Assetto Corsa Competizione and 3D vision fix
  4 / 7    
Okay tested it without the fix it didnt work its all broken in 3d Vision like before the fix but with your fix its only the crowd and the underlying dirt black so i think they change only one or two shaders.
Okay tested it without the fix it didnt work its all broken
in 3d Vision like before the fix but with your fix its only the
crowd and the underlying dirt black so i think they change only one or two
shaders.

#46
Posted 10/11/2018 11:16 AM   
Ok so i can have a look @ it later or tomorrow....
Ok so i can have a look @ it later or tomorrow....

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

#47
Posted 10/11/2018 11:55 AM   
Hi, screen 3DVision with videoprojector 1280x720@60Hz. the screenshots seem degraded, in the viewer. In the game it's better. The new release destroyed the fix [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76162/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76163/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76164/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76165/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76166/[/img]
Hi, screen 3DVision with videoprojector 1280x720@60Hz. the screenshots seem degraded, in the viewer. In the game it's better.

The new release destroyed the fix

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#48
Posted 10/11/2018 03:02 PM   
Sreenshots AC degraded too (probably the display 1280x720 in full screen with the 3D viewer?), because the grass is very precise on my videoprojector. With 3Dvision with 100" screen, it's magic :-) [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76174/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76175/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76176/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76177/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76178/[/img]
Sreenshots AC degraded too (probably the display 1280x720 in full screen with the 3D viewer?), because the grass is very precise on my videoprojector. With 3Dvision with 100" screen, it's magic :-)

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#49
Posted 10/11/2018 03:06 PM   
Hi Losti. First of all I see a lot of inconsistencies in the graphic development of this game even in 2D mode so I don't know if it's worth it to ask you to urge with corrections release after release. I mean there's clipping in details levels even in normal 2D rendering. I think the team is having a hard time with the UE4. However, this is a personal opinion, and... This is the only game I would play. So I say this with the idea to call for your help when things will be more stable. Anyhow, I would obviously be happy if you could assist us build after build (aahhh... what a nice shit I am:) So here's my help for this build if you may. One thing that make me think it will be difficult to keep pace with the builds is that a problem in the new misano circuit is not present in the nurburgring circuit (headache). Here's the list: - less than half the fps I had before, also stuttering (or not flowing) - Only Misano Circuit: Tarmac surface reflects the world even with sunny weather (dry tarmac) (!?!) - Black textures here and there (part of grass layers, people and flags in grandstands, trees (these only at a certain distance from POV) - Marbles layer (dirt on the road) 2D again and clippin/flashing, hardly visible, probably responsible for producing some flashing horizontal black lines on tarmac near POV (better seen with 3rd person view) - rain, everythings still very good - night and lights, everythings still very good thanks bye!
Hi Losti.
First of all I see a lot of inconsistencies in the graphic development of this game even in 2D mode so I don't know if it's worth it to ask you to urge with corrections release after release. I mean there's clipping in details levels even in normal 2D rendering. I think the team is having a hard time with the UE4.
However, this is a personal opinion, and...

This is the only game I would play.

So I say this with the idea to call for your help when things will be more stable.
Anyhow, I would obviously be happy if you could assist us build after build (aahhh... what a nice shit I am:)

So here's my help for this build if you may.
One thing that make me think it will be difficult to keep pace with the builds is that a problem in the new misano circuit is not present in the nurburgring circuit (headache).
Here's the list:

- less than half the fps I had before, also stuttering (or not flowing)
- Only Misano Circuit: Tarmac surface reflects the world even with sunny weather (dry tarmac) (!?!)
- Black textures here and there (part of grass layers, people and flags in grandstands, trees (these only at a certain distance from POV)
- Marbles layer (dirt on the road) 2D again and clippin/flashing, hardly visible, probably responsible for producing some flashing horizontal black lines on tarmac near POV (better seen with 3rd person view)

- rain, everythings still very good
- night and lights, everythings still very good

thanks
bye!

#50
Posted 10/14/2018 09:07 AM   
[quote="ziozeus"]Hi Losti. First of all I see a lot of inconsistencies in the graphic development of this game even in 2D mode so I don't know if it's worth it to ask you to urge with corrections release after release. I mean there's clipping in details levels even in normal 2D rendering. I think the team is having a hard time with the UE4. However, this is a personal opinion, and... This is the only game I would play. So I say this with the idea to call for your help when things will be more stable. [/quote] I have to agree, it’s probably better to wait for retail release to fix then keep updating early access builds. We have seen too often where an early access fix is broken by the very next retail release (subnautica, ghost of a tale, the forest, etc.). This game definitely has a long way to go in EA development..a lot of changes will be made between now and release
ziozeus said:Hi Losti.
First of all I see a lot of inconsistencies in the graphic development of this game even in 2D mode so I don't know if it's worth it to ask you to urge with corrections release after release. I mean there's clipping in details levels even in normal 2D rendering. I think the team is having a hard time with the UE4.
However, this is a personal opinion, and...

This is the only game I would play.

So I say this with the idea to call for your help when things will be more stable.


I have to agree, it’s probably better to wait for retail release to fix then keep updating early access builds. We have seen too often where an early access fix is broken by the very next retail release (subnautica, ghost of a tale, the forest, etc.). This game definitely has a long way to go in EA development..a lot of changes will be made between now and release

#51
Posted 10/14/2018 06:33 PM   
[quote="Shift-E"][quote="ziozeus"]Hi Losti. First of all I see a lot of inconsistencies in the graphic development of this game even in 2D mode so I don't know if it's worth it to ask you to urge with corrections release after release. I mean there's clipping in details levels even in normal 2D rendering. I think the team is having a hard time with the UE4. However, this is a personal opinion, and... This is the only game I would play. So I say this with the idea to call for your help when things will be more stable. [/quote] I have to agree, it’s probably better to wait for retail release to fix then keep updating early access builds. We have seen too often where an early access fix is broken by the very next retail release (subnautica, ghost of a tale, the forest, etc.). This game definitely has a long way to go in EA development..a lot of changes will be made between now and release[/quote] Agreed...I currently havnt the time to care about updating fixes "every time" and a EA game needs this. Be sure: ill care about a final relase fix after the game-relase. Ill promise!!! Iff i miss the relase, just give me a note via email or PM.
Shift-E said:
ziozeus said:Hi Losti.
First of all I see a lot of inconsistencies in the graphic development of this game even in 2D mode so I don't know if it's worth it to ask you to urge with corrections release after release. I mean there's clipping in details levels even in normal 2D rendering. I think the team is having a hard time with the UE4.
However, this is a personal opinion, and...

This is the only game I would play.

So I say this with the idea to call for your help when things will be more stable.


I have to agree, it’s probably better to wait for retail release to fix then keep updating early access builds. We have seen too often where an early access fix is broken by the very next retail release (subnautica, ghost of a tale, the forest, etc.). This game definitely has a long way to go in EA development..a lot of changes will be made between now and release


Agreed...I currently havnt the time to care about updating fixes "every time" and a EA game needs this. Be sure: ill care about a final relase fix after the game-relase. Ill promise!!! Iff i miss the relase, just give me a note via email or PM.

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

#52
Posted 10/14/2018 07:04 PM   
OK, thanx for all, Losti
OK, thanx for all, Losti

