Borderlands Game of the Year
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Borderlands Game of the Year is free to anyone that owns Borderlands on Steam. If you have the physical copy, you are SOL. https://store.steampowered.com/app/8980/Borderlands_Game_of_the_Year/ This is automatically added to your Steam games library What’s New Visually Remastered: The improved lighting, textures, and character models shine on PC. Enhancements apply to the base game, as well as all add-on content. Quality of Life Improvements: Significant updates to the game’s supporting systems allow for a smoother overall experience. For example: -- A Borderlands 2-style mini-map, which you can toggle on and off, has been added to complement the original compass -- Substantial improvements to the inventory system—such as allowing you to “lock” weapons or mark them as “junk”—simplify item management -- Items like ammo, money, and health now auto-pick up from the ground Rewards Ready: With the addition of the SHiFT player rewards program, you can now use Golden Keys to unlock special in-game items and rewards. Returning SHiFT users who’ve played Borderlands 2 or The Pre-Sequel on PC will receive 75 free Golden Keys, as well as two randomly selected all-new weapons, for their first newly-created Vault Hunter. Added Firepower: A new set of six named, custom-skinned Legendary weapons make the base game’s arsenal even deeper. Beat bosses or gather Golden Keys for a chance to collect ‘em all. Badder Boss Battle: In direct response to fan feedback, the campaign’s final boss encounter has been adjusted to be more engaging, challenging, and rewarding. Cosmetic Customization: For the first time, you will be able to customize your Vault Hunter beyond simply selecting a color scheme. Each of the four available characters has five brand new cosmetic heads unlocked and equippable right from the start of the game. ALL DLC: Didn’t own any Borderlands DLC? Now you got it all! On BOTH the original game and in Borderlands: Game of the Year Enhanced! https://www.youtube.com/watch?v=jmN8rN1t4Y0
Borderlands Game of the Year is free to anyone that owns Borderlands on Steam. If you have the physical copy, you are SOL.

https://store.steampowered.com/app/8980/Borderlands_Game_of_the_Year/

This is automatically added to your Steam games library


What’s New

Visually Remastered: The improved lighting, textures, and character models shine on PC. Enhancements apply to the base game, as well as all add-on content.
Quality of Life Improvements: Significant updates to the game’s supporting systems allow for a smoother overall experience. For example:
-- A Borderlands 2-style mini-map, which you can toggle on and off, has been added to complement the original compass
-- Substantial improvements to the inventory system—such as allowing you to “lock” weapons or mark them as “junk”—simplify item management
-- Items like ammo, money, and health now auto-pick up from the ground
Rewards Ready: With the addition of the SHiFT player rewards program, you can now use Golden Keys to unlock special in-game items and rewards. Returning SHiFT users who’ve played Borderlands 2 or The Pre-Sequel on PC will receive 75 free Golden Keys, as well as two randomly selected all-new weapons, for their first newly-created Vault Hunter.
Added Firepower: A new set of six named, custom-skinned Legendary weapons make the base game’s arsenal even deeper. Beat bosses or gather Golden Keys for a chance to collect ‘em all.
Badder Boss Battle: In direct response to fan feedback, the campaign’s final boss encounter has been adjusted to be more engaging, challenging, and rewarding.
Cosmetic Customization: For the first time, you will be able to customize your Vault Hunter beyond simply selecting a color scheme. Each of the four available characters has five brand new cosmetic heads unlocked and equippable right from the start of the game.
ALL DLC: Didn’t own any Borderlands DLC? Now you got it all! On BOTH the original game and in Borderlands: Game of the Year Enhanced!


