333299994)); r0.x = -cb0[11].y + r0.x; r2.xyzw = cb1[37].xyzw * v0.yyyy; r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw; r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw; r1.xyzw = cb1[39].xyzw + r1.xyzw; r0.yzw = r1.xyz / r1.www; r0.yzw = -cb1[56].xyz + r0.yzw; r0.yzw = cb1[53].xyz + -r0.yzw; r0.y = dot(r0.yzw, r0.yzw); r0.y = sqrt(r0.y); r0.y = cb0[11].x + -r0.y; r0.z = 0.200000003 * cb0[11].x; r0.y = saturate(r0.y / r0.z); r0.x = r0.y * r0.x; r0.x = cb0[2].y * r0.x + cb0[11].y; r0.z = sqrt(r0.x); r0.xyw = float3(1,1,1); r1.xyzw = r0.zzzz + -r0.wwzw; o0.xyzw = cb0[11].zzzz * r1.xyzw + r0.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.3.11 on Sat Oct 27 12:14:45 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[12], immediateIndexed dcl_constantbuffer cb1[125], immediateIndexed dcl_constantbuffer cb2[6], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, 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_resource_texture2d (float,float,float,float) t4 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_temps 5 mul r0.xyzw, v0.yyyy, cb0[8].xyzw mad r0.xyzw, v0.xxxx, cb0[7].xyzw, r0.xyzw mul r1.xy, v0.xyxx, cb1[116].zwzz sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t4.xyzw, s4, l(0.000000) mad r0.xyzw, r1.xxxx, cb0[9].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb0[10].xyzw div r0.xyz, r0.yzxy, r0.wwww dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mul r1.yzw, r0.wwww, r0.xxyz max r0.w, |r1.z|, |r1.y| div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w min r2.x, |r1.z|, |r1.y| mul r0.w, r0.w, r2.x mul r2.x, r0.w, r0.w mad r2.y, r2.x, l(0.0208350997), l(-0.085133) mad r2.y, r2.x, r2.y, l(0.180141) mad r2.y, r2.x, r2.y, l(-0.330299497) mad r2.x, r2.x, r2.y, l(0.999866) mul r2.y, r0.w, r2.x mad r2.y, r2.y, l(-2.000000), l(1.57079637) lt r2.z, |r1.z|, |r1.y| and r2.y, r2.z, r2.y mad r0.w, r0.w, r2.x, r2.y lt r2.xy, r1.zwzz, -r1.zwzz and r2.x, r2.x, l(0xc0490fdb) add r0.w, r0.w, r2.x min r2.x, r1.z, r1.y lt r2.x, r2.x, -r2.x max r1.y, r1.z, r1.y ge r1.y, r1.y, -r1.y and r1.y, r1.y, r2.x movc r0.w, r1.y, -r0.w, r0.w add r0.w, r0.w, l(3.14159274) mul r3.x, r0.w, l(0.159154937) mad r0.w, |r1.w|, l(-0.0187292993), l(0.074261) mad r0.w, r0.w, |r1.w|, l(-0.212114394) mad r0.w, r0.w, |r1.w|, l(1.57072878) add r1.y, -|r1.w|, l(1.000000) sqrt r1.y, r1.y mul r1.z, r0.w, r1.y mad r1.z, r1.z, l(-2.000000), l(3.14159274) and r1.z, r2.y, r1.z mad r0.w, r0.w, r1.y, r1.z mul r3.y, r0.w, l(0.318309873) lt r1.yz, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[2].zzwz movc r1.zw, r1.zzzz, r3.xxxy, r0.yyyx mul r0.z, r0.z, cb0[2].x div r0.xy, r0.yxyy, r0.zzzz mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) movc r0.xy, r1.yyyy, r0.xyxx, r1.zwzz mul r0.z, cb1[124].z, cb2[4].x mul r2.xy, r0.zzzz, l(0.040000, 0.020000, 0.000000, 0.000000) mad r0.zw, r0.xxxy, cb2[5].yyyy, r2.yyyy sample_indexable(texture2d)(float,float,float,float) r1.yzw, r0.zwzz, t3.wxyz, s3 mul r1.yzw, r1.yyzw, cb2[5].zzzz mov r2.z, l(0) mad r2.xyzw, r0.xyxy, cb2[4].yyww, r2.xzzx sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.zwzz, t2.xyzw, s2 sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t1.xyzw, s1 mul r2.xyz, r2.xyzx, cb2[4].zzzz mul r4.xy, cb1[124].zzzz, l(6.28318548, 0.150000, 0.000000, 0.000000) sincos r0.z, null, r4.x max r0.z, |r0.z|, l(0.000001) log r0.z, r0.z mul r0.z, r0.z, l(0.010000) exp r0.z, r0.z mul r0.z, r0.z, cb2[5].x mad r1.yzw, r3.xxyz, r0.zzzz, r1.yyzw mul r1.yzw, r1.yyzw, r2.xxyz mul r1.yzw, r1.yyzw, cb2[5].wwww mov r4.z, l(0) mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r4.yzyy sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0 mul r0.xyz, r0.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000) mad r0.xyz, r0.xyzx, r1.yzwy, cb2[1].xyzx max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) dp3 r0.x, r0.xyzx, l(0.333300, 0.333300, 0.333300, 0.000000) add r0.x, r0.x, -cb0[11].y mul r2.xyzw, v0.yyyy, cb1[37].xyzw mad r2.xyzw, v0.xxxx, cb1[36].xyzw, r2.xyzw mad r1.xyzw, r1.xxxx, cb1[38].xyzw, r2.xyzw add r1.xyzw, r1.xyzw, cb1[39].xyzw div r0.yzw, r1.xxyz, r1.wwww add r0.yzw, r0.yyzw, -cb1[56].xxyz add r0.yzw, -r0.yyzw, cb1[53].xxyz dp3 r0.y, r0.yzwy, r0.yzwy sqrt r0.y, r0.y add r0.y, -r0.y, cb0[11].x mul r0.z, cb0[11].x, l(0.200000) div_sat r0.y, r0.y, r0.z mul r0.x, r0.x, r0.y mad r0.x, cb0[2].y, r0.x, cb0[11].y sqrt r0.z, r0.x mov r0.xyw, l(1.000000,1.000000,0,1.000000) add r1.xyzw, -r0.wwzw, r0.zzzz mad o0.xyzw, cb0[11].zzzz, r1.xyzw, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
I put the cutscenes and hud into depth.