#53
Posted 10/17/2018 10:36 AM   
The Problem is that the shader regex applying this from the universal fix for the grass: [code] else mov r0.x, cb2[40].x mov r0.y, cb2[41].x mov r0.z, cb2[42].x mov r0.w, cb2[43].x mov r1.x, cb2[40].y mov r1.y, cb2[41].y mov r1.z, cb2[42].y mov r1.w, cb2[43].y mov r2.x, cb2[40].z mov r2.y, cb2[41].z mov r2.z, cb2[42].z mov r2.w, cb2[43].z mov r3.x, cb2[40].w mov r3.y, cb2[41].w mov r3.z, cb2[42].w mov r3.w, cb2[43].w mov r4.xyz, cb2[62].xyzx mov r5.xyz, cb2[128].xyzx mov r4.w, cb2[128].w mov r5.w, cb2[129].x mov r6.x, cb2[129].y mov r6.yzw, cb2[155].xxyz mov r7.xyzw, cb2[58].xyzw mov r8.xy, cb2[121].xyxx mov r8.zw, cb2[122].zzzw endif mul r9.xyz, v0.yzxy, v1.zxyz mad r9.xyz, v1.yzxy, v0.zxyz, -r9.xyzx mul r9.xyz, r9.xyzx, v1.wwww add r8.xy, -r8.xyxx, v6.xyxx mad r8.xy, r8.xyxx, r8.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000) mul r8.xy, r8.xyxx, v6.wwww mov r8.z, v6.w mul r8.xyz, r8.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000) mov r10.xyz, v6.xyzx mov r10.w, l(1.000000) dp4 r0.x, r10.xyzw, r0.xyzw dp4 r0.y, r10.xyzw, r1.xyzw dp4 r0.z, r10.xyzw, r2.xyzw dp4 r0.w, r10.xyzw, r3.xyzw div r0.xyz, r0.xyzx, r0.wwww // DHR ShaderRegex - UE4 Pattern Effects 1: ld_indexable(texture2d)(float,float,float,float) r17.xyzw, l(0, 0, 0, 0), t125.xyzw ld_indexable(texture1d)(float,float,float,float) r16.x, l(1, 0, 0, 0), t120.xyzw // Inverse Matrix cb13 mov r0.w, l(1.000000) mul r18.xyzw, r0.yyyy, cb13[1].xyzw mad r18.xyzw, r0.xxxx, cb13[0].xyzw, r18.xyzw mad r18.xyzw, r0.zzzz, cb13[2].xyzw, r18.xyzw mad r18.xyzw, r0.wwww, cb13[3].xyzw, r18.xyzw //Fix add r19.w, r18.w, -r17.y mul r19.w, r17.x, r19.w mul r19.w, r19.w, r16.x div r19.w, r19.w, l(2.0) add r18.x, r18.x, -r19.w //Matrix mul r0.xyzw, r18.yyyy, cb0[41].xyzw mad r0.xyzw, r18.xxxx, cb0[40].xyzw, r0.xyzw mad r0.xyzw, r18.zzzz, cb0[42].xyzw, r0.xyzw mad r0.xyzw, r18.wwww, cb0[43].xyzw, r0.xyzw add r0.xyz, -r4.xyzx, r0.xyzx div r1.xy, r0.xyxx, cb4[7].xxxx [/code] And this seems not to be the right stereo correction. This shader is something for DHR i do not have the time to think about it.... [code] //grass // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.3.11 on Wed Oct 17 17:57:10 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 10 xyzw 0 NONE float xyz // TEXCOORD 11 xyzw 1 NONE float xyzw // COLOR 0 xyzw 2 NONE float xyzw // TEXCOORD 0 xyzw 3 NONE float zw // TEXCOORD 1 xyzw 4 NONE float xy // PACKED_EYE_INDEX 0 x 5 NONE uint x // SV_Position 0 xyzw 6 POS float xyzw // SV_IsFrontFace 0 x 7 FFACE uint // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 1 xyzw 1 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // SV_Target 4 xyzw 4 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[164], immediateIndexed dcl_constantbuffer cb1[12], immediateIndexed dcl_constantbuffer cb2[156], immediateIndexed dcl_constantbuffer cb3[3], immediateIndexed dcl_constantbuffer cb4[18], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture2d (float,float,float,float) t3 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_resource_texture2d (float,float,float,float) t7 dcl_resource_texture2d (float,float,float,float) t8 dcl_resource_texture2d (float,float,float,float) t9 dcl_resource_texture2d (float,float,float,float) t10 dcl_resource_texture2d (float,float,float,float) t11 dcl_resource_texture2d (float,float,float,float) t12 dcl_resource_texture2d (float,float,float,float) t13 dcl_resource_texture2d (float,float,float,float) t14 dcl_resource_texture2d (float,float,float,float) t15 dcl_resource_texture2d (float,float,float,float) t16 dcl_resource_texture2d (float,float,float,float) t17 dcl_input_ps linear centroid v0.xyz dcl_input_ps linear centroid v1.xyzw dcl_input_ps linear v2.xyzw dcl_input_ps linear v3.zw dcl_input_ps linear v4.xy dcl_input_ps constant v5.x dcl_input_ps_siv linear noperspective v6.xyzw, position dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xyzw dcl_temps 20 dcl_constantbuffer cb13[4], immediateIndexed dcl_resource_texture2d (float,float,float,float) t125 dcl_resource_texture1d (float,float,float,float) t120 and r0.x, v5.x, l(1) if_z r0.x mov r0.x, cb0[40].x mov r0.y, cb0[41].x mov r0.z, cb0[42].x mov r0.w, cb0[43].x mov r1.x, cb0[40].y mov r1.y, cb0[41].y mov r1.z, cb0[42].y mov r1.w, cb0[43].y mov r2.x, cb0[40].z mov r2.y, cb0[41].z mov r2.z, cb0[42].z mov r2.w, cb0[43].z mov r3.x, cb0[40].w mov r3.y, cb0[41].w mov r3.z, cb0[42].w mov r3.w, cb0[43].w mov r4.xyz, cb0[62].xyzx mov r5.xyz, cb0[128].xyzx mov r4.w, cb0[128].w mov r5.w, cb0[129].x mov r6.x, cb0[129].y mov r6.yzw, cb0[155].xxyz mov r7.xyzw, cb0[58].xyzw mov r8.xy, cb0[121].xyxx mov r8.zw, cb0[122].zzzw else mov r0.x, cb2[40].x mov r0.y, cb2[41].x mov r0.z, cb2[42].x mov r0.w, cb2[43].x mov r1.x, cb2[40].y mov r1.y, cb2[41].y mov r1.z, cb2[42].y mov r1.w, cb2[43].y mov r2.x, cb2[40].z mov r2.y, cb2[41].z mov r2.z, cb2[42].z mov r2.w, cb2[43].z mov r3.x, cb2[40].w mov r3.y, cb2[41].w mov r3.z, cb2[42].w mov r3.w, cb2[43].w mov r4.xyz, cb2[62].xyzx mov r5.xyz, cb2[128].xyzx mov r4.w, cb2[128].w mov r5.w, cb2[129].x mov r6.x, cb2[129].y mov r6.yzw, cb2[155].xxyz mov r7.xyzw, cb2[58].xyzw mov r8.xy, cb2[121].xyxx mov r8.zw, cb2[122].zzzw endif mul r9.xyz, v0.yzxy, v1.zxyz mad r9.xyz, v1.yzxy, v0.zxyz, -r9.xyzx mul r9.xyz, r9.xyzx, v1.wwww add r8.xy, -r8.xyxx, v6.xyxx mad r8.xy, r8.xyxx, r8.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000) mul r8.xy, r8.xyxx, v6.wwww mov r8.z, v6.w mul r8.xyz, r8.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000) mov r10.xyz, v6.xyzx mov r10.w, l(1.000000) dp4 r0.x, r10.xyzw, r0.xyzw dp4 r0.y, r10.xyzw, r1.xyzw dp4 r0.z, r10.xyzw, r2.xyzw dp4 r0.w, r10.xyzw, r3.xyzw div r0.xyz, r0.xyzx, r0.wwww add r0.xyz, -r4.xyzx, r0.xyzx div r1.xy, r0.xyxx, cb4[7].xxxx sample_indexable(texture2d)(float,float,float,float) r1.xy, r1.xyxx, t3.xyzw, s0 add r2.xy, r1.xyxx, r1.xyxx mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) dp2 r0.w, r1.xyxx, r1.xyxx add r0.w, -r0.w, l(1.000000) max r0.w, r0.w, l(0.000000) sqrt r2.z, r0.w add r1.xyz, r2.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000) mul r1.xyz, r1.xyzx, cb4[7].yyyy mov_sat r0.w, cb3[1].z mul r1.xy, r1.xyxx, r0.wwww mad r2.x, r0.w, r1.z, l(2.000000) mul r2.yz, v3.zzwz, cb4[1].xxyx sample_indexable(texture2d)(float,float,float,float) r3.xy, r2.yzyy, t4.xyzw, s0 add r4.xy, r3.xyxx, r3.xyxx mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) dp2 r2.w, r3.xyxx, r3.xyxx add r2.w, -r2.w, l(1.000000) max r2.w, r2.w, l(0.000000) sqrt r4.z, r2.w add r3.xyz, r4.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000) mad r3.xyz, cb4[8].xxxx, r3.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) mad r1.w, r0.w, r1.z, l(2.000000) mul r3.xyz, r3.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000) dp3 r0.w, r1.xywx, r3.xyzx mul r3.xyz, r2.xxxx, r3.xyzx mad r1.xyz, r1.xywx, r0.wwww, -r3.xyzx add r0.w, r1.z, l(1.000000) div r3.xyzw, r0.xyxy, cb4[8].yyww sample_b_indexable(texture2d)(float,float,float,float) r2.xw, r3.xyxx, t5.xzwy, s2, cb0[133].x add r4.xy, r2.xwxx, r2.xwxx mad r2.xw, r2.xxxw, l(2.000000, 0.000000, 0.000000, 2.000000), l(-1.000000, 0.000000, 0.000000, -1.000000) dp2 r2.x, r2.xwxx, r2.xwxx add r2.x, -r2.x, l(1.000000) max r2.x, r2.x, l(0.000000) sqrt r4.z, r2.x add r4.xyz, r4.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000) mad r4.xyz, cb4[8].zzzz, r4.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) sample_indexable(texture2d)(float,float,float,float) r2.xw, r3.zwzz, t6.xzwy, s0 add r10.xy, r2.xwxx, r2.xwxx mad r2.xw, r2.xxxw, l(2.000000, 0.000000, 0.000000, 2.000000), l(-1.000000, 0.000000, 0.000000, -1.000000) dp2 r2.x, r2.xwxx, r2.xwxx add r2.x, -r2.x, l(1.000000) max r2.x, r2.x, l(0.000000) sqrt r10.z, r2.x add r10.xyz, r10.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000) mad r10.xyz, cb4[9].xxxx, r10.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) div r2.xw, r0.xxxy, cb4[9].yyyy mul r11.xyzw, r2.xwxw, l(0.250000, 0.250000, 5.000000, 5.000000) sample_indexable(texture2d)(float,float,float,float) r8.w, r11.xyxx, t7.yzwx, s0 add r8.w, r8.w, l(0.500000) sample_indexable(texture2d)(float,float,float,float) r9.w, r11.zwzz, t7.yzwx, s0 add r9.w, r9.w, l(0.500000) sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xwxx, t7.xyzw, s0 add r2.x, r2.x, l(0.500000) mul r2.x, r2.x, r9.w mul r2.x, r2.x, r8.w mad r2.x, r2.x, l(0.550000), l(0.450000) max r2.x, r2.x, l(0.000000) mul r2.w, r2.x, r2.x mul r2.w, r2.w, r2.w mul r2.x, r2.w, r2.x mul r2.x, r2.x, cb4[9].w mul_sat r2.x, r2.x, l(10.000000) add_sat r2.x, r2.x, v2.y add r10.xyz, -r4.xyzx, r10.xyzx mad r4.xyz, r2.xxxx, r10.xyzx, r4.xyzx add r1.w, r1.z, l(1.000000) mul r4.xyz, r4.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000) dp3 r1.z, r1.xywx, r4.xyzx mul r4.xyz, r0.wwww, r4.xyzx mad r1.xyz, r1.xywx, r1.zzzz, -r4.xyzx max r0.w, cb3[1].z, cb4[10].x min r0.w, r0.w, l(1.000000) add r1.xyz, r1.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000) mad r1.xyz, r0.wwww, r1.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) div r4.xy, r0.xyxx, cb4[10].yyyy sample_indexable(texture2d)(float,float,float,float) r10.xy, r4.xyxx, t8.xyzw, s0 add r11.xy, r10.xyxx, r10.xyxx mad r10.xy, r10.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) dp2 r0.w, r10.xyxx, r10.xyxx add r0.w, -r0.w, l(1.000000) max r0.w, r0.w, l(0.000000) sqrt r11.z, r0.w add r10.xyz, r11.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000) mad r10.xyz, cb4[10].zzzz, r10.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) add_sat r0.w, cb3[0].x, cb3[0].x sample_indexable(texture2d)(float,float,float,float) r11.xyzw, r4.xyxx, t9.xyzw, s0 mul r1.w, r0.w, r11.w add r12.xyz, -r10.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) mad r10.xyz, r1.wwww, r12.xyzx, r10.xyzx sample_b_indexable(texture2d)(float,float,float,float) r2.w, v4.xyxx, t10.yzwx, s3, cb0[133].x dp3 r4.z, v2.xyzx, cb4[2].xyzx add_sat r4.z, r2.w, r4.z add r10.xyz, -r1.xyzx, r10.xyzx mad r10.xyz, r4.zzzz, r10.xyzx, r1.xyzx add r1.x, r10.z, l(1.000000) deriv_rty_coarse r12.xyz, r0.zxyz mul r13.xyz, r12.xyzx, v1.yzxy mad r12.xyz, r12.zxyz, v1.zxyz, -r13.xyzx deriv_rtx_coarse r13.xyz, r0.yzxy dp3 r1.y, r12.yzxy, r13.xyzx deriv_rtx_coarse r1.z, r2.w deriv_rty_coarse r2.w, r2.w mul r14.xyz, r13.xyzx, v1.zxyz mad r13.xyz, v1.yzxy, r13.yzxy, -r14.xyzx mul r13.xyz, r2.wwww, r13.xyzx mad r12.xyz, r1.zzzz, r12.xyzx, r13.xyzx lt r1.z, l(0.000000), |r1.y| ge r2.w, r1.y, l(0.000000) movc r2.w, r2.w, l(1.000000), l(-1.000000) and r1.z, r1.z, r2.w mul r12.xyz, r1.zzzz, r12.xyzx mad r12.xyz, |r1.yyyy|, v1.xyzx, -r12.xyzx dp3 r1.y, r12.xyzx, r12.xyzx sqrt r1.y, r1.y div r12.xyz, r12.xyzx, r1.yyyy mul r12.w, r12.y, cb4[10].w dp3 r1.y, r12.xzwx, r12.xzwx sqrt r1.y, r1.y div r12.xyz, r12.xwzx, r1.yyyy add r12.xyz, r12.