#1
Posted 04/04/2019 12:18 PM   
it runs much, much more smoother than the original game, i like the perfomance. Dynamic shadows, a couple of effects and UI are broken, the HUD still working with the fix (except for the quest marker), btw Borderlands 2 also got the update (4k textures) which broke shadows :-( I'm playing these right now and would be glad to donate if someone could update fixes
it runs much, much more smoother than the original game, i like the perfomance. Dynamic shadows, a couple of effects and UI are broken, the HUD still working with the fix (except for the quest marker), btw Borderlands 2 also got the update (4k textures) which broke shadows :-( I'm playing these right now and would be glad to donate if someone could update fixes

#2
Posted 04/04/2019 01:10 PM   
Thanks for creating the OP so I don't have to do it myself. I downloaded it this morning and I'm going to try it after work. I heard it's DX11 and that's all I needed to be motivated :). I'll report back tonight to say what's broken and what I could fix. I hope I can fix shadows and make a dynamic crosshair at the very least. The BL2 and pre-sequel HD packs didn't add DX11, right?
Thanks for creating the OP so I don't have to do it myself. I downloaded it this morning and I'm going to try it after work. I heard it's DX11 and that's all I needed to be motivated :). I'll report back tonight to say what's broken and what I could fix. I hope I can fix shadows and make a dynamic crosshair at the very least.

The BL2 and pre-sequel HD packs didn't add DX11, right?

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#3
Posted 04/04/2019 01:11 PM   
dynamic crosshair is still working with the fix
dynamic crosshair is still working with the fix

#4
Posted 04/04/2019 01:13 PM   
@mistersvin21 Are you sure that you downloaded the new Borderlands GOTY Enhanced game? It's supposed to be DX11, which would make the old DX9 fix completely useless. Maybe you redownloaded the old GOTY edition. Unless by coincidence the game has dynamic crosshair... I don't know.
@mistersvin21 Are you sure that you downloaded the new Borderlands GOTY Enhanced game? It's supposed to be DX11, which would make the old DX9 fix completely useless. Maybe you redownloaded the old GOTY edition.

Unless by coincidence the game has dynamic crosshair... I don't know.

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Monitor: Asus PG278QR
Speakers: Logitech Z506
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#5
Posted 04/04/2019 01:27 PM   
mb it works by default
mb it works by default

#7
Posted 04/04/2019 01:36 PM   
I was the person who did the patches for borderlands waaaaaay back. I actually came to check up to see if it still worked. Dynamic crosshair worked for a certain "version" of UE3 at that time frame [homefront/borderlands] -That was not related to patch. Patch if I recall fixed how the hud was 2D [because all loot would just pop up on screen as flat which sucked], and iron sights seperate depth setting. I also think dust caused ghosting. Shadows worked though. I actually have goty installed but no 3D vision and not familiar with DX11 but it wouldnt surprise me if shadows fix by going to... Documents->my games->willow game->config->willowengine.ini bNVIDIA3d=False change to true. -------------- Borderlands 2 didnt update to DX11 as far I heard. Shadows "cut off" originally like it was in right placement but convergence makes it disapear in an eye the more you increase. Or completely broken like that goty pic. Not sure if anyone is familiar with DX9 UE3 but I could maybe do it still despite no 3d vision. I did fix like 30 of them and I still remember it. Though it might be worth checking if the ini changed. Look for AllowNvidiaStereo3d=True in the ini file. According to google I believe it will be called willowengine.ini. ---- Is presequel broken in same way?
I was the person who did the patches for borderlands waaaaaay back. I actually came to check up to see if it still worked.

Dynamic crosshair worked for a certain "version" of UE3 at that time frame [homefront/borderlands]

-That was not related to patch. Patch if I recall fixed how the hud was 2D [because all loot would just pop up on screen as flat which sucked], and iron sights seperate depth setting. I also think dust caused ghosting. Shadows worked though.


I actually have goty installed but no 3D vision and not familiar with DX11 but it wouldnt surprise me if shadows fix by going to...
Documents->my games->willow game->config->willowengine.ini
bNVIDIA3d=False
change to true.
--------------

Borderlands 2 didnt update to DX11 as far I heard. Shadows "cut off" originally like it was in right placement but convergence makes it disapear in an eye the more you increase. Or completely broken like that goty pic.

Not sure if anyone is familiar with DX9 UE3 but I could maybe do it still despite no 3d vision. I did fix like 30 of them and I still remember it. Though it might be worth checking if the ini changed. Look for AllowNvidiaStereo3d=True in the ini file. According to google I believe it will be called willowengine.ini.


