Heroes of the Storm
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If someone is interested in this game he might be also wondering about 3D support. I`ve send a couple of messages around asking about it but didn`t get any clear answer. This types of games looks just incredable in 3D - everything pops up and whole action is more clear (characters, particles...etc dont mix on flat surface). Since Dota2 is a crap in 3D this one might be actually very good. It is Starcraft 2 engine (not Diablo 3 one) and as everybody know this engine have full 3D support and looks just perfect. They are about to release open beta very soon so i`ll let you know. For those who didn`t check this amazing cinematic yet - have a look and there is more Q&A inteviews and gameplay to see what is all about. CGI Cinematic: http://www.youtube.com/watch?v=0ecv0bT9DEo Q&A interview with creators: http://www.youtube.com/watch?v=KVQC7XOcAdQ Gameplay - long battle between two teams: http://www.youtube.com/watch?v=q_ATnAESCWk other: http://www.youtube.com/watch?v=EnhI_JotfcY http://www.youtube.com/watch?v=f_fAkO3WOSY
If someone is interested in this game he might be also wondering about 3D support. I`ve send a couple of messages around asking about it but didn`t get any clear answer. This types of games looks just incredable in 3D - everything pops up and whole action is more clear (characters, particles...etc dont mix on flat surface).
Since Dota2 is a crap in 3D this one might be actually very good. It is Starcraft 2 engine (not Diablo 3 one) and as everybody know this engine have full 3D support and looks just perfect.

They are about to release open beta very soon so i`ll let you know.
For those who didn`t check this amazing cinematic yet - have a look and there is more Q&A inteviews and gameplay to see what is all about.
CGI Cinematic:

Q&A interview with creators:

Gameplay - long battle between two teams:

other:

Thank you for posting this. Looking forward to the updates on this game.
Thank you for posting this. Looking forward to the updates on this game.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#2
Posted 01/02/2014 12:42 AM   
Yep. It`s been confirmed by Blizzard that Heroes of the Storm is using the same Engine as Starcraft 2 and will benefit from the same features and tools (full 3D support on board)! 4everAwake - say "Hell Yea" because we are only one here who cares :)
Yep. It`s been confirmed by Blizzard that Heroes of the Storm is using the same Engine as Starcraft 2 and will benefit from the same features and tools (full 3D support on board)!

4everAwake - say "Hell Yea" because we are only one here who cares

:)
Closed beta is rolling right now and I`ve been playing for a while. Game itself is great, way easier then Dota 2 and much closer to StarCraft 2. 3D is on the same level as SC2 so you got full in-game support and great performance.
Closed beta is rolling right now and I`ve been playing for a while. Game itself is great, way easier then Dota 2 and much closer to StarCraft 2.
3D is on the same level as SC2 so you got full in-game support and great performance.
thanks for poinitng me out to here and alhtough the game looks/works really good in 3d out of the box how do I manage the annoying healthbars?
thanks for poinitng me out to here and alhtough the game looks/works really good in 3d out of the box how do I manage the annoying healthbars?

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#5
Posted 02/04/2015 12:51 AM   
I can take a look at the health bars. But I'll have to wait until full release since I don't have access to the closed beta. But if you want, you can use the Helixmod debugger to find the health bars vertex shader, dump it and post it here. Also since it's still in beta, perhaps you can petition Blizzard to have an option in the game menu that disables health bars.
I can take a look at the health bars. But I'll have to wait until full release since I don't have access to the closed beta. But if you want, you can use the Helixmod debugger to find the health bars vertex shader, dump it and post it here. Also since it's still in beta, perhaps you can petition Blizzard to have an option in the game menu that disables health bars.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#6
Posted 02/05/2015 12:33 PM   
there is an option in the game settings to remove the health bars from your team and also the enemy team it works really well.
there is an option in the game settings to remove the health bars from your team and also the enemy team it works really well.

#7
Posted 02/16/2015 11:55 PM   
I'm seeing two cursors in this game. otherwise it looks pretty good.
I'm seeing two cursors in this game. otherwise it looks pretty good.