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000) mad r12.xyz, cb4[11].xxxx, r12.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) add r10.w, r10.z, l(1.000000) mul r12.xyz, r12.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000) dp3 r1.y, r10.xywx, r12.xyzx mul r12.xyz, r1.xxxx, r12.xyzx mad r1.xyz, r10.xywx, r1.yyyy, -r12.xyzx max r2.w, cb3[1].z, cb4[11].y min r2.w, r2.w, l(1.000000) add r1.xyz, r1.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000) mad r1.xyz, r2.wwww, r1.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000) mad r1.xyz, r1.xyzx, r4.wwww, r5.xyzx dp3 r2.w, r1.xyzx, r1.xyzx rsq r2.w, r2.w mul r1.xyz, r1.xyzx, r2.wwww mul r5.xyz, r9.xyzx, r1.yyyy mad r5.xyz, r1.xxxx, v0.xyzx, r5.xyzx mad r1.xyz, r1.zzzz, v1.xyzx, r5.xyzx dp3 r2.w, r1.xyzx, r1.xyzx rsq r2.w, r2.w mul r1.xyz, r1.xyzx, r2.wwww sample_b_indexable(texture2d)(float,float,float,float) r5.xyz, r3.xyxx, t11.xyzw, s0, cb4[11].z mul r9.xyz, r5.xyzx, cb4[11].wwww div r10.xy, r0.xyxx, cb4[12].zzzz sample_b_indexable(texture2d)(float,float,float,float) r10.xyz, r10.xyxx, t12.xyzw, s4, cb0[133].x dp3 r2.w, l(0.577350259, 0.577350259, 0.577350259, 0.000000), r10.xyzx mad r10.yzw, -r2.wwww, l(0.000000, 0.577350259, 0.577350259, 0.577350259), r10.xxyz mul r12.xyz, r10.wyzw, l(0.577350259, 0.577350259, 0.577350259, 0.000000) mad r12.xyz, r10.wyzw, l(0.577350259, 0.577350259, 0.577350259, 0.000000), -r12.zxyz sincos r13.x, r14.x, cb4[12].y mul r12.xyz, r12.xyzx, r13.xxxx mad r10.yzw, r10.yyzw, r14.xxxx, r12.xxyz mad r10.yzw, r2.wwww, l(0.000000, 0.577350259, 0.577350259, 0.577350259), r10.yyzw dp3 r2.w, r10.yzwy, l(0.300000, 0.590000, 0.110000, 0.000000) add r12.xyz, -r10.yzwy, r2.wwww mad r10.yzw, cb4[12].wwww, r12.xxyz, r10.yyzw add r12.xyz, -r10.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000) add r12.xyz, r12.xyzx, r12.xyzx add r13.xyz, -r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mad r12.xyz, -r12.xyzx, r13.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r13.xyz, r5.xyzx, r10.yzwy add r13.xyz, r13.xyzx, r13.xyzx ge r10.yzw, r10.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000) movc r10.yzw, r10.yyzw, r12.xxyz, r13.xxyz div r12.xy, r0.xyxx, cb4[13].xxxx mul r13.xyzw, r12.xyxy, l(0.250000, 0.250000, 5.000000, 5.000000) sample_indexable(texture2d)(float,float,float,float) r2.w, r13.xyxx, t7.yzwx, s0 add r2.w, r2.w, l(0.500000) sample_indexable(texture2d)(float,float,float,float) r4.w, r13.zwzz, t7.yzwx, s0 add r4.w, r4.w, l(0.500000) sample_indexable(texture2d)(float,float,float,float) r8.w, r12.xyxx, t7.yzwx, s0 add r8.w, r8.w, l(0.500000) mul r4.w, r4.w, r8.w mul r2.w, r2.w, r4.w mad r2.w, r2.w, l(0.550000), l(0.450000) max r2.w, r2.w, l(0.000000) log r2.w, r2.w mul r2.w, r2.w, cb4[13].y exp r2.w, r2.w sample_indexable(texture2d)(float,float,float,float) r12.xyz, r3.xyxx, t13.xyzw, s0 sample_indexable(texture2d)(float,float,float,float) r13.xyz, r3.zwzz, t14.xyzw, s0 add r13.xyzw, -r12.xzxy, r13.xzxy mad r12.xyzw, r2.xxxx, r13.xyzw, r12.xzxy mul r3.x, v6.w, cb4[13].z mul_sat r3.x, r3.x, l(0.000500) add r3.y, -r12.x, l(1.000000) mad r3.x, r3.x, r3.y, r12.x add_sat r2.w, r2.w, r3.x mad r5.xyz, -r5.xyzx, cb4[11].wwww, r10.yzwy mad r5.xyz, r2.wwww, r5.xyzx, r9.xyzx mul r9.xyz, r5.xyzx, cb4[13].wwww max r2.w, cb3[2].x, cb4[14].x min r2.w, r2.w, l(1.000000) mul r3.x, r2.w, l(0.750000) mad r10.yz, r2.wwww, l(0.000000, -0.149999976, 0.500000, 0.000000), l(0.000000, 1.000000, 1.000000, 0.000000) mul r3.y, r10.y, l(6.28318548) dp3 r4.w, l(0.577350259, 0.577350259, 0.577350259, 0.000000), r9.xyzx mul r8.w, r4.w, l(0.577350259) mad r5.xyz, r5.xyzx, cb4[13].wwww, -r8.wwww mul r13.xyz, r5.zxyz, l(0.577350259, 0.577350259, 0.577350259, 0.000000) mad r13.xyz, r5.zxyz, l(0.577350259, 0.577350259, 0.577350259, 0.000000), -r13.zxyz sincos r14.x, r15.x, r3.y mul r13.xyz, r13.xyzx, r14.xxxx mad r5.xyz, r5.xyzx, r15.xxxx, r13.xyzx mad r5.xyz, r4.wwww, l(0.577350259, 0.577350259, 0.577350259, 0.000000), r5.xyzx dp3 r3.y, r5.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) add r13.xyz, -r5.xyzx, r3.yyyy mad r5.xyz, r3.xxxx, r13.xyzx, r5.xyzx add r3.x, r12.y, l(-1.000000) max r3.y, r10.x, l(0.000000) log r3.y, r3.y mul r3.y, r3.y, cb4[14].w exp r3.y, r3.y dp2 r2.w, r2.wwww, r3.yyyy add_sat r2.w, r2.w, r3.x add r3.x, -cb4[6].x, cb4[15].x mad_sat r2.w, r2.w, r3.x, cb4[6].x mad r5.xyz, r5.xyzx, r10.zzzz, -r9.xyzx mad r5.xyz, r2.wwww, r5.xyzx, r9.xyzx mov_sat r2.w, cb3[0].x add r3.x, cb4[15].y, l(-1.000000) mad r3.x, r2.w, r3.x, l(1.000000) sample_indexable(texture2d)(float,float,float,float) r3.yzw, r3.zwzz, t15.wxyz, s0 mul r3.yzw, r3.yyzw, cb4[15].zzzz mad r3.xyz, r3.xxxx, r3.yzwy, -r5.xyzx mad r3.xyz, r2.xxxx, r3.xyzx, r5.xyzx add r2.x, -cb4[15].w, l(1.000000) mad r2.x, r12.x, r2.x, cb4[15].w add r2.x, r2.x, l(-1.000000) mad r2.x, r2.w, r2.x, l(1.000000) mul r5.xyz, r2.xxxx, r3.xyzx mad r3.xyz, -r3.xyzx, r2.xxxx, l(1.000000, 1.000000, 1.000000, 0.000000) add r3.xyz, r3.xyzx, r3.xyzx sample_b_indexable(texture2d)(float,float,float,float) r2.xyz, r2.yzyy, t16.xyzw, s5, cb0[133].x add r9.xyz, -r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000) mad r2.xyz, r9.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r2.xyzx add r9.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mad r3.xyz, -r3.xyzx, r9.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r2.xyz, r2.xyzx, r5.xyzx add r2.xyz, r2.xyzx, r2.xyzx ge r5.xyz, r5.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000) movc r2.xyz, r5.xyzx, r3.xyzx, r2.xyzx sample_indexable(texture2d)(float,float,float,float) r3.xyz, r4.xyxx, t17.xyzw, s0 max r4.xyw, r3.xyxz, l(0.000000, 0.000000, 0.000000, 0.000000) log r4.xyw, r4.xyxw mul r4.xyw, r4.xyxw, l(1.750000, 1.750000, 0.000000, 1.750000) exp r4.xyw, r4.xyxw min r4.xyw, r4.xyxw, l(1.000000, 1.000000, 0.000000, 1.000000) add r4.xyw, -r3.xyxz, r4.xyxw mad r3.xyz, r1.wwww, r4.xywx, r3.xyzx mad r3.xyz, r3.xyzx, cb4[16].xxxx, -r2.xyzx mad_sat r2.xyz, r4.zzzz, r3.xyzx, r2.xyzx mul r1.w, r0.w, cb4[16].w mad r1.w, cb4[16].z, r11.y, r1.w add r1.w, r1.w, -cb4[16].y mad_sat r3.y, r4.z, r1.w, cb4[16].y mul r1.w, r12.w, cb4[17].x max r3.w, r1.w, l(0.000000) mul r4.x, r3.w, r3.w mul r1.w, r1.w, r12.z max r1.w, r1.w, l(0.200000) min r1.w, r1.w, l(0.900000) mad r1.w, -r3.w, r3.w, r1.w mad r1.w, r2.w, r1.w, r4.x add r2.w, -r11.x, r11.y mad r0.w, r0.w, r2.w, r11.x add r0.w, -r1.w, r0.w mad_sat r0.w, r4.z, r0.w, r1.w add r1.w, v2.w, cb4[17].y max r1.w, r1.w, l(0.000000) log r1.w, r1.w mul r1.w, r1.w, l(2.200000) exp r1.w, r1.w min r1.w, r1.w, l(1.000000) add r2.w, r11.z, l(-1.000000) mad r2.w, cb4[17].z, r2.w, l(1.000000) add r2.w, -r1.w, r2.w mad_sat r1.w, r4.z, r2.w, r1.w mad r3.z, r0.w, r6.x, r5.w lt r0.w, l(0.000000), cb1[10].w lt r2.w, l(0.000000), cb0[163].w and r0.w, r0.w, r2.w div r4.xy, r8.xyxx, r8.zzzz mad r4.xy, r4.xyxx, r7.xyxx, r7.wzww sample_l_indexable(texture2d)(float,float,float,float) r5.xyzw, r4.xyxx, t0.xyzw, s1, l(0.000000) sample_l_indexable(texture2d)(float,float,float,float) r7.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000) sample_l_indexable(texture2d)(float,float,float,float) r4.xy, r4.xyxx, t2.xyzw, s1, l(0.000000) mad r7.xyz, r7.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.00392163, -1.00392163, -1.00392163, 0.000000) mad r7.xyz, r1.xyzx, r7.wwww, r7.xyzx mad r4.z, r3.z, r4.y, r4.x mad r5.xyz, r2.xyzx, r5.wwww, r5.xyzx add r2.w, r3.y, l(-0.500000) mad r4.y, r5.w, r2.w, l(0.500000) movc r7.xyz, r0.wwww, r7.xyzx, r1.xyzx movc r1.xyz, r0.wwww, r5.xyzx, r2.xyzx mov r4.x, l(0) mov r3.x, l(0) movc r2.xyz, r0.wwww, r4.xyzx, r3.xyzx mul r0.w, r2.y, cb0[127].w mad r3.xyz, r1.xyzx, cb0[126].wwww, cb0[126].xyzx mad r4.xyz, r0.wwww, l(0.080000, 0.080000, 0.080000, 0.000000), cb0[127].xyzx dp3 r0.w, r4.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000) mad r5.xyz, r0.wwww, l(2.040400, -4.795100, 2.755200, 0.000000), l(-0.332400, 0.641700, 0.690300, 0.000000) mad r0.w, r1.w, r5.x, r5.y mad r0.w, r0.w, r1.w, r5.z mul r0.w, r1.w, r0.w max o3.w, r0.w, r1.w mov r7.w, l(1.000000) dp4 r5.x, cb0[156].xyzw, r7.xyzw dp4 r5.y, cb0[157].xyzw, r7.xyzw dp4 r5.z, cb0[158].xyzw, r7.xyzw mul r8.xyzw, r7.yzzx, r7.xyzz dp4 r9.x, cb0[159].xyzw, r8.xyzw dp4 r9.y, cb0[160].xyzw, r8.xyzw dp4 r9.z, cb0[161].xyzw, r8.xyzw mul r0.w, r7.y, r7.y mad r0.w, r7.x, r7.x, -r0.w add r5.xyz, r5.xyzx, r9.xyzx mad r5.xyz, cb0[162].xyzx, r0.wwww, r5.xyzx max r5.xyz, r5.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mul r5.xyz, r6.yzwy, r5.xyzx mul r5.xyz, r3.xyzx, r5.xyzx mad r6.xyz, r1.xyzx, l(2.040400, 2.040400, 2.040400, 0.000000), l(-0.332400, -0.332400, -0.332400, 0.000000) mad r8.xyz, r1.xyzx, l(-4.795100, -4.795100, -4.795100, 0.000000), l(0.641700, 0.641700, 0.641700, 0.000000) mad r9.xyz, r1.xyzx, l(2.755200, 2.755200, 2.755200, 0.000000), l(0.690300, 0.690300, 0.690300, 0.000000) mad r6.xyz, r1.wwww, r6.xyzx, r8.xyzx mad r6.xyz, r6.xyzx, r1.wwww, r9.xyzx mul r6.xyz, r1.wwww, r6.xyzx max r6.xyz, r1.wwww, r6.xyzx mul r5.xyz, r5.xyzx, r6.xyzx mad r3.xyz, r4.xyzx, l(0.450000, 0.450000, 0.450000, 0.000000), r3.xyzx max r4.xyz, cb4[4].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) lt r0.w, l(0.000000), cb0[130].x if_nz r0.w add r6.xyz, r0.xyzx, -cb1[8].xyzx add r8.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) lt r6.xyz, r8.xyzx, |r6.xyzx| or r0.w, r6.y, r6.x or r0.w, r6.z, r0.w dp3 r0.x, r0.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000) mul r0.x, r0.x, l(0.002000) frc r0.x, r0.x lt r0.x, l(0.500000), r0.x movc r0.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0) movc r4.xyz, r0.wwww, r0.xyzx, r4.xyzx endif mad r0.xyz, cb0[134].zzzz, r3.xyzx, r5.xyzx add o0.xyz, r4.xyzx, r0.xyzx mad o1.xyz, r7.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) mov o0.w, l(0) mov o1.w, cb1[11].x mov o2.xyz, r2.xyzx mov o2.w, l(0.694117665) mov o3.xyz, r1.xyzx mov o4.xyzw, l(0,0,0,0) ret [/code] If this will be fixed, the game is OK. I think this is a problem of the regex may wrong or this is another version of it.
The Problem is that the shader regex applying this from the universal fix for the grass:

else
mov r0.x, cb2[40].x
mov r0.y, cb2[41].x
mov r0.z, cb2[42].x
mov r0.w, cb2[43].x
mov r1.x, cb2[40].y
mov r1.y, cb2[41].y
mov r1.z, cb2[42].y
mov r1.w, cb2[43].y
mov r2.x, cb2[40].z
mov r2.y, cb2[41].z
mov r2.z, cb2[42].z
mov r2.w, cb2[43].z
mov r3.x, cb2[40].w
mov r3.y, cb2[41].w
mov r3.z, cb2[42].w
mov r3.w, cb2[43].w
mov r4.xyz, cb2[62].xyzx
mov r5.xyz, cb2[128].xyzx
mov r4.w, cb2[128].w
mov r5.w, cb2[129].x
mov r6.x, cb2[129].y
mov r6.yzw, cb2[155].xxyz
mov r7.xyzw, cb2[58].xyzw
mov r8.xy, cb2[121].xyxx
mov r8.zw, cb2[122].zzzw
endif
mul r9.xyz, v0.yzxy, v1.zxyz
mad r9.xyz, v1.yzxy, v0.zxyz, -r9.xyzx
mul r9.xyz, r9.xyzx, v1.wwww
add r8.xy, -r8.xyxx, v6.xyxx
mad r8.xy, r8.xyxx, r8.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r8.xy, r8.xyxx, v6.wwww
mov r8.z, v6.w
mul r8.xyz, r8.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
mov r10.xyz, v6.xyzx
mov r10.w, l(1.000000)
dp4 r0.x, r10.xyzw, r0.xyzw
dp4 r0.y, r10.xyzw, r1.xyzw
dp4 r0.z, r10.xyzw, r2.xyzw
dp4 r0.w, r10.xyzw, r3.xyzw
div r0.xyz, r0.xyzx, r0.wwww