----

Is presequel broken in same way?

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#8
Posted 04/04/2019 04:13 PM   
Hello, eqzitara ! u are right, though not disappear completely they are definetely moving when i increase or decrease convergence, not like in BL1 enhanced. Dynamic crosshair is working by default, it seems the fix is not working with this version at all
Hello, eqzitara ! u are right, though not disappear completely they are definetely moving when i increase or decrease convergence, not like in BL1 enhanced. Dynamic crosshair is working by default, it seems the fix is not working with this version at all

#9
Posted 04/04/2019 04:42 PM   
I updated post about GOTY though. Try this. Documents->my games->willow game->config->willowengine.ini bNVIDIA3d=False change to true. It won't fix anything as far as hud but if there is a problem with alt tabbing and it might fix the shadows. It was on originally for that version.
I updated post about GOTY though. Try this.
Documents->my games->willow game->config->willowengine.ini
bNVIDIA3d=False
change to true.

It won't fix anything as far as hud but if there is a problem with alt tabbing and it might fix the shadows. It was on originally for that version.

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#10
Posted 04/04/2019 04:46 PM   
Nah, I was hoping it was just crc changed but not the case [it happened twice in the past and just had to move code around to new files]. I can't do it without hardware - Not sure how familiar anyone is with DX9 UE3 anymore but they can probably figure it out by looking at an old fix. They either need the easier method [like borderlands 2 was] or the more time consuming method like the bureau/ mass effect / etc. I have a file that might make it should auto fix the pixelshaders if its the long method and it works out. https://s3.amazonaws.com/Mana84/ShaderH3dFixer.zip Just grab all the pixelshaders from dumpall=true drag drop on the bat and it will search the headers. [.jar file/java] ------------- Well good luck to whoever does it. Wouldnt surprise me if its just one file that needs fixing. Would of loved it if still worked on the new update since I was pretty proud of it way back when remember I was able to find out how to fix lense flares and was super excited to back and fix all the old mass effect patches and eventually got them to 100% by fixing self shadows on them - which was great since it was my favorite game series. Well anywho, thats how it goes - good luck.
Nah, I was hoping it was just crc changed but not the case [it happened twice in the past and just had to move code around to new files].

I can't do it without hardware - Not sure how familiar anyone is with DX9 UE3 anymore but they can probably figure it out by looking at an old fix. They either need the easier method [like borderlands 2 was] or the more time consuming method like the bureau/ mass effect / etc.

I have a file that might make it should auto fix the pixelshaders if its the long method and it works out.
https://s3.amazonaws.com/Mana84/ShaderH3dFixer.zip

Just grab all the pixelshaders from dumpall=true drag drop on the bat and it will search the headers. [.jar file/java]

-------------
Well good luck to whoever does it. Wouldnt surprise me if its just one file that needs fixing. Would of loved it if still worked on the new update since I was pretty proud of it way back when remember I was able to find out how to fix lense flares and was super excited to back and fix all the old mass effect patches and eventually got them to 100% by fixing self shadows on them - which was great since it was my favorite game series. Well anywho, thats how it goes - good luck.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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#11
Posted 04/04/2019 06:02 PM   
Thanks, eqzitara. bNVIDIA3d=True seemed to help about alt+tabbing at first, but after the second alt+tab the game is 2D and I can't reenable 3D until I reboot the game. It also crashes if I'm alt+tabbed out for too long. Shaders need to be fixed even with that setting. And for starters, "StereoFlagsDX10 = 0x00004008" fixes one eye DoF and similar problems. I'm glad that it has dynamic crosshair by default :). I tried using the Mortal Kombat XL fix, which uses regex, but it isn't completely what this game needs. The alt+tab problem will make this fix a lot harder to make... Sucks that I don't have a laptop to edit shaders right now.
Thanks, eqzitara. bNVIDIA3d=True seemed to help about alt+tabbing at first, but after the second alt+tab the game is 2D and I can't reenable 3D until I reboot the game. It also crashes if I'm alt+tabbed out for too long.