#8
Posted 03/13/2016 05:32 AM   
[quote="tygeezy"]I'm seeing two cursors in this game. otherwise it looks pretty good.[/quote]This game have native 3D support and like other Blizzard games have cursor messed up. You have to adjust convergence in-game 3D menu to the point you have it closer to the ground and you`ll be good.
tygeezy said:I'm seeing two cursors in this game. otherwise it looks pretty good.
This game have native 3D support and like other Blizzard games have cursor messed up. You have to adjust convergence in-game 3D menu to the point you have it closer to the ground and you`ll be good.
[quote="SKAUT"][quote="tygeezy"]I'm seeing two cursors in this game. otherwise it looks pretty good.[/quote]This game have native 3D support and like other Blizzard games have cursor messed up. You have to adjust convergence in-game 3D menu to the point you have it closer to the ground and you`ll be good.[/quote]I was adjusting it and couldn't get it to the point that my eyes felt comfortable. Will this remove the double cursor effect? Diablo 3 i don't get the double cursor.
SKAUT said:
tygeezy said:I'm seeing two cursors in this game. otherwise it looks pretty good.
This game have native 3D support and like other Blizzard games have cursor messed up. You have to adjust convergence in-game 3D menu to the point you have it closer to the ground and you`ll be good.
I was adjusting it and couldn't get it to the point that my eyes felt comfortable. Will this remove the double cursor effect? Diablo 3 i don't get the double cursor.

#10
Posted 03/13/2016 07:40 AM   
[quote="tygeezy"][quote="SKAUT"][quote="tygeezy"]I'm seeing two cursors in this game. otherwise it looks pretty good.[/quote]This game have native 3D support and like other Blizzard games have cursor messed up. You have to adjust convergence in-game 3D menu to the point you have it closer to the ground and you`ll be good.[/quote]I was adjusting it and couldn't get it to the point that my eyes felt comfortable. Will this remove the double cursor effect? Diablo 3 i don't get the double cursor.[/quote] Can you post screenshot ? Don`t play this game at the moment and installing it will take a while.
tygeezy said:
SKAUT said:
tygeezy said:I'm seeing two cursors in this game. otherwise it looks pretty good.
This game have native 3D support and like other Blizzard games have cursor messed up. You have to adjust convergence in-game 3D menu to the point you have it closer to the ground and you`ll be good.
I was adjusting it and couldn't get it to the point that my eyes felt comfortable. Will this remove the double cursor effect? Diablo 3 i don't get the double cursor.

Can you post screenshot ?
Don`t play this game at the moment and installing it will take a while.
so I picked it back up again lately and the 3d is pretty much flawless althogh the issues of double cursor for higher depth/conv. is still rpesent and probalby most of the UI stuff is at screen depth. I've tried 3dmigoto to check for those elements and: 1. Cant find the cursor as any of the shaders. 2. Can find both PS/VS of the fillers of the bars but not bars themselves (hp bars). Kind of a shame that this is going to waste as those 'minor' issues are really annoying while playing.
so I picked it back up again lately and the 3d is pretty much flawless althogh the issues of double cursor for higher depth/conv. is still rpesent and probalby most of the UI stuff is at screen depth.

I've tried 3dmigoto to check for those elements and:

1. Cant find the cursor as any of the shaders.
2. Can find both PS/VS of the fillers of the bars but not bars themselves (hp bars).

Kind of a shame that this is going to waste as those 'minor' issues are really annoying while playing.

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#12
Posted 01/16/2017 11:53 AM   
[code]// ---- Created with 3Dmigoto v1.2.51 on Mon Jan 16 12:46:55 2017 cbuffer cb0 : register(b0) { float4 cb0[4]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : COLOR0, float4 v2 : TEXCOORD0, out float4 o0 : SV_Position0, out float4 o1 : COLOR0, out float4 o2 : TEXCOORD0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = cb0[1].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw; r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw; o0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw; o1.xyzw = v1.xyzw; o2.xyzw = v2.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.51 on Mon Jan 16 12:46:55 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw // TEXCOORD 0 xyzw 2 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // COLOR 0 xyzw 1 NONE float xyzw // TEXCOORD 0 xyzw 2 NONE float xyzw // vs_4_0 dcl_constantbuffer cb0[4], immediateIndexed dcl_input v0.xyzw dcl_input v1.xyzw dcl_input v2.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_temps 1 mul r0.xyzw, v0.yyyy, cb0[1].xyzw mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw mad o0.xyzw, v0.wwww, cb0[3].xyzw, r0.xyzw mov o1.xyzw, v1.xyzw mov o2.xyzw, v2.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] http://thc333.com/3d/54c9c2d9afe0bd30-vs.jps here is the vs with hp bars but as you can see those are just the fillers. on the side note is it even possible ot have mouse cursor pushed in depth?
// ---- Created with 3Dmigoto v1.2.51 on Mon Jan 16 12:46:55 2017
cbuffer cb0 : register(b0)
{
float4 cb0[4];
}




