Bo3b's School For Shaderhackers
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On side note, when using Frame Anyliser I get a lot of ".buf" files. Any idea on how I can read/see them? I have no idea with what I'm supposed to open it with:(
On side note, when using Frame Anyliser I get a lot of ".buf" files. Any idea on how I can read/see them?
I have no idea with what I'm supposed to open it with:(

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/03/2017 07:10 AM   
OK I am a dumbass I think I got it figured out thnx..
OK I am a dumbass I think I got it figured out thnx..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/03/2017 08:05 AM   
[quote="helifax"]On side note, when using Frame Anyliser I get a lot of ".buf" files. Any idea on how I can read/see them? I have no idea with what I'm supposed to open it with:([/quote] Can you check the header of the file content if opened with notepad? I dont think DSS have implemented a special format, may be its a known format with a "new" ending ^^ ?? On side note: is it possible to let migoto reload this shader every X-seconds ? I have noticed that ALT+ENTER and back will do the same as disable/enable the tileCSpath with console. May be you can force the driver/migoto to a reload loop ??
helifax said:On side note, when using Frame Anyliser I get a lot of ".buf" files. Any idea on how I can read/see them?
I have no idea with what I'm supposed to open it with:(


Can you check the header of the file content if opened with notepad? I dont think DSS have implemented a special format, may be its a known format with a "new" ending ^^ ??

On side note: is it possible to let migoto reload this shader every X-seconds ? I have noticed that ALT+ENTER and back will do the same as disable/enable the tileCSpath with console. May be you can force the driver/migoto to a reload loop ??

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 04/03/2017 04:03 PM   
[quote="The_Nephilim"]@Bo3b, I came across in War Thunder the same kind of problem you described in your Lesson 6 Prime Directive.. Now I have watched it several times and while it makes perfect cense and really good Lesson by the way.. I do have 1 problem How do I fix this Haloing effect in 3D Migoto?? I seen the code in the Cononical Code but I tried inputting the following code: [code] float separation = StereoParams.Load(0).x; float convergence = StereoParams.Load(0).y; // At this point, "location" is the output position, but missing stereo. location.x += separation * (location.w - convergence); [/code] but when I reloaded the shaders I get an error beep like it did not load so I guess the code I input is wron somehow.. I looked at the log and a PS looked to have failed or something so I was wondering do I need to input the above code into the PS as well as the VS of the Haloe effect of the tank?? I would love to see more lessons for Fixes in 3D Migoto.. I am learning tons of stuff but so many questions and I do need to learn a few more tricks to fix War THunder and Black Desert.. I appreciate your videos and lessons they are very helpful but they where mainly for Helix Mod.. I was wondering at the bottom of these shader txt files there is code similar to the ones you shown in your Videos can I modify that and have the same effect in game or is it different somehow? [/quote] OK to Whomever maybe able to help me with this.. Please ignore my earlier ramblings I am going to focus soley on War Thunder.. Now I have 2 problems but I will try and figure them out one at a time.. So Above I noted the halo effect in War THunder like in The Ball in the lava room, only mine ois on the tanks near the exhaust and dust.. I must have went through that lesson 6 video 2 times. I saw the code for Migoto but when I input it I get bad beeps.. I was thinking maybe I wrote it wrong.. I am wondering what I did wrong. Also it states it is m,issing the stereo code, do I need to input a stereo code to like this: [code]float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o0.x += depth * 0.99; [/code] Now you can prod me in a direction if you wish but I am just wondering if I am on the right path this time to fix this halo effect as seen in lesson 6 around the Gun in The Ball??
The_Nephilim said:@Bo3b,

I came across in War Thunder the same kind of problem you described in your Lesson 6 Prime Directive.. Now I have watched it several times and while it makes perfect cense and really good Lesson by the way..

I do have 1 problem How do I fix this Haloing effect in 3D Migoto?? I seen the code in the Cononical Code but I tried inputting the following code:


float separation = StereoParams.Load(0).x;
float convergence = StereoParams.Load(0).y;

// At this point, "location" is the output position, but missing stereo.

location.x += separation * (location.w - convergence);


but when I reloaded the shaders I get an error beep like it did not load so I guess the code I input is wron somehow..