Shaders need to be fixed even with that setting. And for starters, "StereoFlagsDX10 = 0x00004008" fixes one eye DoF and similar problems.

I'm glad that it has dynamic crosshair by default :).

I tried using the Mortal Kombat XL fix, which uses regex, but it isn't completely what this game needs. The alt+tab problem will make this fix a lot harder to make... Sucks that I don't have a laptop to edit shaders right now.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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#12
Posted 04/04/2019 06:11 PM   
Got BL1 shadows/halos fixed (extremely similar to MK XL, just some different formats and variations). Just need to do some HUD work and I should be able to release today. Will try to take a look at BL2, but I'm dreading having to fire up Helixmod for it. If it requires the same type of formula as BL1/MKXL, but in DX9 format then it could prove to be very difficult, because fixing shadows for BL1/MKXL is actually a surprisingly tricky affair, requires a combination of 3-4 shaders all fixed simultaneously, otherwise it's broken when fixing each one individually... and Helixmod's user friendliness leaves a lot to be desired.
Got BL1 shadows/halos fixed (extremely similar to MK XL, just some different formats and variations). Just need to do some HUD work and I should be able to release today.

Will try to take a look at BL2, but I'm dreading having to fire up Helixmod for it. If it requires the same type of formula as BL1/MKXL, but in DX9 format then it could prove to be very difficult, because fixing shadows for BL1/MKXL is actually a surprisingly tricky affair, requires a combination of 3-4 shaders all fixed simultaneously, otherwise it's broken when fixing each one individually... and Helixmod's user friendliness leaves a lot to be desired.

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#13
Posted 04/04/2019 10:17 PM   
[quote="DJ-RK"]Got BL1 shadows/halos fixed (extremely similar to MK XL, just some different formats and variations). Just need to do some HUD work and I should be able to release today.[/quote] Awesome. I leave it in your hands then :). The alt+tabbing problem is too annoying for me and UE3 isn't my thing, while you have experience with it.
DJ-RK said:Got BL1 shadows/halos fixed (extremely similar to MK XL, just some different formats and variations). Just need to do some HUD work and I should be able to release today.


