Elite Dangerous Fix
  10 / 32    
So I just fixed the nebula field shader and star field shader for white dwarf systems: Star field: https://www.dropbox.com/s/e8tbs1mgzfyuhe6/514f38124797731c-vs_replace.txt?dl=0 Nebula field: https://www.dropbox.com/s/39bnc2c5u4zka4j/fb66e38457882d4f-vs_replace.txt?dl=0
So I just fixed the nebula field shader and star field shader for white dwarf systems:

Star field: https://www.dropbox.com/s/e8tbs1mgzfyuhe6/514f38124797731c-vs_replace.txt?dl=0

Nebula field: https://www.dropbox.com/s/39bnc2c5u4zka4j/fb66e38457882d4f-vs_replace.txt?dl=0

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Posted 12/27/2016 04:08 PM   
Hi PhaseShifter, I seen those you said you fixed which you did but they where the same ones I had and they had an older fix on them this is not a different file but the same for all the maps.. Either way I put those you fixed in as that is a better fix and like you said does not need to be adjusted .. I am going to update the page with the new fixes and credit all that helped in the fixes.. I still need to work on the White Dwarf horizon line to get that fixed but the center mass vapor trail is good now hope it looked better which I think even tho the long line is not in 3D it still looks pretty good.. The new version is V18 and will put it up in a bit gimme a minute or two to add the dl and credit those who helped..
Hi PhaseShifter, I seen those you said you fixed which you did but they where the same ones I had and they had an older fix on them this is not a different file but the same for all the maps..

Either way I put those you fixed in as that is a better fix and like you said does not need to be adjusted ..

I am going to update the page with the new fixes and credit all that helped in the fixes..

I still need to work on the White Dwarf horizon line to get that fixed but the center mass vapor trail is good now hope it looked better which I think even tho the long line is not in 3D it still looks pretty good..

The new version is V18 and will put it up in a bit gimme a minute or two to add the dl and credit those who helped..

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Posted 12/28/2016 02:28 AM   
Yes the Nebula field was already fixed, however as I said it was an older fix which still needed manually tuning after playing with convergence settings. I just added Jonathan his fix into it so it works better for most systems (like mines). The star field was not yet fixed though, again I looked at other star field fixes and copied them for the white dwarf systems. Great job! I am currently removing all my manual fixes and stuff and install your latest update 18.1 for testing. I was still in the white dwarf system so will let u know. There is another bug I've seen in 3D, its the dust cloud in RES sites. If you go to a RES set, go low into the planetary rings, a layer of dust will occur. That layer needs fixing or get disabled. In my reading about this fix I've read something about it, however it still happens for me in the current version of the fix. I will go ahead and hunt the shader and disable it for now.
Yes the Nebula field was already fixed, however as I said it was an older fix which still needed manually tuning after playing with convergence settings. I just added Jonathan his fix into it so it works better for most systems (like mines). The star field was not yet fixed though, again I looked at other star field fixes and copied them for the white dwarf systems.

Great job! I am currently removing all my manual fixes and stuff and install your latest update 18.1 for testing. I was still in the white dwarf system so will let u know.

There is another bug I've seen in 3D, its the dust cloud in RES sites. If you go to a RES set, go low into the planetary rings, a layer of dust will occur. That layer needs fixing or get disabled. In my reading about this fix I've read something about it, however it still happens for me in the current version of the fix.
I will go ahead and hunt the shader and disable it for now.

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Posted 12/28/2016 09:04 AM   
I tested the white dwarf and its not completely fixed yet, the previous version was better I must say. I made a photo with my smartphone here: http://imgur.com/LLyW3Nj So you can see what goes wrong in stereoscopic. There seems to be a "star" in the middle now as well, which shouldn't be there. This has probably to do with your attempt fixing those long beams coming out of the white dwarf. So the white dwarf isn't fixed completely, yet :-)
I tested the white dwarf and its not completely fixed yet, the previous version was better I must say.
I made a photo with my smartphone here: http://imgur.com/LLyW3Nj

So you can see what goes wrong in stereoscopic.
There seems to be a "star" in the middle now as well, which shouldn't be there. This has probably to do with your attempt fixing those long beams coming out of the white dwarf.
So the white dwarf isn't fixed completely, yet :-)

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Posted 12/28/2016 09:20 AM   
yes that is the same thing I get but it worked last night for sure.. I did try and fix it and nothing seemed to work so for now I omitted the center star.. so it looks in stereo it just does not have the long streamer know.. I will update the fix..
yes that is the same thing I get but it worked last night for sure.. I did try and fix it and nothing seemed to work so for now I omitted the center star.. so it looks in stereo it just does not have the long streamer know..

I will update the fix..

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Posted 12/29/2016 01:33 AM   
Fair enough :-)
Fair enough :-)

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Posted 12/29/2016 08:27 AM   
So again I took a long travel today to the Maia system only to find out the system is fixed now! It uses the same star field and nebula field shader as we fixed for the white dwarf systems... I double checked it by marking those shaders and looking into the code... It looks stunning now, awesome! I guess our recent fix fixed allot of really pretty systems, great! Its good to know we found some shaders who are used for allot of systems it seems and we fixed it... And about the white dwarfs them self, I actually don't have problems with those long beams not displaying in 3D. On my system it looks quite good actually! The same problem also occurs on ships which are in supercruise btw, those beams are also not showing in 3D but actually its not so bad... So I am really happy atm, the latest fix u posted on HelixMod is quite a massive improvement. Of course the credits goes to you and Jonathan mostly, I only did some testing, traveling and copy/pasting. Nothing special :-) That leaves us with the dust layer inside planetary rings, I will go ahead and disable those since they are not really needed and will post my fix here. In the meanwhile I will keep looking for other fixes we might can do! Thanks, Paul
So again I took a long travel today to the Maia system only to find out the system is fixed now! It uses the same star field and nebula field shader as we fixed for the white dwarf systems... I double checked it by marking those shaders and looking into the code...
It looks stunning now, awesome!

I guess our recent fix fixed allot of really pretty systems, great! Its good to know we found some shaders who are used for allot of systems it seems and we fixed it...

And about the white dwarfs them self, I actually don't have problems with those long beams not displaying in 3D. On my system it looks quite good actually! The same problem also occurs on ships which are in supercruise btw, those beams are also not showing in 3D but actually its not so bad...

So I am really happy atm, the latest fix u posted on HelixMod is quite a massive improvement. Of course the credits goes to you and Jonathan mostly, I only did some testing, traveling and copy/pasting. Nothing special :-)

That leaves us with the dust layer inside planetary rings, I will go ahead and disable those since they are not really needed and will post my fix here. In the meanwhile I will keep looking for other fixes we might can do!

Thanks, Paul

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/29/2016 10:31 AM   
Found 1 more broken shader in the Maia system, and I've seen this before in other systems. Its the planets and/or stars from a distance not showing at the right depth. Also for this the game uses different shaders it seems (like star fields and nebula fields). I fixed the shader: https://www.dropbox.com/s/84266df30lgd9gt/ebc99b82b69828b9-vs_replace.txt?dl=0 (I applied the same fix that was applied for the other planet/star shader to this one) We should include it in the next update. As far as I can see now the Maia system is perfect :-) Nice... Now I can finally go ahead and explore that system in all its glory!
Found 1 more broken shader in the Maia system, and I've seen this before in other systems. Its the planets and/or stars from a distance not showing at the right depth. Also for this the game uses different shaders it seems (like star fields and nebula fields).
I fixed the shader: https://www.dropbox.com/s/84266df30lgd9gt/ebc99b82b69828b9-vs_replace.txt?dl=0

(I applied the same fix that was applied for the other planet/star shader to this one)
We should include it in the next update. As far as I can see now the Maia system is perfect :-)
Nice... Now I can finally go ahead and explore that system in all its glory!