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


void main(
float4 v0 : POSITION0,
float4 v1 : COLOR0,
float4 v2 : TEXCOORD0,
out float4 o0 : SV_Position0,
out float4 o1 : COLOR0,
out float4 o2 : TEXCOORD0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[2].xyzw + r0.xyzw;
o0.xyzw = v0.wwww * cb0[3].xyzw + r0.xyzw;
o1.xyzw = v1.xyzw;
o2.xyzw = v2.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.51 on Mon Jan 16 12:46:55 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw
mad o0.xyzw, v0.wwww, cb0[3].xyzw, r0.xyzw
mov o1.xyzw, v1.xyzw
mov o2.xyzw, v2.xyzw
ret
// Approximately 0 instruction slots used

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



http://thc333.com/3d/54c9c2d9afe0bd30-vs.jps


here is the vs with hp bars but as you can see those are just the fillers.

on the side note is it even possible ot have mouse cursor pushed in depth?

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#13
Posted 01/17/2017 02:43 PM   
I was able to push the health bars & name tags further into the screen. WIP: https://s3.amazonaws.com/4everAwake/WIP_Heroes_of_the_Storm.zip Instructions: 1) Before installing the fix, run the game. 2) In the Graphics Options menu, set the Display Mode to Fullscreen and set the Resolution to your preferred setting. 3) In the Stereoscopic Menu, ensure "Enable Stereoscopic 3d" is checked. 4) Exit the game. 5) Download the above ZIP file and extract it into the game directory: [i]..\Heroes of the Storm\Versions\Base49278\ [/i] 6) When in a map, press the '[color="orange"]Caps Lock[/color]' key to push the health bars & name tags into the screen. Additional Note: - The depth of the health bars & nametags can be adjusted in the [i]d3dx.ini[/i] file. - I haven't played this game much. So there might be other HUD issues. [url=http://photos.3dvisionlive.com/4everAwake/image/587fb67be7e564cb1400012f/][img]http://photos.3dvisionlive.s3.amazonaws.com/4everAwake/images/587fb67be7e564cb1400012f/cached.crossed.2002.563.0.0[/img][/url] [quote="tehace"]on the side note is it even possible ot have mouse cursor pushed in depth?[/quote] Yes. Many games have "software" mouse cursors that can be pushed in depth. But competitive games such as this, hardware mouse cursors are preferred because of the lower latency it offers.
I was able to push the health bars & name tags further into the screen.

WIP: https://s3.amazonaws.com/4everAwake/WIP_Heroes_of_the_Storm.zip

Instructions:
1) Before installing the fix, run the game.
2) In the Graphics Options menu, set the Display Mode to Fullscreen and set the Resolution to your preferred setting.
3) In the Stereoscopic Menu, ensure "Enable Stereoscopic 3d" is checked.
4) Exit the game.
5) Download the above ZIP file and extract it into the game directory: ..\Heroes of the Storm\Versions\Base49278\
6) When in a map, press the 'Caps Lock' key to push the health bars & name tags into the screen.

Additional Note:
- The depth of the health bars & nametags can be adjusted in the d3dx.ini file.
- I haven't played this game much. So there might be other HUD issues.


Image



tehace said:on the side note is it even possible ot have mouse cursor pushed in depth?