That shader is attached maybe I will modify the ini for hotkeys if someone wants :P.


Hi this is code, its like refraction from things that renders in one eye. I just turn it off now. Since I'm still learning poorly.

// ---- Created with 3Dmigoto v1.3.11 on Sat Oct 27 12:14:45 2018
Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s4_s : register(s4);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
float4 cb2[6];
}

cbuffer cb1 : register(b1)
{
float4 cb1[125];
}

cbuffer cb0 : register(b0)
{
float4 cb0[12];
}




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


void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = cb0[8].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[7].xyzw + r0.xyzw;
r1.xy = cb1[116].zw * v0.xy;
r1.x = t4.SampleLevel(s4_s, r1.xy, 0).x;
r0.xyzw = r1.xxxx * cb0[9].xyzw + r0.xyzw;
r0.xyzw = cb0[10].xyzw + r0.xyzw;
r0.xyz = r0.yzx / r0.www;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
r1.yzw = r0.xyz * r0.www;
r0.w = max(abs(r1.y), abs(r1.z));
r0.w = 1 / r0.w;
r2.x = min(abs(r1.y), abs(r1.z));
r0.w = r2.x * r0.w;
r2.x = r0.w * r0.w;
r2.y = r2.x * 0.0208350997 + -0.0851330012;
r2.y = r2.x * r2.y + 0.180141002;
r2.y = r2.x * r2.y + -0.330299497;
r2.x = r2.x * r2.y + 0.999866009;
r2.y = r2.x * r0.w;
r2.y = r2.y * -2 + 1.57079637;
r2.z = cmp(abs(r1.z) < abs(r1.y));
r2.y = r2.z ? r2.y : 0;
r0.w = r0.w * r2.x + r2.y;
r2.xy = cmp(r1.zw < -r1.zw);
r2.x = r2.x ? -3.141593 : 0;
r0.w = r2.x + r0.w;
r2.x = min(r1.y, r1.z);
r2.x = cmp(r2.x < -r2.x);
r1.y = max(r1.y, r1.z);
r1.y = cmp(r1.y >= -r1.y);
r1.y = r1.y ? r2.x : 0;
r0.w = r1.y ? -r0.w : r0.w;
r0.w = 3.14159274 + r0.w;
r3.x = 0.159154937 * r0.w;
r0.w = abs(r1.w) * -0.0187292993 + 0.0742610022;
r0.w = r0.w * abs(r1.w) + -0.212114394;
r0.w = r0.w * abs(r1.w) + 1.57072878;
r1.y = 1 + -abs(r1.w);
r1.y = sqrt(r1.y);
r1.z = r1.y * r0.w;
r1.z = r1.z * -2 + 3.14159274;
r1.z = r2.y ? r1.z : 0;
r0.w = r0.w * r1.y + r1.z;
r3.y = 0.318309873 * r0.w;
r1.yz = cmp(float2(0,0) < cb0[2].zw);
r1.zw = r1.zz ? r3.xy : r0.yx;
r0.z = cb0[2].x * r0.z;
r0.xy = r0.yx / r0.zz;
r0.xy = r0.xy * float2(0.5,0.5) + float2(0.5,0.5);
r0.xy = r1.yy ? r0.xy : r1.zw;
r0.z = cb2[4].x * cb1[124].z;
r2.xy = float2(0.0399999991,0.0199999996) * r0.zz;
r0.zw = r0.xy * cb2[5].yy + r2.yy;
r1.yzw = t3.Sample(s3_s, r0.zw).xyz;
r1.yzw = cb2[5].zzz * r1.yzw;
r2.z = 0;
r2.xyzw = r0.xyxy * cb2[4].yyww + r2.xzzx;
r3.xyz = t2.Sample(s2_s, r2.zw).xyz;
r2.xyz = t1.Sample(s1_s, r2.xy).xyz;
r2.xyz = cb2[4].zzz * r2.xyz;
r4.xy = float2(6.28318548,0.150000006) * cb1[124].zz;