I looked at the log and a PS looked to have failed or something so I was wondering do I need to input the above code into the PS as well as the VS of the Haloe effect of the tank??

I would love to see more lessons for Fixes in 3D Migoto.. I am learning tons of stuff but so many questions and I do need to learn a few more tricks to fix War THunder and Black Desert..

I appreciate your videos and lessons they are very helpful but they where mainly for Helix Mod.. I was wondering at the bottom of these shader txt files there is code similar to the ones you shown in your Videos can I modify that and have the same effect in game or is it different somehow?



OK to Whomever maybe able to help me with this.. Please ignore my earlier ramblings I am going to focus soley on War Thunder.. Now I have 2 problems but I will try and figure them out one at a time..

So Above I noted the halo effect in War THunder like in The Ball in the lava room, only mine ois on the tanks near the exhaust and dust..

I must have went through that lesson 6 video 2 times. I saw the code for Migoto but when I input it I get bad beeps.. I was thinking maybe I wrote it wrong.. I am wondering what I did wrong. Also it states it is m,issing the stereo code, do I need to input a stereo code to like this:


float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth * 0.99;


Now you can prod me in a direction if you wish but I am just wondering if I am on the right path this time to fix this halo effect as seen in lesson 6 around the Gun in The Ball??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/03/2017 05:12 PM   
[quote="Losti"] On side note: is it possible to let migoto reload this shader every X-seconds ? I have noticed that ALT+ENTER and back will do the same as disable/enable the tileCSpath with console. May be you can force the driver/migoto to a reload loop ??[/quote] Neah, that wouldn't work. Believe I already tried that: - Hacked the engine to enable/disable one param to force the engine restart. - Toggle the state every 2 seconds. It does work, but: - when the engine is reset, there is a stutter. Not playable. - sooner or later it crashed:)) Famous Frostbite3 memory leak! In this mode it will last around 10 minutes. The only usable scenario would be to make pictures in 3D from the game :)) No, we need the damn engine working properly!
Losti said:
On side note: is it possible to let migoto reload this shader every X-seconds ? I have noticed that ALT+ENTER and back will do the same as disable/enable the tileCSpath with console. May be you can force the driver/migoto to a reload loop ??


Neah, that wouldn't work.
Believe I already tried that:
- Hacked the engine to enable/disable one param to force the engine restart.
- Toggle the state every 2 seconds.

It does work, but:
- when the engine is reset, there is a stutter. Not playable.
- sooner or later it crashed:)) Famous Frostbite3 memory leak!

In this mode it will last around 10 minutes. The only usable scenario would be to make pictures in 3D from the game :))

No, we need the damn engine working properly!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/03/2017 05:34 PM   
OK I am onto something as I watched the video again and the last part explains how to fix the halo effect.. I need to move the position to a new position as it is wrong.. I already know to apply the stereo code then I just need how to write the HLSL code to move the out put position to the new position.. Please tell me I got it sort of well the mechanics of it anyway at least I hope so.. EDIT: I forgot the line of code that I remmed out and it went away ingame after reloading the shaders F10, v0.xy is the old position I think and needs to be moved to the correct position to fix it.. [code] // o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014); [/code]
OK I am onto something as I watched the video again and the last part explains how to fix the halo effect.. I need to move the position to a new position as it is wrong.. I already know to apply the stereo code then I just need how to write the HLSL code to move the out put position to the new position..

Please tell me I got it sort of well the mechanics of it anyway at least I hope so..

EDIT: I forgot the line of code that I remmed out and it went away ingame after reloading the shaders F10, v0.xy is the old position I think and needs to be moved to the correct position to fix it..

// o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014);

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/03/2017 07:11 PM   
I found this fix from assassins creed this is a roundabout of what I have to do with my code but this is what I thing it should look like just different variables inplace: [code] float4 stereoParams = StereoParams.Load(0); float4 r24 = r4; r4.x += stereoParams.x * (r4.w - stereoParams.y); o7.xyzw = r24.xyzw; o6.xyzw = r4.xyzw; //o7.xyzw = r4.xyzw; r5.zw = r6.xz; o0.xyz = r5.xzw; [/code] here is the Code form the shader for the halo effect: [code] // ---- Created with 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017 // Flames and smoke from burning Vehicle..Halo effect around exhaust on Tanks need to fix but I disabled.. // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float2 v0 : POSITION0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0) { o0.xy = v0.xy; o0.zw = float2(0,1); // o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014); // float separation = StereoParams.Load(1).x; //float convergence = StereoParams.Load(1).y; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xy 0 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // vs_4_0 dcl_input v0.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy mov o0.xy, v0.xyxx mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500010, 0.500010, 0.000000, 0.000000) ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Thnx for letting me ramble ..
I found this fix from assassins creed this is a roundabout of what I have to do with my code but this is what I thing it should look like just different variables inplace:

float4 stereoParams = StereoParams.Load(0);
float4 r24 = r4;
r4.x += stereoParams.x * (r4.w - stereoParams.y);
o7.xyzw = r24.xyzw;

o6.xyzw = r4.xyzw;
//o7.xyzw = r4.xyzw;
r5.zw = r6.xz;
o0.xyz = r5.xzw;




here is the Code form the shader for the halo effect:


// ---- Created with 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017
// Flames and smoke from burning Vehicle..Halo effect around exhaust on Tanks need to fix but I disabled..


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


void main(
float2 v0 : POSITION0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0)
{
o0.xy = v0.xy;
o0.zw = float2(0,1);
// o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014);

// float separation = StereoParams.Load(1).x;
//float convergence = StereoParams.Load(1).y;




return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
vs_4_0
dcl_input v0.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000)
mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500010, 0.500010, 0.000000, 0.000000)
ret

// Approximately 0 instruction slots used

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


Thnx for letting me ramble ..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/03/2017 07:34 PM   
I think I have it here is what I came up with: [code] float4 stereoParams = StereoParams.load(0); float4 r3 = v0.xyzw; v0.xy = stereoParams.x * (v0.w - stereoParams.y); o1.xy = v0.xyzw; 01.xyzw = vo.xyzw; [/code] Please be kind, it was my first attempt and I am hungry. I need to go eat..
I think I have it here is what I came up with:


float4 stereoParams = StereoParams.load(0);
float4 r3 = v0.xyzw;
v0.xy = stereoParams.x * (v0.w - stereoParams.y);
o1.xy = v0.xyzw;
01.xyzw = vo.xyzw;


Please be kind, it was my first attempt and I am hungry. I need to go eat..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/03/2017 08:09 PM   
Well that failed miserably and so did a few other attempts.. But I did see a glimmer of light whilst looking through others code I found a tool from Our very own DSS called HLSL Tool.. Now I may go have a look at that but I tried to compile it last night and got nowhere.. wish it was already exe form or similar.. but guess if it was easy everybody would do it.. Gonna take a small break while I look at HLSL Tool..
Well that failed miserably and so did a few other attempts.. But I did see a glimmer of light whilst looking through others code I found a tool from Our very own DSS called HLSL Tool..

Now I may go have a look at that but I tried to compile it last night and got nowhere.. wish it was already exe form or similar.. but guess if it was easy everybody would do it..

Gonna take a small break while I look at HLSL Tool..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/03/2017 11:26 PM   
[quote="helifax"]On side note, when using Frame Anyliser I get a lot of ".buf" files. Any idea on how I can read/see them? I have no idea with what I'm supposed to open it with:([/quote] Seems to be a buffer file of sorts. Used to store temporary information in most cases. Bo3b also mentions this file type here: dump_rt_dds: Dumps out render targets as DDS files. WARNING: This option may ; require hundreds of gigabytes and a long time! Only use it if ; you absolutely need more information than you can get otherwise. ; Will also dump buffer type render targets & UAVs as .buf files. Which is part of, .ini for Battlefield 4... not sure if that matters. looks like maybe comments for 3dmigoto overall with frame analyzer https://github.com/bo3b/3Dmigoto/blob/master/BF4/d3dx.ini
helifax said:On side note, when using Frame Anyliser I get a lot of ".buf" files. Any idea on how I can read/see them?
I have no idea with what I'm supposed to open it with:(


Seems to be a buffer file of sorts. Used to store temporary information in most cases.

Bo3b also mentions this file type here:

dump_rt_dds: Dumps out render targets as DDS files. WARNING: This option may

; require hundreds of gigabytes and a long time! Only use it if

; you absolutely need more information than you can get otherwise.