Awesome. I leave it in your hands then :). The alt+tabbing problem is too annoying for me and UE3 isn't my thing, while you have experience with it.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
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Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#14
Posted 04/04/2019 10:23 PM   
[quote="DJ-RK"]Got BL1 shadows/halos fixed (extremely similar to MK XL, just some different formats and variations). Just need to do some HUD work and I should be able to release today. Will try to take a look at BL2, but I'm dreading having to fire up Helixmod for it. If it requires the same type of formula as BL1/MKXL, but in DX9 format then it could prove to be very difficult, because fixing shadows for BL1/MKXL is actually a surprisingly tricky affair, requires a combination of 3-4 shaders all fixed simultaneously, otherwise it's broken when fixing each one individually... and Helixmod's user friendlyness leaves a lot to be desired.[/quote] First off someone should really try it without fix cause it was a easy job at time but it had a unique issue which was shadows cutting off. If thats no longer happening then that could just be whats breaking it. I mean file structure is still same from what I see. It really depends but when I "knew" what I was doing it took 15-45 mins. Though it took a long time to get to that point. If its the long way. Use Deadpool because it looks like it has relevant headers and it will explain what I am saying. Just open it up the pixelshaders folder ignore the pixelshaders I deleted everything out [motionblur was borked in game and who likes that in 3d anyways]. You will see what the headers should be. Start game with a dumpall = true. Then get notepad++ and do a search on the headers in that folder. Like example SceneColor and ShadowDepth. I would search for those. There should be ALOT of files you need to fix but like there are only like 3 types of shaders you need to fix There is 1. vertex shader that ALWAYS needs to be fixed. Then you have to find its matching pixelshader if needed. Then the rest are like I said. The shadow vertex shader is E4C39264.txt which is fixed The shadow "cutting off" shader is 0B81199.txt <---- this was unique to borderlands 2 Hope this makes a little sense. I fixed one of the pixelshaders in borderlands 2 just now to show you in case it needs to be done the long way as an example. It might require fixing like 100ish individual files BUT they all follow the same format so its not bad. Its more or less edit copy paste once you know where to look. PixelShader_99_CRC32_EAC7D086.txt [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 SampleOffsets[4]; // sampler2D SceneColorTexture; // float4 ScreenPositionScaleBias; // float4x4 ScreenToShadowMatrix; // sampler2D ShadowDepthTexture; // float ShadowFadeFraction; // float4 ShadowParams; // float ShadowmapInvertedZ; // float ShadowmapTexelDepthBias; // float ShadowmapTexelSize; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // ScreenPositionScaleBias c2 1 // SampleOffsets c8 4 // ScreenToShadowMatrix c12 4 // ShadowFadeFraction c16 1 // ShadowmapTexelSize c17 1 // ShadowmapTexelDepthBias c18 1 // ShadowmapInvertedZ c19 1 // ShadowParams c20 1 // SceneColorTexture s0 1 // ShadowDepthTexture s1 1 // ps_3_0 def c0, 0, 8192, 32, -0.0250000004 def c1, -2, 1, 1.20000005, -1 def c3, 0.0671105608, 0.00583714992, 0, 52.9829178 def c4, 0.5, 6.28318548, -3.14159274, 0.25 def c5, 0.995000005, 0, 0, 0 def c200, 0.5, 0, 0.0625, 0 dcl_2d s13 dcl_texcoord v0.xyw dcl vPos.xy dcl_2d s0 dcl_2d s1 rcp r0.x, v0.w mul r0.xy, r0.x, v0 mad r1.xy, r0, c2, c2.wzzw mov r1.zw, c0.x texldl r1, r1, s0 rsq r0.z, r1_abs.w rcp r0.z, r0.z mul r0.zw, r0.z, c0.xyyz cmp r0.z, -r1.w, r0.w, r0.z add r0.w, r0.z, -c17.x mad r1.xy, r0.z, c20.xzzw, c20.ywzw min_sat r0.z, r1.y, r1.x mul r0.xy, r0.w, r0 mul r1, r0.y, c13 texldl r16, c200.z, s13// goes after 1st shadowmatrix line add r16.y, r0.w, -r16.y //r0.w is 2nd line below mul r16.x, r16.x, r16.y add r0.x, r0.x, -r16.x///r0.x is 1st line below mad r1, c12, r0.x, r1 mad r1, c14, r0.w, r1 add r1, r1.yzxw, c15.yzxw mov r2.w, r1.w frc r0.xy, vPos add r0.xy, -r0, vPos dp2add r0.x, c3, r0, c3.z frc r0.x, r0.x mul r0.x, r0.x, c3.w frc r0.x, r0.x add r0.x, r0.x, c4.x frc r0.x, r0.x mad r0.x, r0.x, c4.y, c4.z sincos r3.xy, r0.x mul r0.xy, r3.yxzw, c8 add r1.y, r1.y, c18.x rcp r0.w, r2.w mul r4.xyz, r0.w, r1 dsx r5.xyz, r4.yzxw dsy r4.xzw, r4.xyyz mul r6.xyz, r4.xzww, r5 mad r4.xzw, r5.zyxy, r4.zywx, -r6.xyyz rcp r1.y, r4.w mul r1.yw, r1.y, -r4.xxzz max r3.zw, r1.xyyw, c0.w min r1.yw, r3.xzzw, -c0.w dp2add r2.z, r0, r1.ywzw, r4.y mad r2.xy, r1.zxzw, r0.w, r0 texldp r5, r2, s1 mul r0.xy, r3, c9 mad r2.xy, r1.zxzw, r0.w, r0 dp2add r2.z, r0, r1.ywzw, r4.y texldp r6, r2, s1 add r0.x, r5.x, r6.x mul r3.zw, r3.xyyx, c10.xyxy mul r3.xy, r3, c11 mad r2.xy, r1.zxzw, r0.w, r3.zwzw mad r5.xy, r1.zxzw, r0.w, r3 dp2add r5.z, r3, r1.ywzw, r4.y dp2add r2.z, r3.zwzw, r1.ywzw, r4.y texldp r1, r2, s1 mov r5.w, r2.w texldp r2, r5, s1 add r0.x, r0.x, r1.x add r0.x, r2.x, r0.x mul_sat_pp r0.x, r0.x, c4.w mad r0.y, r0.x, c1.x, c1.y mad_pp r0.x, c19.x, r0.y, r0.x mul_sat_pp r0.x, r0.x, c1.z mad r0.x, r0.x, r0.x, c1.w mov r0.y, c1.y mad_pp r0.x, c16.x, r0.x, r0.y mad r1, r0.x, -r0.z, c5.x rsq_pp r0.x, r0.x rcp_pp oC0.xyz, r0.x mov oC0.w, r0.z texkill r1 // approximately 86 instruction slots used (6 texture, 80 arithmetic)[/code]
DJ-RK said:Got BL1 shadows/halos fixed (extremely similar to MK XL, just some different formats and variations). Just need to do some HUD work and I should be able to release today.