r0.z = sin(r4.x);
r0.z = max(9.99999997e-007, abs(r0.z));
r0.z = log2(r0.z);
r0.z = 0.00999999978 * r0.z;
r0.z = exp2(r0.z);
r0.z = cb2[5].x * r0.z;
r1.yzw = r3.xyz * r0.zzz + r1.yzw;
r1.yzw = r2.xyz * r1.yzw;
r1.yzw = cb2[5].www * r1.yzw;
r4.z = 0;
r0.xy = r0.xy * float2(2,2) + r4.yz;
r0.xyz = t0.Sample(s0_s, r0.xy).xyz;
r0.xyz = float3(10,10,10) * r0.xyz;
r0.xyz = r0.xyz * r1.yzw + cb2[1].xyz;
r0.xyz = max(float3(0,0,0), r0.xyz);
r0.x = dot(r0.xyz, float3(0.333299994,0.333299994,0.333299994));
r0.x = -cb0[11].y + r0.x;
r2.xyzw = cb1[37].xyzw * v0.yyyy;
r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw;
r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw;
r1.xyzw = cb1[39].xyzw + r1.xyzw;
r0.yzw = r1.xyz / r1.www;
r0.yzw = -cb1[56].xyz + r0.yzw;
r0.yzw = cb1[53].xyz + -r0.yzw;
r0.y = dot(r0.yzw, r0.yzw);
r0.y = sqrt(r0.y);
r0.y = cb0[11].x + -r0.y;
r0.z = 0.200000003 * cb0[11].x;
r0.y = saturate(r0.y / r0.z);
r0.x = r0.y * r0.x;
r0.x = cb0[2].y * r0.x + cb0[11].y;
r0.z = sqrt(r0.x);
r0.xyw = float3(1,1,1);
r1.xyzw = r0.zzzz + -r0.wwzw;
o0.xyzw = cb0[11].zzzz * r1.xyzw + r0.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.11 on Sat Oct 27 12:14:45 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[12], immediateIndexed
dcl_constantbuffer cb1[125], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, 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_resource_texture2d (float,float,float,float) t4
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_temps 5
mul r0.xyzw, v0.yyyy, cb0[8].xyzw
mad r0.xyzw, v0.xxxx, cb0[7].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb1[116].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t4.xyzw, s4, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[9].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[10].xyzw
div r0.xyz, r0.yzxy, r0.wwww
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r1.yzw, r0.wwww, r0.xxyz
max r0.w, |r1.z|, |r1.y|
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
min r2.x, |r1.z|, |r1.y|
mul r0.w, r0.w, r2.x
mul r2.x, r0.w, r0.w
mad r2.y, r2.x, l(0.0208350997), l(-0.085133)
mad r2.y, r2.x, r2.y, l(0.180141)
mad r2.y, r2.x, r2.y, l(-0.330299497)
mad r2.x, r2.x, r2.y, l(0.999866)
mul r2.y, r0.w, r2.x
mad r2.y, r2.y, l(-2.000000), l(1.57079637)
lt r2.z, |r1.z|, |r1.y|
and r2.y, r2.z, r2.y
mad r0.w, r0.w, r2.x, r2.y
lt r2.xy, r1.zwzz, -r1.zwzz
and r2.x, r2.x, l(0xc0490fdb)
add r0.w, r0.w, r2.x
min r2.x, r1.z, r1.y
lt r2.x, r2.x, -r2.x
max r1.y, r1.z, r1.y
ge r1.y, r1.y, -r1.y