Yes. Many games have "software" mouse cursors that can be pushed in depth. But competitive games such as this, hardware mouse cursors are preferred because of the lower latency it offers.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#14
Posted 01/19/2017 05:50 PM   
the last update broke the character highlight shader :/ its also used for targeting abilities so its kind of fucked up. I doubht they're gonna fix it so the game might just become unplayable as this one is really annoying to play with. [code]// ---- Created with 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017 cbuffer cb0 : register(b0) { float4 cb0[16]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : NORMAL0, out float4 o0 : SV_Position0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD1, out float4 o3 : TEXCOORD2, out float4 o4 : TEXCOORD3, out float4 o5 : COLOR0, out float4 o6 : TEXCOORD4, out float4 o7 : TEXCOORD5, out float4 o8 : TEXCOORD6, out float3 o9 : TEXCOORD7) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = cb0[9].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[8].xyzw + r0.xyzw; r0.xyzw = v0.zzzz * cb0[10].xyzw + r0.xyzw; r0.xyzw = v0.wwww * cb0[11].xyzw + r0.xyzw; r1.xyzw = cb0[5].xyzw * r0.yyyy; r1.xyzw = r0.xxxx * cb0[4].xyzw + r1.xyzw; r1.xyzw = r0.zzzz * cb0[6].xyzw + r1.xyzw; o0.xyzw = r0.wwww * cb0[7].xyzw + r1.xyzw; o1.w = 1; o1.xyz = r0.xyz; o2.xyzw = v1.xyzw; o3.xyz = cb0[13].xyz; o3.w = cb0[15].y; o5.xyz = float3(1,1,1); o5.w = cb0[14].w; o6.xyzw = cb0[12].xyzw; o7.w = cb0[15].x; o7.xyz = r0.xyz; r1.xyz = -cb0[14].xyz + r0.xyz; r1.w = dot(r1.xyz, r1.xyz); r1.w = rsqrt(r1.w); o8.xyz = r1.xyz * r1.www; r1.xyz = cb0[1].xyz * r0.yyy; r1.xyz = r0.xxx * cb0[0].xyz + r1.xyz; r0.xyz = r0.zzz * cb0[2].xyz + r1.xyz; o9.xyz = r0.www * cb0[3].xyz + r0.xyz; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // NORMAL 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // TEXCOORD 2 xyzw 3 NONE float xyzw // TEXCOORD 3 xyzw 4 NONE float // COLOR 0 xyzw 5 NONE float xyzw // TEXCOORD 4 xyzw 6 NONE float xyzw // TEXCOORD 5 xyzw 7 NONE float xyzw // TEXCOORD 6 xyz 8 NONE float xyz // TEXCOORD 7 xyz 9 NONE float xyz // vs_4_0 dcl_constantbuffer cb0[16], immediateIndexed dcl_input v0.xyzw dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o5.xyzw dcl_output o6.xyzw dcl_output o7.xyzw dcl_output o8.xyz dcl_output o9.xyz dcl_temps 2 mul r0.xyzw, v0.yyyy, cb0[9].xyzw mad r0.xyzw, v0.xxxx, cb0[8].xyzw, r0.xyzw mad r0.xyzw, v0.zzzz, cb0[10].xyzw, r0.xyzw mad r0.xyzw, v0.wwww, cb0[11].xyzw, r0.xyzw mul r1.xyzw, r0.yyyy, cb0[5].xyzw mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw mov o1.w, l(1.000000) mov o1.xyz, r0.xyzx mov o2.xyzw, v1.xyzw mov o3.xyz, cb0[13].xyzx mov o3.w, cb0[15].y mov o5.xyz, l(1.000000,1.000000,1.000000,0) mov o5.w, cb0[14].w mov o6.xyzw, cb0[12].xyzw mov o7.w, cb0[15].x mov o7.xyz, r0.xyzx add r1.xyz, r0.xyzx, -cb0[14].xyzx dp3 r1.w, r1.xyzx, r1.xyzx rsq r1.w, r1.w mul o8.xyz, r1.wwww, r1.xyzx mul r1.xyz, r0.yyyy, cb0[1].xyzx mad r1.xyz, r0.xxxx, cb0[0].xyzx, r1.xyzx mad r0.xyz, r0.zzzz, cb0[2].xyzx, r1.xyzx mad o9.xyz, r0.wwww, cb0[3].xyzx, r0.xyzx ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
the last update broke the character highlight shader :/ its also used for targeting abilities so its kind of fucked up. I doubht they're gonna fix it so the game might just become unplayable as this one is really annoying to play with.