Will try to take a look at BL2, but I'm dreading having to fire up Helixmod for it. If it requires the same type of formula as BL1/MKXL, but in DX9 format then it could prove to be very difficult, because fixing shadows for BL1/MKXL is actually a surprisingly tricky affair, requires a combination of 3-4 shaders all fixed simultaneously, otherwise it's broken when fixing each one individually... and Helixmod's user friendlyness leaves a lot to be desired.


First off someone should really try it without fix cause it was a easy job at time but it had a unique issue which was shadows cutting off. If thats no longer happening then that could just be whats breaking it. I mean file structure is still same from what I see.

It really depends but when I "knew" what I was doing it took 15-45 mins. Though it took a long time to get to that point.

If its the long way.
Use Deadpool because it looks like it has relevant headers and it will explain what I am saying. Just open it up the pixelshaders folder ignore the pixelshaders I deleted everything out [motionblur was borked in game and who likes that in 3d anyways]. You will see what the headers should be. Start game with a dumpall = true. Then get notepad++ and do a search on the headers in that folder. Like example SceneColor and ShadowDepth. I would search for those. There should be ALOT of files you need to fix but like there are only like 3 types of shaders you need to fix


There is 1. vertex shader that ALWAYS needs to be fixed. Then you have to find its matching pixelshader if needed. Then the rest are like I said.

The shadow vertex shader is E4C39264.txt which is fixed

The shadow "cutting off" shader is 0B81199.txt <---- this was unique to borderlands 2

Hope this makes a little sense. I fixed one of the pixelshaders in borderlands 2 just now to show you in case it needs to be done the long way as an example. It might require fixing like 100ish individual files BUT they all follow the same format so its not bad. Its more or less edit copy paste once you know where to look.

PixelShader_99_CRC32_EAC7D086.txt
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 SampleOffsets[4];
// sampler2D SceneColorTexture;
// float4 ScreenPositionScaleBias;
// float4x4 ScreenToShadowMatrix;
// sampler2D ShadowDepthTexture;
// float ShadowFadeFraction;
// float4 ShadowParams;
// float ShadowmapInvertedZ;
// float ShadowmapTexelDepthBias;
// float ShadowmapTexelSize;
//
//
// Registers:
//
// Name Reg Size
// ----------------------- ----- ----
// ScreenPositionScaleBias c2 1
// SampleOffsets c8 4
// ScreenToShadowMatrix c12 4
// ShadowFadeFraction c16 1
// ShadowmapTexelSize c17 1
// ShadowmapTexelDepthBias c18 1
// ShadowmapInvertedZ c19 1
// ShadowParams c20 1
// SceneColorTexture s0 1
// ShadowDepthTexture s1 1
//