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/29/2016 03:16 PM   
// Move stars/planets far away to infinity. float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o6.x += depth*convergence*1.0; I see you used the older code is it possible to use the newer code Johnathon used??
// Move stars/planets far away to infinity.
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o6.x += depth*convergence*1.0;


I see you used the older code is it possible to use the newer code Johnathon used??

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 12/29/2016 08:14 PM   
float4 st = StereoParams.Load(0); o6.x += st.x*st.y; this is the newer code..
float4 st = StereoParams.Load(0);
o6.x += st.x*st.y;


this is the newer code..

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Posted 12/29/2016 08:15 PM   
[code] // Light glows Horizon long line White Dwarf..The_Nephilim Texture2D<float4> t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[2]; } cbuffer cb1 : register(b1) { float4 cb1[8]; } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : COLOR6, float4 v1 : POSITION0, float4 v2 : POSITION1, float4 v3 : POSITION2, float4 v4 : POSITION3, float4 v5 : TEXCOORD0, float4 v6 : TEXCOORD1, float4 v7 : TEXCOORD2, float4 v8 : TEXCOORD3, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float o2 : TEXCOORD2, out float4 o3 : SV_Position0) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10; uint4 bitmask, uiDest; float4 fDest; float4 st = StereoParams.Load(0); float4 r11; r11 = 0; r11.x += st.x*0.5; r0.xy = v7.zw * v5.xy; r0.xy = float2(6.250000e-002,1.250000e-001) * r0.xy; o1.xy = v7.xy * float2(6.250000e-002,1.250000e-001) + r0.xy; r0.xyz = v1.xyz; r0.w = 1.000000000e+000; r1.y = dot(cb1[4].xyzw, r0.xyzw); r1.z = dot(cb1[5].xyzw, r0.xyzw); r0.x = dot(cb1[7].xyzw, r0.xyzw); r0.yz = r1.yz / r0.xx; r1.xy = float2(5.000000e-001,5.000000e-001) * r0.yz; r2.xy = r0.yz * float2(5.000000e-001,5.000000e-001) + float2(5.000000e-001,5.000000e-001); r0.w = v1.w < 5.000000000e-001; r2.w = min(r0.x, 5.000000000e+004); r0.w = r0.w ? r0.x : r2.w; r2.w = 0.000000000e+000 < v6.y; if (r2.w != 0) { r2.w = saturate(v6.y); r3.xy = v2.zw * r2.ww; } else { r2.w = 3.141590118e+000 * v4.z; r2.w = cos(r2.w); r2.w = r2.w * 5.000000000e-001 + 5.000000000e-001; r2.w = 1.000000000e+000 + -r2.w; r3.xy = v2.zw * r2.ww; } r3.zw = float2(1.000000e+000,1.000000e+000) + -v4.xy; r3.xyzw = v8.xyxy * r3.xyzw; r3.zw = r3.zw * v8.zz + r0.yz; r3.xy = v8.zz * r3.xy; r3.xy = v4.xy * r3.xy; r3.xy = r3.xy * float2(2.000000e+000,2.000000e+000) + r3.zw; r3.zw = r3.xy + -r0.yz; r2.w = dot(r3.zw, r3.zw); r2.w = rsqrt(r2.w); r3.zw = r3.zw * r2.ww; r4.xy = float2(1.000000e+000,-1.000000e+000) * r3.zw; r2.w = dot(r4.xy, r4.xy); r2.w = sqrt(r2.w); r2.w = r2.w < 8.999999762e-001; r3.z = 0.000000000e+000 >= v6.w; r2.w = (int)r2.w | (int)r3.z; if (r2.w != 0) { r4.xy = float2(1.000000e+000,0.000000e+000); } sincos(v4.w, r5.x, r6.x); r7.x = sin(-v4.w); r4.z = -r4.y; r7.y = r6.x; r7.z = r5.x; r5.x = dot(r4.xz, r7.yz); r6.x = dot(r4.xz, r7.xy); r5.y = dot(r4.yx, r7.yz); r6.y = dot(r4.yx, r7.xy); r2.w = dot(r0.yz, r0.yz); r2.w = sqrt(r2.w); r2.w = min(r2.w, 1.000000000e+000); r3.zw = float2(1.000000e+000,1.000000e+000) + -v3.zw; r3.zw = -abs(r0.yz) * r3.zw + float2(1.000000e+000,1.000000e+000); r3.zw = max(r3.zw, float2(2.000000e-001,2.000000e-001)); r3.zw = min(r3.zw, float2(1.000000e+000,1.000000e+000)); r4.x = 1.000000000e+000 + -r2.w; r4.xy = v3.xy * r4.xx; r3.zw = r3.zw * r2.ww + r4.xy; r4.yz = v2.xy * r3.zw; r4.x = r4.y / cb0[1].x; r2.w = 0.000000000e+000 < v8.w; r3.zw = cb0[1].yy * r4.xz; r3.zw = r2.ww ? r3.zw : r4.xz; r0.x = 0.000000000e+000 < r0.x; r3.zw = v5.zw * r3.zw; r4.x = dot(r3.zw, r5.xy); r4.y = dot(r3.zw, r6.xy); r3.xy = r4.xy + r3.xy; r3.xy = r0.xx ? r3.xy : 0; r3.x += st.x; r4.xy = r3.xy * float2(5.000000e-001,5.000000e-001) + float2(5.000000e-001,5.000000e-001); r5.xy = float2(1.000000e+000,1.000000e+000) / cb0[0].xy; r6.xyz = -r5.xyx; r4.w = -2.000000000e+000 * r5.y; r2.z = 1.000000000e+000 + -r2.y; r2.yw = r5.xy * float2(-2.000000e+000,-2.000000e+000) + r2.xz; r7.xyzw = t0.SampleLevel(s0_s, r2.yw + r11.xy, 0.000000000e+000).xyzw; r0.x = r0.w < r7.x; r0.x = r0.x ? 1.000000 : 0; r5.w = -2.000000000e+000 * r5.y; r2.xy = r5.xy * float2(-1.000000e+000,-2.000000e+000) + r2.xz; r2.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r2.x = r0.w < r2.x; r2.x = r2.x ? 1.000000 : 0; r0.x = r2.x + r0.x; r1.z = -r0.z * 5.000000000e-001 + 5.000000000e-001; r4.z = 5.000000000e-001; r2.xy = r4.zw + r1.xz; r2.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r0.z = r0.w < r2.x; r0.z = r0.z ? 1.000000 : 0; r0.x = r0.x + r0.z; r1.w = r0.y * 5.000000000e-001 + 5.000000000e-001; r0.yz = r1.wz + r5.xw; r2.xyzw = t0.SampleLevel(s0_s, r0.yz + r11.xy, 0.000000000e+000).xyzw; r0.y = r0.w < r2.x; r0.y = r0.y ? 1.000000 : 0; r0.x = r0.x + r0.y; r0.yz = float2(5.000000e-001,0.000000e+000) + r1.xz; r2.xyzw = r5.xwxy * float4(2.000000e+000,1.000000e+000,-2.000000e+000,1.000000e+000) + r0.yzyz; r7.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.w = r0.w < r7.x; r1.w = r1.w ? 1.000000 : 0; r0.x = r1.w + r0.x; r7.xy = float2(-2.000000e+000,-1.000000e+000) * r5.xy; r2.xy = r5.xy * float2(-2.000000e+000,-1.000000e+000) + r0.yz; r8.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.w = r0.w < r8.x; r1.w = r1.w ? 1.000000 : 0; r0.x = r1.w + r0.x; r2.xy = r0.yz + r6.xy; r8.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.w = r0.w < r8.x; r1.w = r1.w ? 1.000000 : 0; r0.x = r1.w + r0.x; r7.zw = float2(5.000000e-001,1.000000e+000); r2.xy = r7.zy + r1.xz; r8.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.w = r0.w < r8.x; r1.w = r1.w ? 1.000000 : 0; r0.x = r1.w + r0.x; r8.x = 1.000000000e+000 * r5.x; r2.xy = r5.xy * float2(1.000000e+000,-1.000000e+000) + r0.yz; r9.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.w = r0.w < r9.x; r1.w = r1.w ? 1.000000 : 0; r0.x = r1.w + r0.x; r9.x = 2.000000000e+000 * r5.x; r2.xy = r5.xy * float2(2.000000e+000,-1.000000e+000) + r0.yz; r10.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.w = r0.w < r10.x; r1.w = r1.w ? 