// DHR ShaderRegex - UE4 Pattern Effects 1:
ld_indexable(texture2d)(float,float,float,float) r17.xyzw, l(0, 0, 0, 0), t125.xyzw
ld_indexable(texture1d)(float,float,float,float) r16.x, l(1, 0, 0, 0), t120.xyzw
// Inverse Matrix cb13
mov r0.w, l(1.000000)
mul r18.xyzw, r0.yyyy, cb13[1].xyzw
mad r18.xyzw, r0.xxxx, cb13[0].xyzw, r18.xyzw
mad r18.xyzw, r0.zzzz, cb13[2].xyzw, r18.xyzw
mad r18.xyzw, r0.wwww, cb13[3].xyzw, r18.xyzw
//Fix
add r19.w, r18.w, -r17.y
mul r19.w, r17.x, r19.w
mul r19.w, r19.w, r16.x
div r19.w, r19.w, l(2.0)
add r18.x, r18.x, -r19.w
//Matrix
mul r0.xyzw, r18.yyyy, cb0[41].xyzw
mad r0.xyzw, r18.xxxx, cb0[40].xyzw, r0.xyzw
mad r0.xyzw, r18.zzzz, cb0[42].xyzw, r0.xyzw
mad r0.xyzw, r18.wwww, cb0[43].xyzw, r0.xyzw