ps_3_0
def c0, 0, 8192, 32, -0.0250000004
def c1, -2, 1, 1.20000005, -1
def c3, 0.0671105608, 0.00583714992, 0, 52.9829178
def c4, 0.5, 6.28318548, -3.14159274, 0.25
def c5, 0.995000005, 0, 0, 0
def c200, 0.5, 0, 0.0625, 0
dcl_2d s13
dcl_texcoord v0.xyw
dcl vPos.xy
dcl_2d s0
dcl_2d s1
rcp r0.x, v0.w
mul r0.xy, r0.x, v0
mad r1.xy, r0, c2, c2.wzzw
mov r1.zw, c0.x
texldl r1, r1, s0
rsq r0.z, r1_abs.w
rcp r0.z, r0.z
mul r0.zw, r0.z, c0.xyyz
cmp r0.z, -r1.w, r0.w, r0.z
add r0.w, r0.z, -c17.x
mad r1.xy, r0.z, c20.xzzw, c20.ywzw
min_sat r0.z, r1.y, r1.x
mul r0.xy, r0.w, r0
mul r1, r0.y, c13

texldl r16, c200.z, s13// goes after 1st shadowmatrix line
add r16.y, r0.w, -r16.y //r0.w is 2nd line below
mul r16.x, r16.x, r16.y
add r0.x, r0.x, -r16.x///r0.x is 1st line below

mad r1, c12, r0.x, r1
mad r1, c14, r0.w, r1
add r1, r1.yzxw, c15.yzxw
mov r2.w, r1.w
frc r0.xy, vPos
add r0.xy, -r0, vPos
dp2add r0.x, c3, r0, c3.z
frc r0.x, r0.x
mul r0.x, r0.x, c3.w
frc r0.x, r0.x
add r0.x, r0.x, c4.x
frc r0.x, r0.x
mad r0.x, r0.x, c4.y, c4.z
sincos r3.xy, r0.x
mul r0.xy, r3.yxzw, c8
add r1.y, r1.y, c18.x
rcp r0.w, r2.w
mul r4.xyz, r0.w, r1
dsx r5.xyz, r4.yzxw
dsy r4.xzw, r4.xyyz
mul r6.xyz, r4.xzww, r5
mad r4.xzw, r5.zyxy, r4.zywx, -r6.xyyz
rcp r1.y, r4.w
mul r1.yw, r1.y, -r4.xxzz
max r3.zw, r1.xyyw, c0.w
min r1.yw, r3.xzzw, -c0.w
dp2add r2.z, r0, r1.ywzw, r4.y
mad r2.xy, r1.zxzw, r0.w, r0
texldp r5, r2, s1
mul r0.xy, r3, c9
mad r2.xy, r1.zxzw, r0.w, r0
dp2add r2.z, r0, r1.ywzw, r4.y
texldp r6, r2, s1
add r0.x, r5.x, r6.x
mul r3.zw, r3.xyyx, c10.xyxy
mul r3.xy, r3, c11
mad r2.xy, r1.zxzw, r0.w, r3.zwzw
mad r5.xy, r1.zxzw, r0.w, r3
dp2add r5.z, r3, r1.ywzw, r4.y
dp2add r2.z, r3.zwzw, r1.ywzw, r4.y
texldp r1, r2, s1
mov r5.w, r2.w
texldp r2, r5, s1
add r0.x, r0.x, r1.x
add r0.x, r2.x, r0.x
mul_sat_pp r0.x, r0.x, c4.w
mad r0.y, r0.x, c1.x, c1.y
mad_pp r0.x, c19.x, r0.y, r0.x
mul_sat_pp r0.x, r0.x, c1.z
mad r0.x, r0.x, r0.x, c1.w
mov r0.y, c1.y
mad_pp r0.x, c16.x, r0.x, r0.y
mad r1, r0.x, -r0.z, c5.x
rsq_pp r0.x, r0.x
rcp_pp oC0.xyz, r0.x
mov oC0.w, r0.z
texkill r1

// approximately 86 instruction slots used (6 texture, 80 arithmetic)

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#15
Posted 04/04/2019 10:40 PM   
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