1.000000 : 0; r0.x = r1.w + r0.x; r1.yw = r1.xy * float2(1.000000e+000,-1.000000e+000) + float2(5.000000e-001,-5.000000e-001); r2.xy = r1.yw + r7.xw; r7.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r2.x = r0.w < r7.x; r2.x = r2.x ? 1.000000 : 0; r0.x = r2.x + r0.x; r6.w = 1.000000000e+000; r2.xy = r6.zw + r1.yw; r6.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r2.x = r0.w < r6.x; r2.x = r2.x ? 1.000000 : 0; r0.x = r2.x + r0.x; r6.xyzw = t0.SampleLevel(s0_s, r0.yz + r11.xy, 0.000000000e+000).xyzw; r2.x = r0.w < r6.x; r2.x = r2.x ? 1.000000 : 0; r0.x = r2.x + r0.x; r8.z = 1.000000000e+000; r2.xy = r8.xz + r1.yw; r6.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r2.x = r0.w < r6.x; r2.x = r2.x ? 1.000000 : 0; r0.x = r2.x + r0.x; r9.z = 1.000000000e+000; r1.yw = r9.xz + r1.yw; r6.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r6.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.xyzw = t0.SampleLevel(s0_s, r2.zw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r2.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.y = 1.000000000e+000 * r5.y; r1.yw = r5.xy * float2(-1.000000e+000,1.000000e+000) + r0.yz; r6.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r6.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.z = 5.000000000e-001; r1.yw = r2.zy + r1.xz; r2.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r2.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r1.yw = r0.yz + r5.xy; r2.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r2.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.xyzw = r5.xyxy * float4(2.000000e+000,1.000000e+000,-2.000000e+000,2.000000e+000) + r0.yzyz; r6.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r6.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.xyzw = t0.SampleLevel(s0_s, r2.zw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r2.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.y = 2.000000000e+000 * r5.y; r1.yw = r5.xy * float2(-1.000000e+000,2.000000e+000) + r0.yz; r6.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw; r1.y = r0.w < r6.x; r1.y = r1.y ? 1.000000 : 0; r0.x = r1.y + r0.x; r2.z = 5.000000000e-001; r1.xy = r2.zy + r1.xz; r1.xyzw = t0.SampleLevel(s0_s, r1.xy + r11.xy, 0.000000000e+000).xyzw; r1.x = r0.w < r1.x; r1.x = r1.x ? 1.000000 : 0; r0.x = r1.x + r0.x; r1.xy = r5.xy * float2(1.000000e+000,2.000000e+000) + r0.yz; r1.xyzw = t0.SampleLevel(s0_s, r1.xy + r11.xy, 0.000000000e+000).xyzw; r1.x = r0.w < r1.x; r1.x = r1.x ? 1.000000 : 0; r0.x = r1.x + r0.x; r0.yz = r5.xy * float2(2.000000e+000,2.000000e+000) + r0.yz; r1.xyzw = t0.SampleLevel(s0_s, r0.yz + r11.xy, 0.000000000e+000).xyzw; r0.y = r0.w < r1.x; r0.y = r0.y ? 1.000000 : 0; r0.x = r0.x + r0.y; r0.y = 3.999999911e-002 * r0.x; r0.x = 2.500000000e-001 < r0.x; r3.zw = float2(0.000000e+000,1.000000e+000); o3.xyzw = r0.xxxx ? r3.xyzw : 0; o0.xyz = v0.xyz * r0.yyy; o0.w = v6.x; o1.zw = r4.xy * float2(1.000000e+000,-1.000000e+000) + float2(0.000000e+000,1.000000e+000); o2.x = v6.z; if (st.z < 0) o1.zw = 1-o1.zw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 6 xyzw 0 NONE float xyz // POSITION 0 xyzw 1 NONE float xyzw // POSITION 1 xyzw 2 NONE float xyzw // POSITION 2 xyzw 3 NONE float xyzw // POSITION 3 xyzw 4 NONE float xyzw // TEXCOORD 0 xyzw 5 NONE float xyzw // TEXCOORD 1 xyzw 6 NONE float xyzw // TEXCOORD 2 xyzw 7 NONE float xyzw // TEXCOORD 3 xyzw 8 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 x 2 NONE float x // SV_Position 0 xyzw 3 POS float xyzw // vs_4_0 dcl_constantbuffer cb1[8], immediateIndexed dcl_constantbuffer cb0[2], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input v0.xyz dcl_input v1.xyzw dcl_input v2.xyzw dcl_input v3.xyzw dcl_input v4.xyzw dcl_input v5.xyzw dcl_input v6.xyzw dcl_input v7.xyzw dcl_input v8.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.x dcl_output_siv o3.xyzw, position dcl_temps 11 mul r0.xy, v5.xyxx, v7.zwzz mul r0.xy, r0.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000) mad o1.xy, v7.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000), r0.xyxx mov r0.xyz, v1.xyzx mov r0.w, l(1.000000) dp4 r1.y, cb1[4].xyzw, r0.xyzw dp4 r1.z, cb1[5].xyzw, r0.xyzw dp4 r0.x, cb1[7].xyzw, r0.xyzw div r0.yz, r1.yyzy, r0.xxxx mul r1.xy, r0.yzyy, l(0.500000, 0.500000, 0.000000, 0.000000) mad r2.xy, r0.yzyy, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) lt r0.w, v1.w, l(0.500000) min r2.w, r0.x, l(50000.000000) movc r0.w, r0.w, r0.x, r2.w lt r2.w, l(0.000000), v6.y if_nz r2.w mov_sat r2.w, v6.y mul r3.xy, r2.wwww, v2.zwzz else mul r2.w, v4.z, l(3.141590) sincos null, r2.w, r2.w mad r2.w, r2.w, l(0.500000), l(0.500000) add r2.w, -r2.w, l(1.000000) mul r3.xy, r2.wwww, v2.zwzz endif add r3.zw, -v4.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000) mul r3.xyzw, r3.xyzw, v8.xyxy mad r3.zw, r3.zzzw, v8.zzzz, r0.yyyz mul r3.xy, r3.xyxx, v8.zzzz mul r3.xy, r3.xyxx, v4.xyxx mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r3.zwzz add r3.zw, -r0.yyyz, r3.xxxy dp2 r2.w, r3.zwzz, r3.zwzz rsq r2.w, r2.w mul r3.zw, r2.wwww, r3.zzzw mul r4.xy, r3.zwzz, l(1.000000, -1.000000, 0.000000, 0.000000) dp2 r2.w, r4.xyxx, r4.xyxx sqrt r2.w, r2.w lt r2.w, r2.w, l(0.900000) ge r3.z, l(0.000000), v6.w or r2.w, r2.w, r3.z if_nz r2.w mov r4.xy, l(1.000000,0,0,0) endif sincos r5.x, r6.x, v4.w sincos r7.x, null, -v4.w mov r4.z, -r4.y mov r7.y, r6.x mov r7.z, r5.x dp2 r5.x, r4.xzxx, r7.yzyy dp2 r6.x, r4.xzxx, r7.xyxx dp2 r5.y, r4.yxyy, r7.yzyy dp2 r6.y, r4.yxyy, r7.xyxx dp2 r2.w, r0.yzyy, r0.yzyy sqrt r2.w, r2.w min r2.w, r2.w, l(1.000000) add r3.zw, -v3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) mad r3.zw, -|r0.yyyz|, r3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) max r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.200000, 0.200000) min r3.zw, r3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) add r4.x, -r2.w, l(1.000000) mul r4.xy, r4.xxxx, v3.xyxx mad r3.zw, r3.zzzw, r2.wwww, r4.xxxy mul r4.yz, r3.zzwz, v2.xxyx div r4.x, r4.y, cb0[1].x lt r2.w, l(0.000000), v8.w mul r3.zw, r4.xxxz, cb0[1].yyyy movc r3.zw, r2.wwww, r3.zzzw, r4.xxxz lt r0.x, l(0.000000), r0.x mul r3.zw, r3.zzzw, v5.zzzw dp2 r4.x, r3.zwzz, r5.xyxx dp2 r4.y, r3.zwzz, r6.xyxx add r3.xy, r3.xyxx, r4.xyxx and r3.xy, r0.xxxx, r3.xyxx mad r4.