add r0.xyz, -r4.xyzx, r0.xyzx
div r1.xy, r0.xyxx, cb4[7].xxxx



And this seems not to be the right stereo correction.




This shader is something for DHR i do not have the time to think about it....


//grass
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.3.11 on Wed Oct 17 17:57:10 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 10 xyzw 0 NONE float xyz
// TEXCOORD 11 xyzw 1 NONE float xyzw
// COLOR 0 xyzw 2 NONE float xyzw
// TEXCOORD 0 xyzw 3 NONE float zw
// TEXCOORD 1 xyzw 4 NONE float xy
// PACKED_EYE_INDEX 0 x 5 NONE uint x
// SV_Position 0 xyzw 6 POS float xyzw
// SV_IsFrontFace 0 x 7 FFACE uint
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 1 xyzw 1 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
// SV_Target 4 xyzw 4 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[164], immediateIndexed
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb2[156], immediateIndexed
dcl_constantbuffer cb3[3], immediateIndexed
dcl_constantbuffer cb4[18], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t13
dcl_resource_texture2d (float,float,float,float) t14
dcl_resource_texture2d (float,float,float,float) t15
dcl_resource_texture2d (float,float,float,float) t16
dcl_resource_texture2d (float,float,float,float) t17
dcl_input_ps linear centroid v0.xyz
dcl_input_ps linear centroid v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.zw
dcl_input_ps linear v4.xy
dcl_input_ps constant v5.x
dcl_input_ps_siv linear noperspective v6.xyzw, position
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw

dcl_temps 20
dcl_constantbuffer cb13[4], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120

and r0.x, v5.x, l(1)
if_z r0.x
mov r0.x, cb0[40].x
mov r0.y, cb0[41].x
mov r0.z, cb0[42].x
mov r0.w, cb0[43].x
mov r1.x, cb0[40].y
mov r1.y, cb0[41].y
mov r1.z, cb0[42].y
mov r1.w, cb0[43].y
mov r2.x, cb0[40].z
mov r2.y, cb0[41].z
mov r2.z, cb0[42].z
mov r2.w, cb0[43].z
mov r3.x, cb0[40].w
mov r3.y, cb0[41].w
mov r3.z, cb0[42].w
mov r3.w, cb0[43].w
mov r4.xyz, cb0[62].xyzx
mov r5.xyz, cb0[128].xyzx
mov r4.w, cb0[128].w
mov r5.w, cb0[129].x
mov r6.x, cb0[129].y
mov r6.yzw, cb0[155].xxyz
mov r7.xyzw, cb0[58].xyzw
mov r8.xy, cb0[121].xyxx
mov r8.zw, cb0[122].zzzw
else
mov r0.x, cb2[40].x
mov r0.y, cb2[41].x
mov r0.z, cb2[42].x
mov r0.w, cb2[43].x
mov r1.x, cb2[40].y
mov r1.y, cb2[41].y
mov r1.z, cb2[42].y
mov r1.w, cb2[43].y
mov r2.x, cb2[40].z
mov r2.y, cb2[41].z
mov r2.z, cb2[42].z
mov r2.w, cb2[43].z
mov r3.x, cb2[40].w
mov r3.y, cb2[41].w
mov r3.z, cb2[42].w
mov r3.w, cb2[43].w
mov r4.xyz, cb2[62].xyzx
mov r5.xyz, cb2[128].xyzx
mov r4.w, cb2[128].w
mov r5.w, cb2[129].x
mov r6.x, cb2[129].y
mov r6.yzw, cb2[155].xxyz
mov r7.xyzw, cb2[58].xyzw
mov r8.xy, cb2[121].xyxx
mov r8.zw, cb2[122].zzzw
endif
mul r9.xyz, v0.yzxy, v1.zxyz
mad r9.xyz, v1.yzxy, v0.zxyz, -r9.xyzx
mul r9.xyz, r9.xyzx, v1.wwww
add r8.xy, -r8.xyxx, v6.xyxx
mad r8.xy, r8.xyxx, r8.zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r8.xy, r8.xyxx, v6.wwww
mov r8.z, v6.w
mul r8.xyz, r8.xyzx, l(2.000000, -2.000000, 1.000000, 0.000000)
mov r10.xyz, v6.xyzx
mov r10.w, l(1.000000)
dp4 r0.x, r10.xyzw, r0.xyzw

dp4 r0.y, r10.xyzw, r1.xyzw
dp4 r0.z, r10.xyzw, r2.xyzw
dp4 r0.w, r10.xyzw, r3.xyzw
div r0.xyz, r0.xyzx, r0.wwww