; Will also dump buffer type render targets & UAVs as .buf files.

Which is part of, .ini for Battlefield 4... not sure if that matters. looks like maybe comments for 3dmigoto overall with frame analyzer
https://github.com/bo3b/3Dmigoto/blob/master/BF4/d3dx.ini

Intel 7700k @ 4.2Ghz / 32GB @ 3200
Asus Z270 / 2 x Evga 1070
4 x Samsung 840 Raid 0
4 x Samsung 850 Pro Raid 0
Samsung 950 Pro
Epson 5040UB 3DTVPlay

Posted 04/04/2017 12:59 AM   
[quote="The_Nephilim"]I found this fix from assassins creed this is a roundabout of what I have to do with my code but this is what I thing it should look like just different variables inplace: [code] float4 stereoParams = StereoParams.Load(0); float4 r24 = r4; r4.x += stereoParams.x * (r4.w - stereoParams.y); o7.xyzw = r24.xyzw; o6.xyzw = r4.xyzw; //o7.xyzw = r4.xyzw; r5.zw = r6.xz; o0.xyz = r5.xzw; [/code] here is the Code form the shader for the halo effect: [code] // ---- Created with 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017 // Flames and smoke from burning Vehicle..Halo effect around exhaust on Tanks need to fix but I disabled.. // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float2 v0 : POSITION0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0) { o0.xy = v0.xy; o0.zw = float2(0,1); // o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014); // float separation = StereoParams.Load(1).x; //float convergence = StereoParams.Load(1).y; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xy 0 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // vs_4_0 dcl_input v0.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy mov o0.xy, v0.xyxx mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500010, 0.500010, 0.000000, 0.000000) ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]Thnx for letting me ramble ..[/quote] For doing Halo fixes, you just add the stereo fix to the texture that a shader is using. Usually there are at least two outputs, the vertex, and the texture being applied. The driver auto-fixes the vertex to stereo, but doesn't know about the texture, so the texture is misaligned. We fix the texture manually, which fixes the image. For doing these fixes, you are better off understanding a single one, more completely. You are bouncing from fix to fix and game to game, and it's going to make it fairly confusing. I'd recommend looking at one until you are either sick of it, or get it fixed. In this case, you can see that we have two outputs: [code] out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0) [/code] o0 is unchanged, and the driver will fix it automatically. We are concerned with o1, which is the texture being applied. For a fix of this form, you don't want to comment out other code, unless you know what you are doing to the shader. You can break things as easily as fix them at this level. So your commenting out the: [code] // o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014); [/code] would most likely make it disappear. We don't want to do that. We generally always want to have code *in addition* to the code there, we almost never replace or remove anything for an actual fix. For this one, it looks to me like the most likely would be to add the Prime Directive to o1, so it would look like this: [code]// Flames and smoke from burning Vehicle..Halo effect around exhaust on Tanks need to fix but I disabled.. // ---- Created with 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017 // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float2 v0 : POSITION0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0) { o0.xy = v0.xy; o0.zw = float2(0,1); o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014); float separation = StereoParams.Load(1).x; float convergence = StereoParams.Load(1).y; o1.x += separation * (o1.w - convergence); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xy 0 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // vs_4_0 dcl_input v0.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy mov o0.xy, v0.xyxx mov o0.zw, l(0,0,0,1.000000) mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500010, 0.500010, 0.000000, 0.000000) ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/[/code] That's how we'd normally fix a halo problem, and is the same idea as The Ball, just using HLSL instead of ASM. They are directly comparable, just different syntax. However, for this one, I can already tell that isn't going to work, because o1 is defined as float2, not float4. That means it's some funny variant, and has no o1.w to use, and probably o1.x += won't do what we want anyway. Try using o0 instead as: [code]o0.x += separation * (o0.w - convergence);[/code] But I won't be surprised if that does not work. If not, we'll need to also look at the corresponding Pixel Shader to see. It would also be helpful to post pictures, because it may not be haloing.
The_Nephilim said:I found this fix from assassins creed this is a roundabout of what I have to do with my code but this is what I thing it should look like just different variables inplace:

float4 stereoParams = StereoParams.Load(0);
float4 r24 = r4;
r4.x += stereoParams.x * (r4.w - stereoParams.y);
o7.xyzw = r24.xyzw;

o6.xyzw = r4.xyzw;
//o7.xyzw = r4.xyzw;
r5.zw = r6.xz;
o0.xyz = r5.xzw;




here is the Code form the shader for the halo effect:
// ---- Created with 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017
// Flames and smoke from burning Vehicle..Halo effect around exhaust on Tanks need to fix but I disabled..