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) div r5.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[0].xyxx mov r6.xyz, -r5.xyxx mul r4.w, r5.y, l(-2.000000) add r2.z, -r2.y, l(1.000000) mad r2.yw, r5.xxxy, l(0.000000, -2.000000, 0.000000, -2.000000), r2.xxxz sample_l r7.xyzw, r2.ywyy, t0.xyzw, s0, l(0.000000) lt r0.x, r0.w, r7.x and r0.x, r0.x, l(0x3f800000) mul r5.w, r5.y, l(-2.000000) mad r2.xy, r5.xyxx, l(-1.000000, -2.000000, 0.000000, 0.000000), r2.xzxx sample_l r2.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r2.x, r0.w, r2.x and r2.x, r2.x, l(0x3f800000) add r0.x, r0.x, r2.x mad r1.z, -r0.z, l(0.500000), l(0.500000) mov r4.z, l(0.500000) add r2.xy, r1.xzxx, r4.zwzz sample_l r2.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r0.z, r0.w, r2.x and r0.z, r0.z, l(0x3f800000) add r0.x, r0.z, r0.x mad r1.w, r0.y, l(0.500000), l(0.500000) add r0.yz, r5.xxwx, r1.wwzw sample_l r2.xyzw, r0.yzyy, t0.xyzw, s0, l(0.000000) lt r0.y, r0.w, r2.x and r0.y, r0.y, l(0x3f800000) add r0.x, r0.y, r0.x add r0.yz, r1.xxzx, l(0.000000, 0.500000, 0.000000, 0.000000) mad r2.xyzw, r5.xwxy, l(2.000000, 1.000000, -2.000000, 1.000000), r0.yzyz sample_l r7.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.w, r0.w, r7.x and r1.w, r1.w, l(0x3f800000) add r0.x, r0.x, r1.w mul r7.xy, r5.xyxx, l(-2.000000, -1.000000, 0.000000, 0.000000) mad r2.xy, r5.xyxx, l(-2.000000, -1.000000, 0.000000, 0.000000), r0.yzyy sample_l r8.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.w, r0.w, r8.x and r1.w, r1.w, l(0x3f800000) add r0.x, r0.x, r1.w add r2.xy, r6.xyxx, r0.yzyy sample_l r8.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.w, r0.w, r8.x and r1.w, r1.w, l(0x3f800000) add r0.x, r0.x, r1.w mov r7.zw, l(0,0,0.500000,1.000000) add r2.xy, r1.xzxx, r7.zyzz sample_l r8.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.w, r0.w, r8.x and r1.w, r1.w, l(0x3f800000) add r0.x, r0.x, r1.w mul r8.x, r5.x, l(1.000000) mad r2.xy, r5.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), r0.yzyy sample_l r9.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.w, r0.w, r9.x and r1.w, r1.w, l(0x3f800000) add r0.x, r0.x, r1.w mul r9.x, r5.x, l(2.000000) mad r2.xy, r5.xyxx, l(2.000000, -1.000000, 0.000000, 0.000000), r0.yzyy sample_l r10.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.w, r0.w, r10.x and r1.w, r1.w, l(0x3f800000) add r0.x, r0.x, r1.w mad r1.yw, r1.xxxy, l(0.000000, 1.000000, 0.000000, -1.000000), l(0.000000, 0.500000, 0.000000, -0.500000) add r2.xy, r7.xwxx, r1.ywyy sample_l r7.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r2.x, r0.w, r7.x and r2.x, r2.x, l(0x3f800000) add r0.x, r0.x, r2.x mov r6.w, l(1.000000) add r2.xy, r1.ywyy, r6.zwzz sample_l r6.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r2.x, r0.w, r6.x and r2.x, r2.x, l(0x3f800000) add r0.x, r0.x, r2.x sample_l r6.xyzw, r0.yzyy, t0.xyzw, s0, l(0.000000) lt r2.x, r0.w, r6.x and r2.x, r2.x, l(0x3f800000) add r0.x, r0.x, r2.x mov r8.z, l(1.000000) add r2.xy, r1.ywyy, r8.xzxx sample_l r6.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r2.x, r0.w, r6.x and r2.x, r2.x, l(0x3f800000) add r0.x, r0.x, r2.x mov r9.z, l(1.000000) add r1.yw, r1.yyyw, r9.xxxz sample_l r6.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r6.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y sample_l r2.xyzw, r2.zwzz, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r2.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y mul r2.y, r5.y, l(1.000000) mad r1.yw, r5.xxxy, l(0.000000, -1.000000, 0.000000, 1.000000), r0.yyyz sample_l r6.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r6.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y mov r2.z, l(0.500000) add r1.yw, r1.xxxz, r2.zzzy sample_l r2.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r2.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y add r1.yw, r5.xxxy, r0.yyyz sample_l r2.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r2.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y mad r2.xyzw, r5.xyxy, l(2.000000, 1.000000, -2.000000, 2.000000), r0.yzyz sample_l r6.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r6.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y sample_l r2.xyzw, r2.zwzz, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r2.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y mul r2.y, r5.y, l(2.000000) mad r1.yw, r5.xxxy, l(0.000000, -1.000000, 0.000000, 2.000000), r0.yyyz sample_l r6.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000) lt r1.y, r0.w, r6.x and r1.y, r1.y, l(0x3f800000) add r0.x, r0.x, r1.y mov r2.z, l(0.500000) add r1.xy, r1.xzxx, r2.zyzz sample_l r1.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000) lt r1.x, r0.w, r1.x and r1.x, r1.x, l(0x3f800000) add r0.x, r0.x, r1.x mad r1.xy, r5.xyxx, l(1.000000, 2.000000, 0.000000, 0.000000), r0.yzyy sample_l r1.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000) lt r1.x, r0.w, r1.x and r1.x, r1.x, l(0x3f800000) add r0.x, r0.x, r1.x mad r0.yz, r5.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), r0.yyzy sample_l r1.xyzw, r0.yzyy, t0.xyzw, s0, l(0.000000) lt r0.y, r0.w, r1.x and r0.y, r0.y, l(0x3f800000) add r0.x, r0.y, r0.x mul r0.y, r0.x, l(0.040000) lt r0.x, l(0.250000), r0.x mov r3.zw, l(0,0,0,1.000000) and o3.xyzw, r0.xxxx, r3.xyzw mul o0.xyz, r0.yyyy, v0.xyzx mov o0.w, v6.x mad o1.zw, r4.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000) mov o2.x, v6.z ret // Approximately 0 instruction slots used [/code] Hey modders, This is the code for the Whitedwarf with long lines coming out the side.. Now when I first fixed it it was fine.. But now when it is fixed with the 3D Enabled there is a as you know double image but only a single star in the middle of the star in Stereo.. I tried a few different codes but none seemed to have fixed them.. I was wondering if the above code looked ok or is there anything outside the normal for these files?? I am unsure but there seems something different here and to why the cosde I enter does nothing I am stumped but I will continue to try new code..
// Light glows Horizon long line White Dwarf..The_Nephilim

Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
float4 cb0[2];
}

cbuffer cb1 : register(b1)
{
float4 cb1[8];
}


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

void main(
float4 v0 : COLOR6,
float4 v1 : POSITION0,
float4 v2 : POSITION1,
float4 v3 : POSITION2,
float4 v4 : POSITION3,
float4 v5 : TEXCOORD0,
float4 v6 : TEXCOORD1,
float4 v7 : TEXCOORD2,
float4 v8 : TEXCOORD3,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float o2 : TEXCOORD2,
out float4 o3 : SV_Position0)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
uint4 bitmask, uiDest;
float4 fDest;

float4 st = StereoParams.Load(0);
float4 r11;
r11 = 0;
r11.x += st.x*0.5;


r0.xy = v7.zw * v5.xy;
r0.xy = float2(6.250000e-002,1.250000e-001) * r0.xy;
o1.xy = v7.xy * float2(6.250000e-002,1.250000e-001) + r0.xy;
r0.xyz = v1.xyz;
r0.w = 1.000000000e+000;
r1.y = dot(cb1[4].xyzw, r0.xyzw);
r1.z = dot(cb1[5].xyzw, r0.xyzw);
r0.x = dot(cb1[7].xyzw, r0.xyzw);
r0.yz = r1.yz / r0.xx;
r1.xy = float2(5.000000e-001,5.000000e-001) * r0.yz;
r2.xy = r0.yz * float2(5.000000e-001,5.000000e-001) + float2(5.000000e-001,5.000000e-001);
r0.w = v1.w < 5.000000000e-001;
r2.w = min(r0.x, 5.000000000e+004);
r0.w = r0.w ? r0.x : r2.w;
r2.w = 0.000000000e+000 < v6.y;
if (r2.w != 0) {
r2.w = saturate(v6.y);
r3.xy = v2.zw * r2.ww;
} else {
r2.w = 3.141590118e+000 * v4.z;
r2.w = cos(r2.w);
r2.w = r2.w * 5.000000000e-001 + 5.000000000e-001;
r2.w = 1.000000000e+000 + -r2.w;
r3.xy = v2.zw * r2.ww;
}
r3.zw = float2(1.000000e+000,1.000000e+000) + -v4.xy;
r3.xyzw = v8.xyxy * r3.xyzw;
r3.zw = r3.zw * v8.zz + r0.yz;
r3.xy = v8.zz * r3.xy;
r3.xy = v4.xy * r3.xy;
r3.xy = r3.xy * float2(2.000000e+000,2.000000e+000) + r3.zw;
r3.zw = r3.xy + -r0.yz;
r2.w = dot(r3.zw, r3.zw);
r2.w = rsqrt(r2.w);
r3.zw = r3.zw * r2.ww;
r4.xy = float2(1.000000e+000,-1.000000e+000) * r3.zw;
r2.w = dot(r4.xy, r4.xy);
r2.w = sqrt(r2.w);
r2.w = r2.w < 8.999999762e-001;
r3.z = 0.000000000e+000 >= v6.w;
r2.w = (int)r2.w | (int)r3.z;
if (r2.w != 0) {
r4.xy = float2(1.000000e+000,0.000000e+000);
}
sincos(v4.w, r5.x, r6.x);
r7.x = sin(-v4.w);
r4.z = -r4.y;
r7.y = r6.x;
r7.z = r5.x;
r5.x = dot(r4.xz, r7.yz);
r6.x = dot(r4.xz, r7.xy);
r5.y = dot(r4.yx, r7.yz);
r6.y = dot(r4.yx, r7.xy);
r2.w = dot(r0.yz, r0.yz);
r2.w = sqrt(r2.w);
r2.w = min(r2.w, 1.000000000e+000);
r3.zw = float2(1.000000e+000,1.000000e+000) + -v3.zw;
r3.zw = -abs(r0.yz) * r3.zw + float2(1.000000e+000,1.000000e+000);
r3.zw = max(r3.zw, float2(2.000000e-001,2.000000e-001));
r3.zw = min(r3.zw, float2(1.000000e+000,1.000000e+000));
r4.x = 1.000000000e+000 + -r2.w;
r4.xy = v3.xy * r4.xx;
r3.zw = r3.zw * r2.ww + r4.xy;
r4.yz = v2.xy * r3.zw;
r4.x = r4.y / cb0[1].x;
r2.w = 0.000000000e+000 < v8.w;
r3.zw = cb0[1].yy * r4.xz;
r3.zw = r2.ww ? r3.zw : r4.xz;
r0.x = 0.000000000e+000 < r0.x;
r3.zw = v5.zw * r3.zw;
r4.x = dot(r3.zw, r5.xy);
r4.y = dot(r3.zw, r6.xy);
r3.xy = r4.xy + r3.xy;
r3.xy = r0.xx ? r3.xy : 0;

r3.x += st.x;

r4.xy = r3.xy * float2(5.000000e-001,5.000000e-001) + float2(5.000000e-001,5.000000e-001);
r5.xy = float2(1.000000e+000,1.000000e+000) / cb0[0].xy;
r6.xyz = -r5.xyx;
r4.w = -2.000000000e+000 * r5.y;
r2.z = 1.000000000e+000 + -r2.y;
r2.yw = r5.xy * float2(-2.000000e+000,-2.000000e+000) + r2.xz;

r7.xyzw = t0.SampleLevel(s0_s, r2.yw + r11.xy, 0.000000000e+000).xyzw;

r0.x = r0.w < r7.x;
r0.x = r0.x ? 1.000000 : 0;
r5.w = -2.000000000e+000 * r5.y;
r2.xy = r5.xy * float2(-1.000000e+000,-2.000000e+000) + r2.xz;

r2.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r2.x = r0.w < r2.x;
r2.x = r2.x ? 1.000000 : 0;
r0.x = r2.x + r0.x;
r1.z = -r0.z * 5.000000000e-001 + 5.000000000e-001;
r4.z = 5.000000000e-001;
r2.xy = r4.zw + r1.xz;

r2.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r0.z = r0.w < r2.x;
r0.z = r0.z ? 1.000000 : 0;
r0.x = r0.x + r0.z;
r1.w = r0.y * 5.000000000e-001 + 5.000000000e-001;
r0.yz = r1.wz + r5.xw;