// ---- Created with 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017
cbuffer cb0 : register(b0)
{
float4 cb0[16];
}




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


void main(
float4 v0 : POSITION0,
float4 v1 : NORMAL0,
out float4 o0 : SV_Position0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD1,
out float4 o3 : TEXCOORD2,
out float4 o4 : TEXCOORD3,
out float4 o5 : COLOR0,
out float4 o6 : TEXCOORD4,
out float4 o7 : TEXCOORD5,
out float4 o8 : TEXCOORD6,
out float3 o9 : TEXCOORD7)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = cb0[9].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[8].xyzw + r0.xyzw;
r0.xyzw = v0.zzzz * cb0[10].xyzw + r0.xyzw;
r0.xyzw = v0.wwww * cb0[11].xyzw + r0.xyzw;
r1.xyzw = cb0[5].xyzw * r0.yyyy;
r1.xyzw = r0.xxxx * cb0[4].xyzw + r1.xyzw;
r1.xyzw = r0.zzzz * cb0[6].xyzw + r1.xyzw;
o0.xyzw = r0.wwww * cb0[7].xyzw + r1.xyzw;
o1.w = 1;
o1.xyz = r0.xyz;
o2.xyzw = v1.xyzw;
o3.xyz = cb0[13].xyz;
o3.w = cb0[15].y;
o5.xyz = float3(1,1,1);
o5.w = cb0[14].w;
o6.xyzw = cb0[12].xyzw;
o7.w = cb0[15].x;
o7.xyz = r0.xyz;
r1.xyz = -cb0[14].xyz + r0.xyz;
r1.w = dot(r1.xyz, r1.xyz);
r1.w = rsqrt(r1.w);
o8.xyz = r1.xyz * r1.www;
r1.xyz = cb0[1].xyz * r0.yyy;
r1.xyz = r0.xxx * cb0[0].xyz + r1.xyz;
r0.xyz = r0.zzz * cb0[2].xyz + r1.xyz;
o9.xyz = r0.www * cb0[3].xyz + r0.xyz;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.52 on Wed Jan 25 12:31:02 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// NORMAL 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 1 xyzw 2 NONE float xyzw
// TEXCOORD 2 xyzw 3 NONE float xyzw
// TEXCOORD 3 xyzw 4 NONE float
// COLOR 0 xyzw 5 NONE float xyzw
// TEXCOORD 4 xyzw 6 NONE float xyzw
// TEXCOORD 5 xyzw 7 NONE float xyzw
// TEXCOORD 6 xyz 8 NONE float xyz
// TEXCOORD 7 xyz 9 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[16], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyz
dcl_output o9.xyz
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[9].xyzw
mad r0.xyzw, v0.xxxx, cb0[8].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb0[10].xyzw, r0.xyzw
mad r0.xyzw, v0.wwww, cb0[11].xyzw, r0.xyzw
mul r1.xyzw, r0.yyyy, cb0[5].xyzw
mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw
mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw
mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw
mov o1.w, l(1.000000)
mov o1.xyz, r0.xyzx
mov o2.xyzw, v1.xyzw
mov o3.xyz, cb0[13].xyzx
mov o3.w, cb0[15].y
mov o5.xyz, l(1.000000,1.000000,1.000000,0)
mov o5.w, cb0[14].w
mov o6.xyzw, cb0[12].xyzw
mov o7.w, cb0[15].x
mov o7.xyz, r0.xyzx
add r1.xyz, r0.xyzx, -cb0[14].xyzx
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul o8.xyz, r1.wwww, r1.xyzx
mul r1.xyz, r0.yyyy, cb0[1].xyzx
mad r1.xyz, r0.xxxx, cb0[0].xyzx, r1.xyzx
mad r0.xyz, r0.zzzz, cb0[2].xyzx, r1.xyzx
mad o9.xyz, r0.wwww, cb0[3].xyzx, r0.xyzx
ret
// Approximately 0 instruction slots used

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

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

#15
Posted 01/25/2017 11:52 AM   
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