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


void main(
float2 v0 : POSITION0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0)
{
o0.xy = v0.xy;
o0.zw = float2(0,1);
// o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014);

// float separation = StereoParams.Load(1).x;
//float convergence = StereoParams.Load(1).y;




return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
vs_4_0
dcl_input v0.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000)
mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500010, 0.500010, 0.000000, 0.000000)
ret

// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
Thnx for letting me ramble ..

For doing Halo fixes, you just add the stereo fix to the texture that a shader is using. Usually there are at least two outputs, the vertex, and the texture being applied. The driver auto-fixes the vertex to stereo, but doesn't know about the texture, so the texture is misaligned. We fix the texture manually, which fixes the image.

For doing these fixes, you are better off understanding a single one, more completely. You are bouncing from fix to fix and game to game, and it's going to make it fairly confusing. I'd recommend looking at one until you are either sick of it, or get it fixed.


In this case, you can see that we have two outputs:
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0)


o0 is unchanged, and the driver will fix it automatically. We are concerned with o1, which is the texture being applied.

For a fix of this form, you don't want to comment out other code, unless you know what you are doing to the shader. You can break things as easily as fix them at this level.

So your commenting out the:
// o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014);

would most likely make it disappear. We don't want to do that. We generally always want to have code *in addition* to the code there, we almost never replace or remove anything for an actual fix.


For this one, it looks to me like the most likely would be to add the Prime Directive to o1, so it would look like this:

// Flames and smoke from burning Vehicle..Halo effect around exhaust on Tanks need to fix but I disabled..
// ---- Created with 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017


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


void main(
float2 v0 : POSITION0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0)
{
o0.xy = v0.xy;
o0.zw = float2(0,1);
o1.xy = v0.xy * float2(0.5,-0.5) + float2(0.500010014,0.500010014);

float separation = StereoParams.Load(1).x;
float convergence = StereoParams.Load(1).y;

o1.x += separation * (o1.w - convergence);

return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.56 on Thu Mar 30 21:35:16 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xy 0 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
vs_4_0
dcl_input v0.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
mov o0.xy, v0.xyxx
mov o0.zw, l(0,0,0,1.000000)
mad o1.xy, v0.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500010, 0.500010, 0.000000, 0.000000)
ret

// Approximately 0 instruction slots used

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


That's how we'd normally fix a halo problem, and is the same idea as The Ball, just using HLSL instead of ASM. They are directly comparable, just different syntax.

However, for this one, I can already tell that isn't going to work, because o1 is defined as float2, not float4. That means it's some funny variant, and has no o1.w to use, and probably o1.x += won't do what we want anyway.

Try using o0 instead as:

o0.x += separation * (o0.w - convergence);


But I won't be surprised if that does not work.

If not, we'll need to also look at the corresponding Pixel Shader to see. It would also be helpful to post pictures, because it may not be haloing.

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

Posted 04/04/2017 05:50 AM   
THANK YOU for that explanation.. I will have to better understand the syntax or terminology of it all.. I did not know the Texcord was an output.. I know Microsoft has tons of this stuff at there website.. Yes I know I have a crazy way of working. I will try to be more focused and keep too 1 project from now on.. I just thought War Thunder would have been an easier fix LOL!.. OK Looking at the pic I posted here, look at the top right of the tank on the Turret where the smoke is cut off, that looks like Haloing around the edge there. I may be wrong Please explain what this is so I can better get the terminology down..
THANK YOU for that explanation.. I will have to better understand the syntax or terminology of it all.. I did not know the Texcord was an output..

I know Microsoft has tons of this stuff at there website..
Yes I know I have a crazy way of working. I will try to be more focused and keep too 1 project from now on..

I just thought War Thunder would have been an easier fix LOL!..

OK Looking at the pic I posted here, look at the top right of the tank on the Turret where the smoke is cut off, that looks like Haloing around the edge there.