and r1.y, r1.y, r2.x
movc r0.w, r1.y, -r0.w, r0.w
add r0.w, r0.w, l(3.14159274)
mul r3.x, r0.w, l(0.159154937)
mad r0.w, |r1.w|, l(-0.0187292993), l(0.074261)
mad r0.w, r0.w, |r1.w|, l(-0.212114394)
mad r0.w, r0.w, |r1.w|, l(1.57072878)
add r1.y, -|r1.w|, l(1.000000)
sqrt r1.y, r1.y
mul r1.z, r0.w, r1.y
mad r1.z, r1.z, l(-2.000000), l(3.14159274)
and r1.z, r2.y, r1.z
mad r0.w, r0.w, r1.y, r1.z
mul r3.y, r0.w, l(0.318309873)
lt r1.yz, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[2].zzwz
movc r1.zw, r1.zzzz, r3.xxxy, r0.yyyx
mul r0.z, r0.z, cb0[2].x
div r0.xy, r0.yxyy, r0.zzzz
mad r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
movc r0.xy, r1.yyyy, r0.xyxx, r1.zwzz
mul r0.z, cb1[124].z, cb2[4].x
mul r2.xy, r0.zzzz, l(0.040000, 0.020000, 0.000000, 0.000000)
mad r0.zw, r0.xxxy, cb2[5].yyyy, r2.yyyy
sample_indexable(texture2d)(float,float,float,float) r1.yzw, r0.zwzz, t3.wxyz, s3
mul r1.yzw, r1.yyzw, cb2[5].zzzz
mov r2.z, l(0)
mad r2.xyzw, r0.xyxy, cb2[4].yyww, r2.xzzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.zwzz, t2.xyzw, s2
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t1.xyzw, s1
mul r2.xyz, r2.xyzx, cb2[4].zzzz
mul r4.xy, cb1[124].zzzz, l(6.28318548, 0.150000, 0.000000, 0.000000)
sincos r0.z, null, r4.x
max r0.z, |r0.z|, l(0.000001)
log r0.z, r0.z
mul r0.z, r0.z, l(0.010000)
exp r0.z, r0.z
mul r0.z, r0.z, cb2[5].x
mad r1.yzw, r3.xxyz, r0.zzzz, r1.yyzw
mul r1.yzw, r1.yyzw, r2.xxyz
mul r1.yzw, r1.yyzw, cb2[5].wwww
mov r4.z, l(0)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r4.yzyy
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t0.xyzw, s0
mul r0.xyz, r0.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
mad r0.xyz, r0.xyzx, r1.yzwy, cb2[1].xyzx
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r0.x, r0.xyzx, l(0.333300, 0.333300, 0.333300, 0.000000)
add r0.x, r0.x, -cb0[11].y
mul r2.xyzw, v0.yyyy, cb1[37].xyzw
mad r2.xyzw, v0.xxxx, cb1[36].xyzw, r2.xyzw
mad r1.xyzw, r1.xxxx, cb1[38].xyzw, r2.xyzw
add r1.xyzw, r1.xyzw, cb1[39].xyzw
div r0.yzw, r1.xxyz, r1.wwww
add r0.yzw, r0.yyzw, -cb1[56].xxyz
add r0.yzw, -r0.yyzw, cb1[53].xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
sqrt r0.y, r0.y
add r0.y, -r0.y, cb0[11].x
mul r0.z, cb0[11].x, l(0.200000)
div_sat r0.y, r0.y, r0.z
mul r0.x, r0.x, r0.y
mad r0.x, cb0[2].y, r0.x, cb0[11].y
sqrt r0.z, r0.x
mov r0.xyw, l(1.000000,1.000000,0,1.000000)
add r1.xyzw, -r0.wwzw, r0.zzzz
mad o0.xyzw, cb0[11].zzzz, r1.xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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