r2.xyzw = t0.SampleLevel(s0_s, r0.yz + r11.xy, 0.000000000e+000).xyzw;

r0.y = r0.w < r2.x;
r0.y = r0.y ? 1.000000 : 0;
r0.x = r0.x + r0.y;
r0.yz = float2(5.000000e-001,0.000000e+000) + r1.xz;
r2.xyzw = r5.xwxy * float4(2.000000e+000,1.000000e+000,-2.000000e+000,1.000000e+000) + r0.yzyz;

r7.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.w = r0.w < r7.x;
r1.w = r1.w ? 1.000000 : 0;
r0.x = r1.w + r0.x;
r7.xy = float2(-2.000000e+000,-1.000000e+000) * r5.xy;
r2.xy = r5.xy * float2(-2.000000e+000,-1.000000e+000) + r0.yz;

r8.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.w = r0.w < r8.x;
r1.w = r1.w ? 1.000000 : 0;
r0.x = r1.w + r0.x;
r2.xy = r0.yz + r6.xy;

r8.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.w = r0.w < r8.x;
r1.w = r1.w ? 1.000000 : 0;
r0.x = r1.w + r0.x;
r7.zw = float2(5.000000e-001,1.000000e+000);
r2.xy = r7.zy + r1.xz;

r8.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.w = r0.w < r8.x;
r1.w = r1.w ? 1.000000 : 0;
r0.x = r1.w + r0.x;
r8.x = 1.000000000e+000 * r5.x;
r2.xy = r5.xy * float2(1.000000e+000,-1.000000e+000) + r0.yz;

r9.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.w = r0.w < r9.x;
r1.w = r1.w ? 1.000000 : 0;
r0.x = r1.w + r0.x;
r9.x = 2.000000000e+000 * r5.x;
r2.xy = r5.xy * float2(2.000000e+000,-1.000000e+000) + r0.yz;

r10.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.w = r0.w < r10.x;
r1.w = r1.w ? 1.000000 : 0;
r0.x = r1.w + r0.x;
r1.yw = r1.xy * float2(1.000000e+000,-1.000000e+000) + float2(5.000000e-001,-5.000000e-001);
r2.xy = r1.yw + r7.xw;

r7.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r2.x = r0.w < r7.x;
r2.x = r2.x ? 1.000000 : 0;
r0.x = r2.x + r0.x;
r6.w = 1.000000000e+000;
r2.xy = r6.zw + r1.yw;

r6.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r2.x = r0.w < r6.x;
r2.x = r2.x ? 1.000000 : 0;
r0.x = r2.x + r0.x;

r6.xyzw = t0.SampleLevel(s0_s, r0.yz + r11.xy, 0.000000000e+000).xyzw;

r2.x = r0.w < r6.x;
r2.x = r2.x ? 1.000000 : 0;
r0.x = r2.x + r0.x;
r8.z = 1.000000000e+000;
r2.xy = r8.xz + r1.yw;

r6.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r2.x = r0.w < r6.x;
r2.x = r2.x ? 1.000000 : 0;
r0.x = r2.x + r0.x;
r9.z = 1.000000000e+000;
r1.yw = r9.xz + r1.yw;

r6.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r6.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;

r2.xyzw = t0.SampleLevel(s0_s, r2.zw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r2.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;
r2.y = 1.000000000e+000 * r5.y;
r1.yw = r5.xy * float2(-1.000000e+000,1.000000e+000) + r0.yz;

r6.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r6.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;
r2.z = 5.000000000e-001;
r1.yw = r2.zy + r1.xz;

r2.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r2.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;
r1.yw = r0.yz + r5.xy;

r2.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r2.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;
r2.xyzw = r5.xyxy * float4(2.000000e+000,1.000000e+000,-2.000000e+000,2.000000e+000) + r0.yzyz;

r6.xyzw = t0.SampleLevel(s0_s, r2.xy + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r6.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;

r2.xyzw = t0.SampleLevel(s0_s, r2.zw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r2.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;
r2.y = 2.000000000e+000 * r5.y;
r1.yw = r5.xy * float2(-1.000000e+000,2.000000e+000) + r0.yz;

r6.xyzw = t0.SampleLevel(s0_s, r1.yw + r11.xy, 0.000000000e+000).xyzw;

r1.y = r0.w < r6.x;
r1.y = r1.y ? 1.000000 : 0;
r0.x = r1.y + r0.x;
r2.z = 5.000000000e-001;
r1.xy = r2.zy + r1.xz;

r1.xyzw = t0.SampleLevel(s0_s, r1.xy + r11.xy, 0.000000000e+000).xyzw;

r1.x = r0.w < r1.x;
r1.x = r1.x ? 1.000000 : 0;
r0.x = r1.x + r0.x;
r1.xy = r5.xy * float2(1.000000e+000,2.000000e+000) + r0.yz;

r1.xyzw = t0.SampleLevel(s0_s, r1.xy + r11.xy, 0.000000000e+000).xyzw;

r1.x = r0.w < r1.x;
r1.x = r1.x ? 1.000000 : 0;
r0.x = r1.x + r0.x;
r0.yz = r5.xy * float2(2.000000e+000,2.000000e+000) + r0.yz;

r1.xyzw = t0.SampleLevel(s0_s, r0.yz + r11.xy, 0.000000000e+000).xyzw;

r0.y = r0.w < r1.x;
r0.y = r0.y ? 1.000000 : 0;
r0.x = r0.x + r0.y;
r0.y = 3.999999911e-002 * r0.x;
r0.x = 2.500000000e-001 < r0.x;
r3.zw = float2(0.000000e+000,1.000000e+000);
o3.xyzw = r0.xxxx ? r3.xyzw : 0;
o0.xyz = v0.xyz * r0.yyy;
o0.w = v6.x;
o1.zw = r4.xy * float2(1.000000e+000,-1.000000e+000) + float2(0.000000e+000,1.000000e+000);
o2.x = v6.z;

if (st.z < 0) o1.zw = 1-o1.zw;