I may be wrong Please explain what this is so I can better get the terminology down..
Attachments

aces70_50kt.jps

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/04/2017 07:41 AM   
OK Well know I know how to fix the Hlaos a bit now.. I don't think it is a Halo effect.. I was looking at it just as minute ago and noticed when I had the Fire off from the ecploding tanmk there was a heat blur from the fire so that could be what is haloing it is more the heat blur casuing the halo effect.. I think I can isolate them and double check.. I will have to get into a spot where I can see it good enough.. but I think I got another solved.. Again Thank you again.. I see there are tons of posts and such I just would like the HTML stuff be a little more organized so one can track down the info required.. I am not a coder can't you tell but I am trying to learn some stuff here to do magic ;)
OK Well know I know how to fix the Hlaos a bit now.. I don't think it is a Halo effect.. I was looking at it just as minute ago and noticed when I had the Fire off from the ecploding tanmk there was a heat blur from the fire so that could be what is haloing it is more the heat blur casuing the halo effect..

I think I can isolate them and double check.. I will have to get into a spot where I can see it good enough.. but I think I got another solved..

Again Thank you again.. I see there are tons of posts and such I just would like the HTML stuff be a little more organized so one can track down the info required.. I am not a coder can't you tell but I am trying to learn some stuff here to do magic ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/04/2017 08:47 AM   
I ment the fixes for HLSL!! not HTML?? ;)
I ment the fixes for HLSL!! not HTML?? ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/04/2017 11:15 PM   
Hi Guys, I applied the code to the Fire and Smoke that has the halo effect. It fixed the Halo effect right away but now the problem is it is not in Stereo.. I checked and double checked the Halo effect is indeed fixed but now the fire and smoke is not in stereo and when I looked at the burning tank the fire and some ploom was in the center without the glasses.. So it sort of fixed it. Now Bo3b you said something about getting the PS Well have no fear I found it and both the fire and smoke are in this shader.. IF you need more shader let me know or whatever I am going to focus on fixing this.. I could just diable the effect with the PS but I would like to learn to correct it properly ;) [code] // ---- Created with 3Dmigoto v1.2.53 on Tue Apr 04 20:10:06 2017 // Smoke and Fire on Destroyed targets..PS Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[3]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_Target0) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = t0.SampleLevel(s0_s, v1.xy, 0).xyzw; r0.x = dot(r0.xyz, float3(1,1,1)); r0.xy = cmp(r0.xw == float2(0,1)); r0.x = r0.y ? r0.x : 0; if (r0.x != 0) discard; r0.xyzw = cb0[1].zwzw * float4(-1,-1,1,1) + v1.xyxy; r1.