add r0.xyz, -r4.xyzx, r0.xyzx
div r1.xy, r0.xyxx, cb4[7].xxxx
sample_indexable(texture2d)(float,float,float,float) r1.xy, r1.xyxx, t3.xyzw, s0
add r2.xy, r1.xyxx, r1.xyxx
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r1.xyxx, r1.xyxx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r2.z, r0.w
add r1.xyz, r2.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mul r1.xyz, r1.xyzx, cb4[7].yyyy
mov_sat r0.w, cb3[1].z
mul r1.xy, r1.xyxx, r0.wwww
mad r2.x, r0.w, r1.z, l(2.000000)
mul r2.yz, v3.zzwz, cb4[1].xxyx
sample_indexable(texture2d)(float,float,float,float) r3.xy, r2.yzyy, t4.xyzw, s0
add r4.xy, r3.xyxx, r3.xyxx
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r2.w, r3.xyxx, r3.xyxx
add r2.w, -r2.w, l(1.000000)
max r2.w, r2.w, l(0.000000)
sqrt r4.z, r2.w
add r3.xyz, r4.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r3.xyz, cb4[8].xxxx, r3.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
mad r1.w, r0.w, r1.z, l(2.000000)
mul r3.xyz, r3.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
dp3 r0.w, r1.xywx, r3.xyzx
mul r3.xyz, r2.xxxx, r3.xyzx
mad r1.xyz, r1.xywx, r0.wwww, -r3.xyzx
add r0.w, r1.z, l(1.000000)
div r3.xyzw, r0.xyxy, cb4[8].yyww
sample_b_indexable(texture2d)(float,float,float,float) r2.xw, r3.xyxx, t5.xzwy, s2, cb0[133].x
add r4.xy, r2.xwxx, r2.xwxx
mad r2.xw, r2.xxxw, l(2.000000, 0.000000, 0.000000, 2.000000), l(-1.000000, 0.000000, 0.000000, -1.000000)
dp2 r2.x, r2.xwxx, r2.xwxx
add r2.x, -r2.x, l(1.000000)
max r2.x, r2.x, l(0.000000)
sqrt r4.z, r2.x
add r4.xyz, r4.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r4.xyz, cb4[8].zzzz, r4.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xw, r3.zwzz, t6.xzwy, s0
add r10.xy, r2.xwxx, r2.xwxx
mad r2.xw, r2.xxxw, l(2.000000, 0.000000, 0.000000, 2.000000), l(-1.000000, 0.000000, 0.000000, -1.000000)
dp2 r2.x, r2.xwxx, r2.xwxx
add r2.x, -r2.x, l(1.000000)
max r2.x, r2.x, l(0.000000)
sqrt r10.z, r2.x
add r10.xyz, r10.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r10.xyz, cb4[9].xxxx, r10.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
div r2.xw, r0.xxxy, cb4[9].yyyy
mul r11.xyzw, r2.xwxw, l(0.250000, 0.250000, 5.000000, 5.000000)
sample_indexable(texture2d)(float,float,float,float) r8.w, r11.xyxx, t7.yzwx, s0
add r8.w, r8.w, l(0.500000)
sample_indexable(texture2d)(float,float,float,float) r9.w, r11.zwzz, t7.yzwx, s0
add r9.w, r9.w, l(0.500000)
sample_indexable(texture2d)(float,float,float,float) r2.x, r2.xwxx, t7.xyzw, s0
add r2.x, r2.x, l(0.500000)
mul r2.x, r2.x, r9.w
mul r2.x, r2.x, r8.w
mad r2.x, r2.x, l(0.550000), l(0.450000)
max r2.x, r2.x, l(0.000000)
mul r2.w, r2.x, r2.x
mul r2.w, r2.w, r2.w
mul r2.x, r2.w, r2.x
mul r2.x, r2.x, cb4[9].w
mul_sat r2.x, r2.x, l(10.000000)
add_sat r2.x, r2.x, v2.y
add r10.xyz, -r4.xyzx, r10.xyzx
mad r4.xyz, r2.xxxx, r10.xyzx, r4.xyzx
add r1.w, r1.z, l(1.000000)
mul r4.xyz, r4.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
dp3 r1.z, r1.xywx, r4.xyzx
mul r4.xyz, r0.wwww, r4.xyzx
mad r1.xyz, r1.xywx, r1.zzzz, -r4.xyzx
max r0.w, cb3[1].z, cb4[10].x
min r0.w, r0.w, l(1.000000)
add r1.xyz, r1.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000)
mad r1.xyz, r0.wwww, r1.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
div r4.xy, r0.xyxx, cb4[10].yyyy
sample_indexable(texture2d)(float,float,float,float) r10.xy, r4.xyxx, t8.xyzw, s0
add r11.xy, r10.xyxx, r10.xyxx
mad r10.xy, r10.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r10.xyxx, r10.xyxx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r11.z, r0.w
add r10.xyz, r11.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
mad r10.xyz, cb4[10].zzzz, r10.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
add_sat r0.w, cb3[0].x, cb3[0].x
sample_indexable(texture2d)(float,float,float,float) r11.xyzw, r4.xyxx, t9.xyzw, s0
mul r1.w, r0.w, r11.w
add r12.xyz, -r10.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
mad r10.xyz, r1.wwww, r12.xyzx, r10.xyzx
sample_b_indexable(texture2d)(float,float,float,float) r2.w, v4.xyxx, t10.yzwx, s3, cb0[133].x
dp3 r4.z, v2.xyzx, cb4[2].xyzx
add_sat r4.z, r2.w, r4.z
add r10.xyz, -r1.xyzx, r10.xyzx
mad r10.xyz, r4.zzzz, r10.xyzx, r1.xyzx
add r1.x, r10.z, l(1.000000)
deriv_rty_coarse r12.xyz, r0.zxyz
mul r13.xyz, r12.xyzx, v1.yzxy
mad r12.xyz, r12.zxyz, v1.zxyz, -r13.xyzx
deriv_rtx_coarse r13.xyz, r0.yzxy
dp3 r1.y, r12.yzxy, r13.xyzx
deriv_rtx_coarse r1.z, r2.w
deriv_rty_coarse r2.w, r2.w
mul r14.xyz, r13.xyzx, v1.zxyz
mad r13.xyz, v1.yzxy, r13.yzxy, -r14.xyzx
mul r13.xyz, r2.wwww, r13.xyzx
mad r12.xyz, r1.zzzz, r12.xyzx, r13.xyzx
lt r1.z, l(0.000000), |r1.y|
ge r2.w, r1.y, l(0.000000)
movc r2.w, r2.w, l(1.000000), l(-1.000000)
and r1.z, r1.z, r2.w
mul r12.xyz, r1.zzzz, r12.xyzx
mad r12.xyz, |r1.yyyy|, v1.xyzx, -r12.xyzx
dp3 r1.y, r12.xyzx, r12.xyzx
sqrt r1.y, r1.y
div r12.xyz, r12.xyzx, r1.yyyy
mul r12.w, r12.y, cb4[10].w
dp3 r1.y, r12.xzwx, r12.xzwx
sqrt r1.y, r1.y
div r12.xyz, r12.xwzx, r1.yyyy
add r12.xyz, r12.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000)
mad r12.xyz, cb4[11].xxxx, r12.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
add r10.w, r10.z, l(1.000000)
mul r12.xyz, r12.xyzx, l(-1.000000, -1.000000, 1.000000, 0.000000)
dp3 r1.y, r10.xywx, r12.xyzx
mul r12.xyz, r1.xxxx, r12.xyzx
mad r1.xyz, r10.xywx, r1.yyyy, -r12.xyzx
max r2.w, cb3[1].z, cb4[11].y
min r2.w, r2.w, l(1.000000)
add r1.xyz, r1.xyzx, l(-0.000000, -0.000000, -1.000000, 0.000000)
mad r1.xyz, r2.wwww, r1.xyzx, l(0.000000, 0.000000, 1.000000, 0.000000)
mad r1.xyz, r1.xyzx, r4.wwww, r5.xyzx
dp3 r2.w, r1.xyzx, r1.xyzx
rsq r2.w, r2.w
mul r1.xyz, r1.xyzx, r2.wwww
mul r5.xyz, r9.xyzx, r1.yyyy
mad r5.xyz, r1.xxxx, v0.xyzx, r5.xyzx
mad r1.xyz, r1.zzzz, v1.xyzx, r5.xyzx
dp3 r2.w, r1.xyzx, r1.xyzx
rsq r2.w, r2.w
mul r1.xyz, r1.xyzx, r2.wwww
sample_b_indexable(texture2d)(float,float,float,float) r5.xyz, r3.xyxx, t11.xyzw, s0, cb4[11].z
mul r9.xyz, r5.xyzx, cb4[11].wwww
div r10.xy, r0.xyxx, cb4[12].zzzz
sample_b_indexable(texture2d)(float,float,float,float) r10.xyz, r10.xyxx, t12.xyzw, s4, cb0[133].x
dp3 r2.w, l(0.577350259, 0.577350259, 0.577350259, 0.000000), r10.xyzx
mad r10.yzw, -r2.wwww, l(0.000000, 0.577350259, 0.577350259, 0.577350259), r10.xxyz
mul r12.xyz, r10.wyzw, l(0.577350259, 0.577350259, 0.577350259, 0.000000)
mad r12.xyz, r10.wyzw, l(0.577350259, 0.577350259, 0.577350259, 0.000000), -r12.zxyz
sincos r13.x, r14.x, cb4[12].y
mul r12.xyz, r12.xyzx, r13.xxxx
mad r10.yzw, r10.yyzw, r14.xxxx, r12.xxyz
mad r10.yzw, r2.wwww, l(0.000000, 0.577350259, 0.577350259, 0.577350259), r10.yyzw
dp3 r2.w, r10.yzwy, l(0.300000, 0.590000, 0.110000, 0.000000)
add r12.xyz, -r10.yzwy, r2.wwww
mad r10.yzw, cb4[12].wwww, r12.xxyz, r10.yyzw
add r12.xyz, -r10.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
add r12.xyz, r12.xyzx, r12.xyzx
add r13.xyz, -r5.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r12.xyz, -r12.xyzx, r13.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r13.xyz, r5.xyzx, r10.yzwy
add r13.xyz, r13.xyzx, r13.xyzx
ge r10.yzw, r10.yyzw, l(0.000000, 0.500000, 0.500000, 0.500000)
movc r10.yzw, r10.yyzw, r12.xxyz, r13.xxyz
div r12.xy, r0.xyxx, cb4[13].xxxx
mul r13.xyzw, r12.xyxy, l(0.250000, 0.250000, 5.000000, 5.000000)
sample_indexable(texture2d)(float,float,float,float) r2.w, r13.xyxx, t7.yzwx, s0
add r2.w, r2.w, l(0.500000)
sample_indexable(texture2d)(float,float,float,float) r4.w, r13.zwzz, t7.yzwx, s0
add r4.w, r4.w, l(0.500000)
sample_indexable(texture2d)(float,float,float,float) r8.w, r12.xyxx, t7.yzwx, s0
add r8.w, r8.w, l(0.500000)
mul r4.w, r4.w, r8.w
mul r2.w, r2.w, r4.w
mad r2.w, r2.w, l(0.550000), l(0.450000)
max r2.w, r2.w, l(0.000000)
log r2.w, r2.w
mul r2.w, r2.w, cb4[13].y
exp r2.w, r2.w
sample_indexable(texture2d)(float,float,float,float) r12.xyz, r3.xyxx, t13.xyzw, s0
sample_indexable(texture2d)(float,float,float,float) r13.xyz, r3.zwzz, t14.xyzw, s0
add r13.xyzw, -r12.xzxy, r13.xzxy
mad r12.xyzw, r2.xxxx, r13.xyzw, r12.xzxy
mul r3.x, v6.w, cb4[13].z
mul_sat r3.x, r3.x, l(0.000500)
add r3.y, -r12.x, l(1.000000)
mad r3.x, r3.x, r3.y, r12.x
add_sat r2.w, r2.w, r3.x
mad r5.xyz, -r5.xyzx, cb4[11].wwww, r10.yzwy
mad r5.xyz, r2.wwww, r5.xyzx, r9.xyzx
mul r9.xyz, r5.xyzx, cb4[13].wwww
max r2.w, cb3[2].x, cb4[14].x
min r2.w, r2.w, l(1.000000)
mul r3.x, r2.w, l(0.750000)
mad r10.yz, r2.wwww, l(0.000000, -0.149999976, 0.500000, 0.000000), l(0.000000, 1.000000, 1.000000, 0.000000)
mul r3.y, r10.y, l(6.28318548)
dp3 r4.w, l(0.577350259, 0.577350259, 0.577350259, 0.000000), r9.xyzx
mul r8.w, r4.w, l(0.577350259)
mad r5.xyz, r5.xyzx, cb4[13].wwww, -r8.wwww
mul r13.xyz, r5.zxyz, l(0.577350259, 0.577350259, 0.577350259, 0.000000)
mad r13.xyz, r5.zxyz, l(0.577350259, 0.577350259, 0.577350259, 0.000000), -r13.zxyz
sincos r14.x, r15.x, r3.y
mul r13.xyz, r13.xyzx, r14.xxxx
mad r5.xyz, r5.xyzx, r15.xxxx, r13.xyzx
mad r5.xyz, r4.wwww, l(0.577350259, 0.577350259, 0.577350259, 0.000000), r5.xyzx
dp3 r3.y, r5.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
add r13.xyz, -r5.xyzx, r3.yyyy
mad r5.xyz, r3.xxxx, r13.xyzx, r5.xyzx
add r3.x, r12.y, l(-1.000000)
max r3.y, r10.x, l(0.000000)
log r3.y, r3.y
mul r3.y, r3.y, cb4[14].w
exp r3.y, r3.y
dp2 r2.w, r2.wwww, r3.yyyy
add_sat r2.w, r2.w, r3.x
add r3.x, -cb4[6].x, cb4[15].x
mad_sat r2.w, r2.w, r3.x, cb4[6].x
mad r5.xyz, r5.xyzx, r10.zzzz, -r9.xyzx
mad r5.xyz, r2.wwww, r5.xyzx, r9.xyzx
mov_sat r2.w, cb3[0].x
add r3.x, cb4[15].y, l(-1.000000)
mad r3.x, r2.w, r3.x, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r3.yzw, r3.zwzz, t15.wxyz, s0
mul r3.yzw, r3.yyzw, cb4[15].zzzz
mad r3.xyz, r3.xxxx, r3.yzwy, -r5.xyzx
mad r3.xyz, r2.xxxx, r3.xyzx, r5.xyzx
add r2.x, -cb4[15].w, l(1.000000)
mad r2.x, r12.x, r2.x, cb4[15].w
add r2.x, r2.x, l(-1.000000)
mad r2.x, r2.w, r2.x, l(1.000000)
mul r5.xyz, r2.xxxx, r3.xyzx
mad r3.xyz, -r3.xyzx, r2.xxxx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r3.xyz, r3.xyzx, r3.xyzx
sample_b_indexable(texture2d)(float,float,float,float) r2.xyz, r2.yzyy, t16.xyzw, s5, cb0[133].x
add r9.xyz, -r2.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mad r2.xyz, r9.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r2.xyzx
add r9.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r3.xyz, -r3.xyzx, r9.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r2.xyz, r2.xyzx, r5.xyzx
add r2.xyz, r2.xyzx, r2.xyzx
ge r5.xyz, r5.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
movc r2.xyz, r5.xyzx, r3.xyzx, r2.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r4.xyxx, t17.xyzw, s0
max r4.xyw, r3.xyxz, l(0.000000, 0.000000, 0.000000, 0.000000)
log r4.xyw, r4.xyxw
mul r4.xyw, r4.xyxw, l(1.750000, 1.750000, 0.000000, 1.750000)
exp r4.xyw, r4.xyxw
min r4.xyw, r4.xyxw, l(1.000000, 1.000000, 0.000000, 1.000000)
add r4.xyw, -r3.xyxz, r4.xyxw
mad r3.xyz, r1.wwww, r4.xywx, r3.xyzx
mad r3.xyz, r3.xyzx, cb4[16].xxxx, -r2.xyzx
mad_sat r2.xyz, r4.zzzz, r3.xyzx, r2.xyzx
mul r1.w, r0.w, cb4[16].w
mad r1.w, cb4[16].z, r11.y, r1.w
add r1.w, r1.w, -cb4[16].y
mad_sat r3.y, r4.z, r1.w, cb4[16].y
mul r1.w, r12.w, cb4[17].x
max r3.w, r1.w, l(0.000000)
mul r4.x, r3.w, r3.w
mul r1.w, r1.w, r12.z
max r1.w, r1.w, l(0.200000)
min r1.w, r1.w, l(0.900000)
mad r1.w, -r3.w, r3.w, r1.w
mad r1.w, r2.w, r1.w, r4.x
add r2.w, -r11.x, r11.y
mad r0.w, r0.w, r2.w, r11.x
add r0.w, -r1.w, r0.w
mad_sat r0.w, r4.z, r0.w, r1.w
add r1.w, v2.w, cb4[17].y
max r1.w, r1.w, l(0.000000)
log r1.w, r1.w
mul r1.w, r1.w, l(2.200000)
exp r1.w, r1.w
min r1.w, r1.w, l(1.000000)
add r2.w, r11.z, l(-1.000000)
mad r2.w, cb4[17].z, r2.w, l(1.000000)
add r2.w, -r1.w, r2.w
mad_sat r1.w, r4.z, r2.w, r1.w
mad r3.z, r0.w, r6.x, r5.w
lt r0.w, l(0.000000), cb1[10].w
lt r2.w, l(0.000000), cb0[163].w
and r0.w, r0.w, r2.w
div r4.xy, r8.xyxx, r8.zzzz
mad r4.xy, r4.xyxx, r7.xyxx, r7.wzww
sample_l_indexable(texture2d)(float,float,float,float) r5.xyzw, r4.xyxx, t0.xyzw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r7.xyzw, r4.xyxx, t1.xyzw, s1, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r4.xy, r4.xyxx, t2.xyzw, s1, l(0.000000)
mad r7.xyz, r7.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.00392163, -1.00392163, -1.00392163, 0.000000)
mad r7.xyz, r1.xyzx, r7.wwww, r7.xyzx
mad r4.z, r3.z, r4.y, r4.x
mad r5.xyz, r2.xyzx, r5.wwww, r5.xyzx
add r2.w, r3.y, l(-0.500000)
mad r4.y, r5.w, r2.w, l(0.500000)
movc r7.xyz, r0.wwww, r7.xyzx, r1.xyzx
movc r1.xyz, r0.wwww, r5.xyzx, r2.xyzx
mov r4.x, l(0)
mov r3.x, l(0)
movc r2.xyz, r0.wwww, r4.xyzx, r3.xyzx
mul r0.w, r2.y, cb0[127].w
mad r3.xyz, r1.xyzx, cb0[126].wwww, cb0[126].xyzx
mad r4.xyz, r0.wwww, l(0.080000, 0.080000, 0.080000, 0.000000), cb0[127].xyzx
dp3 r0.w, r4.xyzx, l(0.300000, 0.590000, 0.110000, 0.000000)
mad r5.xyz, r0.wwww, l(2.040400, -4.795100, 2.755200, 0.000000), l(-0.332400, 0.641700, 0.690300, 0.000000)
mad r0.w, r1.w, r5.x, r5.y
mad r0.w, r0.w, r1.w, r5.z
mul r0.w, r1.w, r0.w
max o3.w, r0.w, r1.w
mov r7.w, l(1.000000)
dp4 r5.x, cb0[156].xyzw, r7.xyzw
dp4 r5.y, cb0[157].xyzw, r7.xyzw
dp4 r5.z, cb0[158].xyzw, r7.xyzw
mul r8.xyzw, r7.yzzx, r7.xyzz
dp4 r9.x, cb0[159].xyzw, r8.xyzw
dp4 r9.y, cb0[160].xyzw, r8.xyzw
dp4 r9.z, cb0[161].xyzw, r8.xyzw
mul r0.w, r7.y, r7.y
mad r0.w, r7.x, r7.x, -r0.w
add r5.xyz, r5.xyzx, r9.xyzx
mad r5.xyz, cb0[162].xyzx, r0.wwww, r5.xyzx
max r5.xyz, r5.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r5.xyz, r6.yzwy, r5.xyzx
mul r5.xyz, r3.xyzx, r5.xyzx
mad r6.xyz, r1.xyzx, l(2.040400, 2.040400, 2.040400, 0.000000), l(-0.332400, -0.332400, -0.332400, 0.000000)
mad r8.xyz, r1.xyzx, l(-4.795100, -4.795100, -4.795100, 0.000000), l(0.641700, 0.641700, 0.641700, 0.000000)
mad r9.xyz, r1.xyzx, l(2.755200, 2.755200, 2.755200, 0.000000), l(0.690300, 0.690300, 0.690300, 0.000000)
mad r6.xyz, r1.wwww, r6.xyzx, r8.xyzx
mad r6.xyz, r6.xyzx, r1.wwww, r9.xyzx
mul r6.xyz, r1.wwww, r6.xyzx
max r6.xyz, r1.wwww, r6.xyzx
mul r5.xyz, r5.xyzx, r6.xyzx
mad r3.xyz, r4.xyzx, l(0.450000, 0.450000, 0.450000, 0.000000), r3.xyzx
max r4.xyz, cb4[4].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r0.w, l(0.000000), cb0[130].x
if_nz r0.w
add r6.xyz, r0.xyzx, -cb1[8].xyzx
add r8.xyz, cb1[9].xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r6.xyz, r8.xyzx, |r6.xyzx|
or r0.w, r6.y, r6.x
or r0.w, r6.z, r0.w
dp3 r0.x, r0.xyzx, l(0.577000, 0.577000, 0.577000, 0.000000)
mul r0.x, r0.x, l(0.002000)
frc r0.x, r0.x
lt r0.x, l(0.500000), r0.x
movc r0.xyz, r0.xxxx, l(0,1.000000,1.000000,0), l(1.000000,1.000000,0,0)
movc r4.xyz, r0.wwww, r0.xyzx, r4.xyzx
endif
mad r0.xyz, cb0[134].zzzz, r3.xyzx, r5.xyzx
add o0.xyz, r4.xyzx, r0.xyzx
mad o1.xyz, r7.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mov o0.w, l(0)
mov o1.w, cb1[11].x
mov o2.xyz, r2.xyzx
mov o2.w, l(0.694117665)
mov o3.xyz, r1.xyzx
mov o4.xyzw, l(0,0,0,0)
ret