I'm ishiki, forum screwed up my name.

9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti

#35
Posted 10/28/2018 02:30 AM   
Hello, anyone can share the fix please? Thanks.
Hello, anyone can share the fix please?

Thanks.

#36
Posted 11/07/2018 06:51 PM   
[quote="Flyingtitus"]Hello, anyone can share the fix please?[/quote] Sure, here you go. - Download DHR's fix from the 1st post of this page and copy its content to your DQ XI folder (where the .exe file is located). - Download and rename this jpg-file to .rar, then unpack and copy the folder "ShaderFixes" to the same DQ XI folder as DHR's fix (overwrite if necessary). - Play in almost perfect 3D.
Flyingtitus said:Hello, anyone can share the fix please?


Sure, here you go.

- Download DHR's fix from the 1st post of this page and copy its content to your DQ XI folder (where the .exe file is located).
- Download and rename this jpg-file to .rar, then unpack and copy the folder "ShaderFixes" to the same DQ XI folder as DHR's fix (overwrite if necessary).
- Play in almost perfect 3D.
Attachments

ShaderFixes.jpg

#37
Posted 11/07/2018 09:15 PM   
[quote="Gryzor_"][quote="Flyingtitus"]Hello, anyone can share the fix please?[/quote] Sure, here you go. - Download DHR's fix from the 1st post of this page and copy its content to your DQ XI folder (where the .exe file is located). - Download and rename this jpg-file to .rar, then unpack and copy the folder "ShaderFixes" to the same DQ XI folder as DHR's fix (overwrite if necessary). - Play in almost perfect 3D.[/quote] Thanks!!
Gryzor_ said:
Flyingtitus said:Hello, anyone can share the fix please?


Sure, here you go.

- Download DHR's fix from the 1st post of this page and copy its content to your DQ XI folder (where the .exe file is located).
- Download and rename this jpg-file to .rar, then unpack and copy the folder "ShaderFixes" to the same DQ XI folder as DHR's fix (overwrite if necessary).
- Play in almost perfect 3D.


Thanks!!

#38
Posted 11/08/2018 05:30 AM   
@limextree I miss that post with that shader.....you post a PS that i know how to fix...can you attach here to update the ShaderFixes.zip Maybe is a good idea to pack all in a single .zip and post in the blog.
@limextree
I miss that post with that shader.....you post a PS that i know how to fix...can you attach here to update the ShaderFixes.zip