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw; r2.xyzw = t0.SampleLevel(s0_s, r0.zy, 0).xyzw; r3.xyzw = t0.SampleLevel(s0_s, r0.xw, 0).xyzw; r4.xyzw = t0.SampleLevel(s0_s, r0.zw, 0).xyzw; r5.xyzw = t1.SampleLevel(s1_s, r0.xy, 0).xyzw; r6.xyzw = t1.SampleLevel(s1_s, r0.zy, 0).xyzw; r7.xyzw = t1.SampleLevel(s1_s, r0.xw, 0).xyzw; r0.xyzw = t1.SampleLevel(s1_s, r0.zw, 0).yzwx; r8.xyzw = t2.SampleLevel(s2_s, v1.xy, 0).xyzw; r0.x = r5.x; r0.y = r6.x; r0.z = r7.x; r0.xyzw = r0.xyzw + -r8.xxxx; r0.xyzw = float4(0.00100000005,0.00100000005,0.00100000005,0.00100000005) + abs(r0.xyzw); r0.xyzw = float4(1,1,1,1) / r0.xyzw; r5.xy = cb0[1].xy * v1.xy; r5.xy = float2(0.5,0.5) * r5.xy; r5.xy = frac(r5.xy); r5.zw = float2(1,1) + -r5.xy; r5.xyzw = r5.xzxz * r5.yyww; r0.xyzw = r5.xyzw * r0.xyzw; r5.x = dot(r0.xyzw, float4(1,1,1,1)); r0.xyzw = r0.xyzw / r5.xxxx; r2.xyzw = r2.xyzw * r0.yyyy; r1.xyzw = r1.xyzw * r0.xxxx + r2.xyzw; r1.xyzw = r3.xyzw * r0.zzzz + r1.xyzw; r0.xyzw = r4.xyzw * r0.wwww + r1.xyzw; o0.xyz = cb0[2].xxx * r0.xyz; o0.w = r0.w; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.53 on Tue Apr 04 20:10:06 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_constantbuffer cb0[3], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, 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_input_ps linear v1.xy dcl_output o0.xyzw dcl_temps 9 sample_l r0.xyzw, v1.xyxx, t0.xyzw, s0, l(0.000000) dp3 r0.x, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) eq r0.xy, r0.xwxx, l(0.000000, 1.000000, 0.000000, 0.000000) and r0.x, r0.y, r0.x discard_nz r0.x mad r0.xyzw, cb0[1].zwzw, l(-1.000000, -1.000000, 1.000000, 1.000000), v1.xyxy sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000) sample_l r2.xyzw, r0.zyzz, t0.xyzw, s0, l(0.000000) sample_l r3.xyzw, r0.xwxx, t0.xyzw, s0, l(0.000000) sample_l r4.xyzw, r0.zwzz, t0.xyzw, s0, l(0.000000) sample_l r5.xyzw, r0.xyxx, t1.xyzw, s1, l(0.000000) sample_l r6.xyzw, r0.zyzz, t1.xyzw, s1, l(0.000000) sample_l r7.xyzw, r0.xwxx, t1.xyzw, s1, l(0.000000) sample_l r0.xyzw, r0.zwzz, t1.yzwx, s1, l(0.000000) sample_l r8.xyzw, v1.xyxx, t2.xyzw, s2, l(0.000000) mov r0.x, r5.x mov r0.y, r6.x mov r0.z, r7.x add r0.xyzw, -r8.xxxx, r0.xyzw add r0.xyzw, |r0.xyzw|, l(0.001000, 0.001000, 0.001000, 0.001000) div r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzw mul r5.xy, v1.xyxx, cb0[1].xyxx mul r5.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) frc r5.xy, r5.xyxx add r5.zw, -r5.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000) mul r5.xyzw, r5.yyww, r5.xzxz mul r0.xyzw, r0.xyzw, r5.xyzw dp4 r5.x, r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000) div r0.xyzw, r0.xyzw, r5.xxxx mul r2.xyzw, r0.yyyy, r2.xyzw mad r1.xyzw, r1.xyzw, r0.xxxx, r2.xyzw mad r1.xyzw, r3.xyzw, r0.zzzz, r1.xyzw mad r0.xyzw, r4.xyzw, r0.wwww, r1.xyzw mul o0.xyz, r0.xyzx, cb0[2].xxxx mov o0.w, r0.w ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Thank you !!
Hi Guys,