If this will be fixed, the game is OK. I think this is a problem of the regex may wrong or this is another version of it.

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

#54
Posted 10/17/2018 04:15 PM   
Hi Losti. The game is 1.0 now, graphics are way more stable and fluid since. I'm excited and ready to help with feedback if you are still with us! Tell me if you need the game to work on it I would gift to you immediatly :) What I tryed is 3dfixmanager which installed your previous fix together with a new 3dmigoto version. Situation is not bad but shadows have wrong separation and some texture otside track are 2D it seems. Didn't try rain and night for now. New Universal Fix for UE4 games is also broken, more than your dated fix indeed. Tryed Compatibility uleashed also but didn't got it working, tryed it with Hellblade: Senua's Sacrifice because I have had some results with it in the past with this game but I get 2D only (I'm not sure if CMU is overiding it anyhow)
Hi Losti.
The game is 1.0 now, graphics are way more stable and fluid since.

I'm excited and ready to help with feedback if you are still with us!
Tell me if you need the game to work on it I would gift to you immediatly :)

What I tryed is 3dfixmanager which installed your previous fix together with a new 3dmigoto version.
Situation is not bad but shadows have wrong separation and some texture otside track are 2D it seems.
Didn't try rain and night for now.

New Universal Fix for UE4 games is also broken, more than your dated fix indeed.

Tryed Compatibility uleashed also but didn't got it working, tryed it with Hellblade: Senua's Sacrifice because I have had some results with it in the past with this game but I get 2D only (I'm not sure if CMU is overiding it anyhow)

#55
Posted 05/29/2019 07:20 PM   
Copied this from the official ACC forum. Red Or Dead said: c:\Users\your name\AppData\Local\AC2\Saved\Config\WindowsNoEditor\engine.ini Copy paste this at the end of the file: [ConsoleVariables] r.LightFunctionQuality=0 r.ShadowQuality=0 r.Shadow.CSM.MaxCascades=1 r.Shadow.MaxResolution=512 r.Shadow.RadiusThreshold=0.06 r.Shadow.DistanceScale=0.6 r.Shadow.CSM.TransitionScale=0 This though is not a fix. It just removes the shadows completely but leaves Ambient Occlusion. It looks nice and gives some more FPS. If you like it keep it Thanks red or dead, I use Nvidia 3d vision 2, and currently waiting on a 3d fix, shadows only appearing in one eye, removing shadows completely is great for hot lapping, looks a bit odd in a race regarding other cars. Thanks
Copied this from the official ACC forum.

Red Or Dead said:
c:\Users\your name\AppData\Local\AC2\Saved\Config\WindowsNoEditor\engine.ini
Copy paste this at the end of the file:

[ConsoleVariables]
r.LightFunctionQuality=0
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=512
r.Shadow.RadiusThreshold=0.06
r.Shadow.DistanceScale=0.6
r.Shadow.CSM.TransitionScale=0

This though is not a fix. It just removes the shadows completely but leaves Ambient Occlusion. It looks nice and gives some more FPS. If you like it keep it

Thanks red or dead, I use Nvidia 3d vision 2, and currently waiting on a 3d fix, shadows only appearing in one eye, removing shadows completely is great for hot lapping, looks a bit odd in a race regarding other cars. Thanks

#56
Posted 06/14/2019 08:41 AM   
About what I'm seeing playing 3D: - thank you very much for your shadow removal thing, it's way better. I think shadows are swapped (left right eye) many things are simply swapped eye or 2D or wrong depth and here's a brief list: - mirrors are swapped, definitely. Like in AC they are gourgeous with glasses worn upside down - many superimposed textures like sand, grass, puddles, dirt over curbs, marbles, - near asphalt texture. This is ok if you use epic materials setting thoug - lit by lights objects are wrong: I just switch lights off for now even during daytime ;) impossible night driving for the time being. - rain reflected world is at wrong depth Losti do you think you are going to take a look in the future?
About what I'm seeing playing 3D:

- thank you very much for your shadow removal thing, it's way better. I think shadows are swapped (left right eye)

many things are simply swapped eye or 2D or wrong depth and here's a brief list:
- mirrors are swapped, definitely. Like in AC they are gourgeous with glasses worn upside down
- many superimposed textures like sand, grass, puddles, dirt over curbs, marbles,
- near asphalt texture. This is ok if you use epic materials setting thoug
- lit by lights objects are wrong: I just switch lights off for now even during daytime ;) impossible night driving for the time being.
- rain reflected world is at wrong depth

Losti do you think you are going to take a look in the future?

#57
Posted 06/15/2019 02:13 PM   
[quote="ziozeus"] About what I'm seeing playing 3D: - thank you very much for your shadow removal thing, it's way better. I think shadows are swapped (left right eye) many things are simply swapped eye or 2D or wrong depth and here's a brief list: - mirrors are swapped, definitely. Like in AC they are gourgeous with glasses worn upside down - many superimposed textures like sand, grass, puddles, dirt over curbs, marbles, - near asphalt texture. This is ok if you use epic materials setting thoug - lit by lights objects are wrong: I just switch lights off for now even during daytime ;) impossible night driving for the time being. - rain reflected world is at wrong depth Losti do you think you are going to take a look in the future?[/quote] Yes I do. I currently slowed down a bit ref. shader hacking due to the summertime ^^. May i will have a look @ this one this week. Depends on the work to do...
ziozeus said:
About what I'm seeing playing 3D:

- thank you very much for your shadow removal thing, it's way better. I think shadows are swapped (left right eye)

many things are simply swapped eye or 2D or wrong depth and here's a brief list:
- mirrors are swapped, definitely. Like in AC they are gourgeous with glasses worn upside down
- many superimposed textures like sand, grass, puddles, dirt over curbs, marbles,
- near asphalt texture. This is ok if you use epic materials setting thoug
- lit by lights objects are wrong: I just switch lights off for now even during daytime ;) impossible night driving for the time being.
- rain reflected world is at wrong depth

Losti do you think you are going to take a look in the future?


Yes I do. I currently slowed down a bit ref. shader hacking due to the summertime ^^. May i will have a look @ this one this week. Depends on the work to do...

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

#58
Posted 06/17/2019 10:31 AM   
Losti take your time! You are doing so much for this community, just thanks for the answer! I can now wait peacefully :)
Losti take your time! You are doing so much for this community, just thanks for the answer! I can now wait peacefully :)

#59
Posted 06/17/2019 11:19 AM   
I quickly have checked the new version and it seems i need to fix it from the scratch. Many things where ok without any fix. The universal fix is breaking many things but also repair things, i need to sort out which shader needs correction and which not. This will take some time. I do not have time for this in the next 2 Weeks only a few hrs. Just want to let you know this ^^
I quickly have checked the new version and it seems i need to fix it from the scratch. Many things where ok without any fix. The universal fix is breaking many things but also repair things, i need to sort out which shader needs correction and which not. This will take some time. I do not have time for this in the next 2 Weeks only a few hrs. Just want to let you know this ^^

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

#60
Posted 06/17/2019 06:23 PM   
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