Maybe is a good idea to pack all in a single .zip and post in the blog.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#39
Posted 11/08/2018 11:29 AM   
[quote="DHR"]@limextree I miss that post with that shader.....you post a PS that i know how to fix...can you attach here to update the ShaderFixes.zip Maybe is a good idea to pack all in a single .zip and post in the blog. [/quote] Hi DHR, I Attached Problematic pixel shader. IDK how post on blog or if thats even allowed or I'd do it for you. :P EDIT: I also attached fix with your Unreal Engine 4 fix, plus extra shaders, plus HUD/Cutscene shaders and slightly modified ini. I put hud/cutscenes (one of the HUD vs shaders is same shader as cutscene shader) into depth and added cycle for this in the ini with z key. (To turn off or put at different depths). Those shaders are. 0b74e252eddd04e6-vs_replace.txt 5c60b68625b5a2a4-vs_replace.txt Probably don't need so many options. I just use 0.7 value. Maybe there's more fancy way to do it with depth buffer that people sometimes do. Maybe theres better way you like to do things. ;HUD depth [Key5] key=z type=cycle y = 0, 0.3, 0.5, 0.7, 0.9 transition = 120 transition_type = cosine
DHR said:@limextree
I miss that post with that shader.....you post a PS that i know how to fix...can you attach here to update the ShaderFixes.zip

Maybe is a good idea to pack all in a single .zip and post in the blog.


Hi DHR,

I Attached Problematic pixel shader. IDK how post on blog or if thats even allowed or I'd do it for you. :P

EDIT:
I also attached fix with your Unreal Engine 4 fix, plus extra shaders, plus HUD/Cutscene shaders and slightly modified ini.

I put hud/cutscenes (one of the HUD vs shaders is same shader as cutscene shader) into depth and added cycle for this in the ini with z key. (To turn off or put at different depths). Those shaders are.

0b74e252eddd04e6-vs_replace.txt
5c60b68625b5a2a4-vs_replace.txt

Probably don't need so many options. I just use 0.7 value. Maybe there's more fancy way to do it with depth buffer that people sometimes do. Maybe theres better way you like to do things.
;HUD depth
[Key5]
key=z
type=cycle
y = 0, 0.3, 0.5, 0.7, 0.9
transition = 120
transition_type = cosine

I'm ishiki, forum screwed up my name.

9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti

#40
Posted 11/09/2018 04:54 AM   
Attached that PS fixed @limextree, if you can zip all, including the HUD stuff....i can upload to the blog Also attach a "epic" screenshot to include :)
Attached that PS fixed

@limextree, if you can zip all, including the HUD stuff....i can upload to the blog
Also attach a "epic" screenshot to include :)

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#41
Posted 11/09/2018 09:38 PM   
Hi DHR, Sorry for wait. I've been working on benchmarking ramspeeds in 3Dvision in various games. I haven't actually played this game just practicing being bad at looking for shaders and things :P. HUD Depth is screen depth by default. But is controlled with "=" to change depth. I attached pictures too.
Hi DHR,

Sorry for wait. I've been working on benchmarking ramspeeds in 3Dvision in various games. I haven't actually played this game just practicing being bad at looking for shaders and things :P.

HUD Depth is screen depth by default. But is controlled with "=" to change depth.

I attached pictures too.

I'm ishiki, forum screwed up my name.

9900K @5.0 GHZ, 16GBDDR4@4233MHZ, 2080 Ti

#42
Posted 11/12/2018 05:57 AM   
Thanks limextree! I will post this today night in the blog....in the blog will get more visibility.
Thanks limextree!
I will post this today night in the blog....in the blog will get more visibility.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#43
Posted 11/12/2018 01:51 PM   
Limextree pics: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76441/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76442/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76443/[/img]
Limextree pics:

Image

Image

Image

http://photos.3dvisionlive.com/chtiblue/album/530b52d4cb85770d6e000049/3Dvision with 55" LG OLED EG920 interlieved 3D (3840x2160) overide mode, GTX 2080 Ti XC Ultra EVGA, core i5 @4.3GHz, 16Gb@2130, windows 7&10 64bit, Dolby Atmos 5.1.4 Marantz 6010 AVR

#44
Posted 11/12/2018 03:33 PM   
Thank you all, for this great work!
Thank you all, for this great work!

#45
Posted 11/12/2018 06:45 PM   
  3 / 4    
Scroll To Top