return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 6 xyzw 0 NONE float xyz
// POSITION 0 xyzw 1 NONE float xyzw
// POSITION 1 xyzw 2 NONE float xyzw
// POSITION 2 xyzw 3 NONE float xyzw
// POSITION 3 xyzw 4 NONE float xyzw
// TEXCOORD 0 xyzw 5 NONE float xyzw
// TEXCOORD 1 xyzw 6 NONE float xyzw
// TEXCOORD 2 xyzw 7 NONE float xyzw
// TEXCOORD 3 xyzw 8 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 x 2 NONE float x
// SV_Position 0 xyzw 3 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb1[8], immediateIndexed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_input v6.xyzw
dcl_input v7.xyzw
dcl_input v8.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.x
dcl_output_siv o3.xyzw, position
dcl_temps 11
mul r0.xy, v5.xyxx, v7.zwzz
mul r0.xy, r0.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000)
mad o1.xy, v7.xyxx, l(0.062500, 0.125000, 0.000000, 0.000000), r0.xyxx
mov r0.xyz, v1.xyzx
mov r0.w, l(1.000000)
dp4 r1.y, cb1[4].xyzw, r0.xyzw
dp4 r1.z, cb1[5].xyzw, r0.xyzw
dp4 r0.x, cb1[7].xyzw, r0.xyzw
div r0.yz, r1.yyzy, r0.xxxx
mul r1.xy, r0.yzyy, l(0.500000, 0.500000, 0.000000, 0.000000)
mad r2.xy, r0.yzyy, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
lt r0.w, v1.w, l(0.500000)
min r2.w, r0.x, l(50000.000000)
movc r0.w, r0.w, r0.x, r2.w
lt r2.w, l(0.000000), v6.y
if_nz r2.w
mov_sat r2.w, v6.y
mul r3.xy, r2.wwww, v2.zwzz
else
mul r2.w, v4.z, l(3.141590)
sincos null, r2.w, r2.w
mad r2.w, r2.w, l(0.500000), l(0.500000)
add r2.w, -r2.w, l(1.000000)
mul r3.xy, r2.wwww, v2.zwzz
endif
add r3.zw, -v4.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000)
mul r3.xyzw, r3.xyzw, v8.xyxy
mad r3.zw, r3.zzzw, v8.zzzz, r0.yyyz
mul r3.xy, r3.xyxx, v8.zzzz
mul r3.xy, r3.xyxx, v4.xyxx
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r3.zwzz
add r3.zw, -r0.yyyz, r3.xxxy
dp2 r2.w, r3.zwzz, r3.zwzz
rsq r2.w, r2.w
mul r3.zw, r2.wwww, r3.zzzw
mul r4.xy, r3.zwzz, l(1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.w, r4.xyxx, r4.xyxx
sqrt r2.w, r2.w
lt r2.w, r2.w, l(0.900000)
ge r3.z, l(0.000000), v6.w
or r2.w, r2.w, r3.z
if_nz r2.w
mov r4.xy, l(1.000000,0,0,0)
endif
sincos r5.x, r6.x, v4.w
sincos r7.x, null, -v4.w
mov r4.z, -r4.y
mov r7.y, r6.x
mov r7.z, r5.x
dp2 r5.x, r4.xzxx, r7.yzyy
dp2 r6.x, r4.xzxx, r7.xyxx
dp2 r5.y, r4.yxyy, r7.yzyy
dp2 r6.y, r4.yxyy, r7.xyxx
dp2 r2.w, r0.yzyy, r0.yzyy
sqrt r2.w, r2.w
min r2.w, r2.w, l(1.000000)
add r3.zw, -v3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
mad r3.zw, -|r0.yyyz|, r3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
max r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.200000, 0.200000)
min r3.zw, r3.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
add r4.x, -r2.w, l(1.000000)
mul r4.xy, r4.xxxx, v3.xyxx
mad r3.zw, r3.zzzw, r2.wwww, r4.xxxy
mul r4.yz, r3.zzwz, v2.xxyx
div r4.x, r4.y, cb0[1].x
lt r2.w, l(0.000000), v8.w
mul r3.zw, r4.xxxz, cb0[1].yyyy
movc r3.zw, r2.wwww, r3.zzzw, r4.xxxz
lt r0.x, l(0.000000), r0.x
mul r3.zw, r3.zzzw, v5.zzzw
dp2 r4.x, r3.zwzz, r5.xyxx
dp2 r4.y, r3.zwzz, r6.xyxx
add r3.xy, r3.xyxx, r4.xyxx
and r3.xy, r0.xxxx, r3.xyxx
mad r4.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
div r5.xy, l(1.000000, 1.000000, 1.000000, 1.000000), cb0[0].xyxx
mov r6.xyz, -r5.xyxx
mul r4.w, r5.y, l(-2.000000)
add r2.z, -r2.y, l(1.000000)
mad r2.yw, r5.xxxy, l(0.000000, -2.000000, 0.000000, -2.000000), r2.xxxz
sample_l r7.xyzw, r2.ywyy, t0.xyzw, s0, l(0.000000)
lt r0.x, r0.w, r7.x
and r0.x, r0.x, l(0x3f800000)
mul r5.w, r5.y, l(-2.000000)
mad r2.xy, r5.xyxx, l(-1.000000, -2.000000, 0.000000, 0.000000), r2.xzxx
sample_l r2.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r2.x, r0.w, r2.x
and r2.x, r2.x, l(0x3f800000)
add r0.x, r0.x, r2.x
mad r1.z, -r0.z, l(0.500000), l(0.500000)
mov r4.z, l(0.500000)
add r2.xy, r1.xzxx, r4.zwzz
sample_l r2.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r0.z, r0.w, r2.x
and r0.z, r0.z, l(0x3f800000)
add r0.x, r0.z, r0.x
mad r1.w, r0.y, l(0.500000), l(0.500000)
add r0.yz, r5.xxwx, r1.wwzw
sample_l r2.xyzw, r0.yzyy, t0.xyzw, s0, l(0.000000)
lt r0.y, r0.w, r2.x
and r0.y, r0.y, l(0x3f800000)
add r0.x, r0.y, r0.x
add r0.yz, r1.xxzx, l(0.000000, 0.500000, 0.000000, 0.000000)
mad r2.xyzw, r5.xwxy, l(2.000000, 1.000000, -2.000000, 1.000000), r0.yzyz
sample_l r7.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.w, r0.w, r7.x
and r1.w, r1.w, l(0x3f800000)
add r0.x, r0.x, r1.w
mul r7.xy, r5.xyxx, l(-2.000000, -1.000000, 0.000000, 0.000000)
mad r2.xy, r5.xyxx, l(-2.000000, -1.000000, 0.000000, 0.000000), r0.yzyy
sample_l r8.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.w, r0.w, r8.x
and r1.w, r1.w, l(0x3f800000)
add r0.x, r0.x, r1.w
add r2.xy, r6.xyxx, r0.yzyy
sample_l r8.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.w, r0.w, r8.x
and r1.w, r1.w, l(0x3f800000)
add r0.x, r0.x, r1.w
mov r7.zw, l(0,0,0.500000,1.000000)
add r2.xy, r1.xzxx, r7.zyzz
sample_l r8.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.w, r0.w, r8.x
and r1.w, r1.w, l(0x3f800000)
add r0.x, r0.x, r1.w
mul r8.x, r5.x, l(1.000000)
mad r2.xy, r5.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), r0.yzyy
sample_l r9.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.w, r0.w, r9.x
and r1.w, r1.w, l(0x3f800000)
add r0.x, r0.x, r1.w
mul r9.x, r5.x, l(2.000000)
mad r2.xy, r5.xyxx, l(2.000000, -1.000000, 0.000000, 0.000000), r0.yzyy
sample_l r10.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.w, r0.w, r10.x
and r1.w, r1.w, l(0x3f800000)
add r0.x, r0.x, r1.w
mad r1.yw, r1.xxxy, l(0.000000, 1.000000, 0.000000, -1.000000), l(0.000000, 0.500000, 0.000000, -0.500000)
add r2.xy, r7.xwxx, r1.ywyy
sample_l r7.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r2.x, r0.w, r7.x
and r2.x, r2.x, l(0x3f800000)
add r0.x, r0.x, r2.x
mov r6.w, l(1.000000)
add r2.xy, r1.ywyy, r6.zwzz
sample_l r6.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r2.x, r0.w, r6.x
and r2.x, r2.x, l(0x3f800000)
add r0.x, r0.x, r2.x
sample_l r6.xyzw, r0.yzyy, t0.xyzw, s0, l(0.000000)
lt r2.x, r0.w, r6.x
and r2.x, r2.x, l(0x3f800000)
add r0.x, r0.x, r2.x
mov r8.z, l(1.000000)
add r2.xy, r1.ywyy, r8.xzxx
sample_l r6.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r2.x, r0.w, r6.x
and r2.x, r2.x, l(0x3f800000)
add r0.x, r0.x, r2.x
mov r9.z, l(1.000000)
add r1.yw, r1.yyyw, r9.xxxz
sample_l r6.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r6.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
sample_l r2.xyzw, r2.zwzz, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r2.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
mul r2.y, r5.y, l(1.000000)
mad r1.yw, r5.xxxy, l(0.000000, -1.000000, 0.000000, 1.000000), r0.yyyz
sample_l r6.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r6.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
mov r2.z, l(0.500000)
add r1.yw, r1.xxxz, r2.zzzy
sample_l r2.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r2.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
add r1.yw, r5.xxxy, r0.yyyz
sample_l r2.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r2.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
mad r2.xyzw, r5.xyxy, l(2.000000, 1.000000, -2.000000, 2.000000), r0.yzyz
sample_l r6.xyzw, r2.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r6.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
sample_l r2.xyzw, r2.zwzz, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r2.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
mul r2.y, r5.y, l(2.000000)
mad r1.yw, r5.xxxy, l(0.000000, -1.000000, 0.000000, 2.000000), r0.yyyz
sample_l r6.xyzw, r1.ywyy, t0.xyzw, s0, l(0.000000)
lt r1.y, r0.w, r6.x
and r1.y, r1.y, l(0x3f800000)
add r0.x, r0.x, r1.y
mov r2.z, l(0.500000)
add r1.xy, r1.xzxx, r2.zyzz
sample_l r1.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.x, r0.w, r1.x
and r1.x, r1.x, l(0x3f800000)
add r0.x, r0.x, r1.x
mad r1.xy, r5.xyxx, l(1.000000, 2.000000, 0.000000, 0.000000), r0.yzyy
sample_l r1.xyzw, r1.xyxx, t0.xyzw, s0, l(0.000000)
lt r1.x, r0.w, r1.x
and r1.x, r1.x, l(0x3f800000)
add r0.x, r0.x, r1.x
mad r0.yz, r5.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), r0.yyzy
sample_l r1.xyzw, r0.yzyy, t0.xyzw, s0, l(0.000000)
lt r0.y, r0.w, r1.x
and r0.y, r0.y, l(0x3f800000)
add r0.x, r0.y, r0.x
mul r0.y, r0.x, l(0.040000)
lt r0.x, l(0.250000), r0.x
mov r3.zw, l(0,0,0,1.000000)
and o3.xyzw, r0.xxxx, r3.xyzw
mul o0.xyz, r0.yyyy, v0.xyzx
mov o0.w, v6.x
mad o1.zw, r4.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
mov o2.x, v6.z
ret
// Approximately 0 instruction slots used