I applied the code to the Fire and Smoke that has the halo effect. It fixed the Halo effect right away but now the problem is it is not in Stereo..

I checked and double checked the Halo effect is indeed fixed but now the fire and smoke is not in stereo and when I looked at the burning tank the fire and some ploom was in the center without the glasses..

So it sort of fixed it. Now Bo3b you said something about getting the PS Well have no fear I found it and both the fire and smoke are in this shader..

IF you need more shader let me know or whatever I am going to focus on fixing this.. I could just diable the effect with the PS but I would like to learn to correct it properly ;)

// ---- Created with 3Dmigoto v1.2.53 on Tue Apr 04 20:10:06 2017
// Smoke and Fire on Destroyed targets..PS
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
float4 cb0[3];
}




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


void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = t0.SampleLevel(s0_s, v1.xy, 0).xyzw;
r0.x = dot(r0.xyz, float3(1,1,1));
r0.xy = cmp(r0.xw == float2(0,1));
r0.x = r0.y ? r0.x : 0;
if (r0.x != 0) discard;
r0.xyzw = cb0[1].zwzw * float4(-1,-1,1,1) + v1.xyxy;
r1.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw;
r2.xyzw = t0.SampleLevel(s0_s, r0.zy, 0).xyzw;
r3.xyzw = t0.SampleLevel(s0_s, r0.xw, 0).xyzw;
r4.xyzw = t0.SampleLevel(s0_s, r0.zw, 0).xyzw;
r5.xyzw = t1.SampleLevel(s1_s, r0.xy, 0).xyzw;
r6.xyzw = t1.SampleLevel(s1_s, r0.zy, 0).xyzw;
r7.xyzw = t1.SampleLevel(s1_s, r0.xw, 0).xyzw;
r0.xyzw = t1.SampleLevel(s1_s, r0.zw, 0).yzwx;
r8.xyzw = t2.SampleLevel(s2_s, v1.xy, 0).xyzw;
r0.x = r5.x;
r0.y = r6.x;
r0.z = r7.x;
r0.xyzw = r0.xyzw + -r8.xxxx;
r0.xyzw = float4(0.00100000005,0.00100000005,0.00100000005,0.00100000005) + abs(r0.xyzw);
r0.xyzw = float4(1,1,1,1) / r0.xyzw;
r5.xy = cb0[1].xy * v1.xy;
r5.xy = float2(0.5,0.5) * r5.xy;
r5.xy = frac(r5.xy);
r5.zw = float2(1,1) + -r5.xy;
r5.xyzw = r5.xzxz * r5.yyww;
r0.xyzw = r5.xyzw * r0.xyzw;
r5.x = dot(r0.xyzw, float4(1,1,1,1));
r0.xyzw = r0.xyzw / r5.xxxx;
r2.xyzw = r2.xyzw * r0.yyyy;
r1.xyzw = r1.xyzw * r0.xxxx + r2.xyzw;
r1.xyzw = r3.xyzw * r0.zzzz + r1.xyzw;
r0.xyzw = r4.xyzw * r0.wwww + r1.xyzw;
o0.xyz = cb0[2].xxx * r0.xyz;
o0.w = r0.w;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.53 on Tue Apr 04 20:10:06 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer cb0[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 9
sample_l r0.xyzw, v1.xyxx, t0.xyzw, s0, l(0.000000)
dp3 r0.x, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
eq r0.xy, r0.xwxx, l(0.000000, 1.000000, 0.000000, 0.000000)
and r0.x, r0.y, r0.x
discard_nz r0.x
mad r0.xyzw, cb0[1].zwzw, l(-1.000000, -1.000000, 1.000000, 1.000000), v1.xyxy
sample_l r1.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
sample_l r2.xyzw, r0.zyzz, t0.xyzw, s0, l(0.000000)
sample_l r3.xyzw, r0.xwxx, t0.xyzw, s0, l(0.000000)
sample_l r4.xyzw, r0.zwzz, t0.xyzw, s0, l(0.000000)
sample_l r5.xyzw, r0.xyxx, t1.xyzw, s1, l(0.000000)
sample_l r6.xyzw, r0.zyzz, t1.xyzw, s1, l(0.000000)
sample_l r7.xyzw, r0.xwxx, t1.xyzw, s1, l(0.000000)
sample_l r0.xyzw, r0.zwzz, t1.yzwx, s1, l(0.000000)
sample_l r8.xyzw, v1.xyxx, t2.xyzw, s2, l(0.000000)
mov r0.x, r5.x
mov r0.y, r6.x
mov r0.z, r7.x
add r0.xyzw, -r8.xxxx, r0.xyzw
add r0.xyzw, |r0.xyzw|, l(0.001000, 0.001000, 0.001000, 0.001000)
div r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.xyzw
mul r5.xy, v1.xyxx, cb0[1].xyxx
mul r5.xy, r5.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
frc r5.xy, r5.xyxx
add r5.zw, -r5.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r5.xyzw, r5.yyww, r5.xzxz
mul r0.xyzw, r0.xyzw, r5.xyzw
dp4 r5.x, r0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
div r0.xyzw, r0.xyzw, r5.xxxx
mul r2.xyzw, r0.yyyy, r2.xyzw
mad r1.xyzw, r1.xyzw, r0.xxxx, r2.xyzw
mad r1.xyzw, r3.xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, r4.xyzw, r0.wwww, r1.xyzw
mul o0.xyz, r0.xyzx, cb0[2].xxxx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used

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


Thank you !!
Attachments

aces70_50kt.jps

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 04/05/2017 12:16 AM   
  70 / 88    
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