Hey modders,

This is the code for the Whitedwarf with long lines coming out the side.. Now when I first fixed it it was fine.. But now when it is fixed with the 3D Enabled there is a as you know double image but only a single star in the middle of the star in Stereo..

I tried a few different codes but none seemed to have fixed them.. I was wondering if the above code looked ok or is there anything outside the normal for these files??

I am unsure but there seems something different here and to why the cosde I enter does nothing I am stumped but I will continue to try new code..
Attachments

IMG_0341.JPG

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 12/29/2016 08:37 PM   
float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o3.x += depth*convergence* .0; OK with this code it aligned just right and it looks to be definitely fixed now.. I will post the new version Phaseshifter if you can install version 18.3 when I upload it and test if you can.. I thing the long beam is stereoised either way it looks pretty good right now..
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o3.x += depth*convergence* .0;

OK with this code it aligned just right and it looks to be definitely fixed now.. I will post the new version Phaseshifter if you can install version 18.3 when I upload it and test if you can..

I thing the long beam is stereoised either way it looks pretty good right now..

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 12/29/2016 09:08 PM   
I just wanted to check - are you still using the old version of 3DMigoto, or does the new version work now? AFAIK neither Bo3b or I looked at it specifically, but I do now own the game, so I could take a look if you need.
I just wanted to check - are you still using the old version of 3DMigoto, or does the new version work now? AFAIK neither Bo3b or I looked at it specifically, but I do now own the game, so I could take a look if you need.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 12/29/2016 09:14 PM   
Old version. I tried working with bo3b on this via PM, and even contacted the devs to see if I could gain some support on their side, but we were never able to get anything working. We suspect it could be due to an overlay conflict or lack of DXGI compatibility on their end, but even still not certain. I would certainly love if we could get a more up to date version, would give me more motivation to get back to working if I knew I didn't have to use archaic methods/mechanisms. I could send you further info via PM or email if you have a genuine desire for this and think you might actually be able to figure something out.
Old version. I tried working with bo3b on this via PM, and even contacted the devs to see if I could gain some support on their side, but we were never able to get anything working. We suspect it could be due to an overlay conflict or lack of DXGI compatibility on their end, but even still not certain. I would certainly love if we could get a more up to date version, would give me more motivation to get back to working if I knew I didn't have to use archaic methods/mechanisms. I could send you further info via PM or email if you have a genuine desire for this and think you might actually be able to figure something out.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
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Posted 12/29/2016 10:55 PM   
[quote="The_Nephilim"] // Move stars/planets far away to infinity. float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o6.x += depth*convergence*1.0; I see you used the older code is it possible to use the newer code Johnathon used??[/quote] Sure, but I was in the Maia system and just went to the nearest system where this issues was fixed properly, I saved that shader and copied the fix to the Maia system shader. I didn't see any issues with the fix, no adjustment needed and everything looks great. Sure I guess that Jonathan code must be better :-). But for me this worked fine so I didn't bother. I leave it up to you which code you put in the final fix, however we have to test it again then and currently I am inside the bubble again. I am happy to test the updated code from Jonathan when I am there again, but for now it works great so maybe its better to keep it this way! [quote="The_Nephilim"] OK with this code it aligned just right and it looks to be definitely fixed now.. I will post the new version Phaseshifter if you can install version 18.3 when I upload it and test if you can.. [/quote] I went all the way back from Maia again and tested the same white dwarf (LHS 6171), its not showing in 3D. So my guess it isn't fixed properly yet. Here is a picture taken from my smartphone: http://imgur.com/5sqoNBv Let me know if I can help on anything!
The_Nephilim said: // Move stars/planets far away to infinity.
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o6.x += depth*convergence*1.0;


I see you used the older code is it possible to use the newer code Johnathon used??


Sure, but I was in the Maia system and just went to the nearest system where this issues was fixed properly, I saved that shader and copied the fix to the Maia system shader. I didn't see any issues with the fix, no adjustment needed and everything looks great. Sure I guess that Jonathan code must be better :-). But for me this worked fine so I didn't bother. I leave it up to you which code you put in the final fix, however we have to test it again then and currently I am inside the bubble again. I am happy to test the updated code from Jonathan when I am there again, but for now it works great so maybe its better to keep it this way!

The_Nephilim said: OK with this code it aligned just right and it looks to be definitely fixed now.. I will post the new version Phaseshifter if you can install version 18.3 when I upload it and test if you can..


I went all the way back from Maia again and tested the same white dwarf (LHS 6171), its not showing in 3D. So my guess it isn't fixed properly yet.
Here is a picture taken from my smartphone: http://imgur.com/5sqoNBv


Let me know if I can help on anything!

Intel Core i7 6850k (4.5Ghz watercooled) - ASUS Rampage 5 Extreme Edition 10 - 32GB G-Skill Trident-Z (14-14-14-32-1T) 3200Mhz - 2x GTX 1080 Founders Edition SLI (2100Mhz OC) - Samsung 960 PRO (NVME) - Thrustmaster HOTAS Warthog - only gaming in 3D Vision 2!

Posted 12/30/2016 09:53 AM   
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