Bo3b's School For Shaderhackers
  87 / 88    
[quote="4everAwake"][quote="arubinig"]Hi mates, I'm finishing to fix Air Missions Hind and found (the last one i guess!) a sun light effect that don't have a vs - just ps...I can disable this effect easily but i don't know how to put it at sky depth. The ps file is attached and in code below. Any help is welcome![/quote] Try this: .... If that doesn't work, try setting "marking_mode=pink" in the d3dx.ini file and cycle through the shaders again to see if you can find any other VS or PS. [/quote] Thanks by the help mate. It works!!! Anyhow i already made a lot of finds looking for another ps or vs for this particular effect on this game. And nothing, just the one that i pósted here. And now its fixed! Thanks again! Ps: ist possible to put it yet far? Although it is now with depth I feel that it could be yet more far away. Perhaps because it now have only separation (stereo.x) but not convergence (stereo.y) on the formula?
4everAwake said:
arubinig said:Hi mates,
I'm finishing to fix Air Missions Hind and found (the last one i guess!) a sun light effect that don't have a vs - just ps...I can disable this effect easily but i don't know how to put it at sky depth. The ps file is attached and in code below. Any help is welcome!


Try this:
....

If that doesn't work, try setting "marking_mode=pink" in the d3dx.ini file and cycle through the shaders again to see if you can find any other VS or PS.


Thanks by the help mate. It works!!!

Anyhow i already made a lot of finds looking for another ps or vs for this particular effect on this game. And nothing, just the one that i pósted here. And now its fixed! Thanks again!

Ps: ist possible to put it yet far? Although it is now with depth I feel that it could be yet more far away.
Perhaps because it now have only separation (stereo.x) but not convergence (stereo.y) on the formula?

Posted 01/03/2019 01:01 PM   
[quote="Th3_N3philim"]Hm,mm Guess I overthought that one .. ;) So DSS is mine an easy one too?? I really hate to ask again I was just going to let it go but I have another trouble shader and did not want to ask until I got the other one I posted back a page fixed..[/quote] Yes it is, but it needs to go much earlier in the shader to work: [code] r1.x = dot(cb1[4].xyzw, r0.xyzw); r1.y = dot(cb1[5].xyzw, r0.xyzw); r0.x = dot(cb1[7].xyzw, r0.xyzw); float4 s = StereoParams.Load(0); r1.x += s.x * (r0.x - s.y); [/code] The register set on the line with cb1[4] is "x" in the formula, and the register set on the line with cb1[7] is "w" in the formula, but this is just the standard stereo correction formula. Screenshot: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76829/[/img] This renders correctly, even if someone cranks their convergence way up: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/76828/[/img] Full shader (this is 86e2c7ba854d4bf7-vs_replace.txt, which I don't think is the same one you posted - I'm guessing whatever graphics settings it picked for VR medium use different shaders to you): [code] // ---- Created with 3Dmigoto v1.3.12 on Fri Jan 04 20:58:26 2019 Texture2D<float4> t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[3]; } cbuffer cb1 : register(b1) { float4 cb1[8]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); 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, float4 v9 : TEXCOORD4, 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; uint4 bitmask, uiDest; float4 fDest; r0.xy = v7.zw * v5.xy; r0.xy = float2(0.0625,0.125) * r0.xy; o1.xy = v7.xy * float2(0.0625,0.125) + r0.xy; r0.xyz = v1.xyz; r0.w = 1; r1.x = dot(cb1[4].xyzw, r0.xyzw); r1.y = dot(cb1[5].xyzw, r0.xyzw); r0.x = dot(cb1[7].xyzw, r0.xyzw); float4 s = StereoParams.Load(0); r1.x += s.x * (r0.x - s.y); r0.y = cmp(v1.w < 0.5); r0.z = -v1.w + r0.x; r0.z = max(0, r0.z); r0.y = r0.y ? r0.x : r0.z; r0.z = cmp(0 < v6.y); if (r0.z != 0) { r0.z = saturate(v6.y); r0.zw = v2.zw * r0.zz; } else { r1.z = 3.14159012 * v4.z; r1.z = cos(r1.z); r1.z = r1.z * 0.5 + 0.5; r1.z = 1 + -r1.z; r0.zw = v2.zw * r1.zz; } r1.xy = r1.xy / r0.xx; r1.zw = cb0[0].zw + -cb0[0].xy; r2.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5); r1.xy = r1.zw * r2.xy + cb0[0].xy; r1.xy = r1.xy * float2(2,2) + float2(-1,-1); r3.xy = float2(1,1) + -v4.xy; r3.xy = v8.xy * r3.xy; r3.xy = r3.xy * v8.zz + r1.xy; r0.zw = v8.xy * r0.zw; r0.zw = v8.zz * r0.zw; r0.zw = v4.xy * r0.zw; r0.zw = r0.zw * float2(2,2) + r3.xy; r3.xy = r0.zw + -r1.xy; r2.w = dot(r3.xy, r3.xy); r2.w = rsqrt(r2.w); r3.xy = r3.xy * r2.ww; r3.xy = float2(1,-1) * r3.xy; r2.w = dot(r3.xy, r3.xy); r2.w = sqrt(r2.w); r2.w = cmp(r2.w < 0.899999976); r3.w = cmp(0 >= v6.w); r2.w = (int)r2.w | (int)r3.w; if (r2.w != 0) { r3.xy = float2(1,0); } sincos(v4.w, r4.x, r5.x); r6.x = sin(-v4.w); r3.z = -r3.y; r6.y = r5.x; r6.z = r4.x; r4.x = dot(r3.xz, r6.yz); r5.x = dot(r3.xz, r6.xy); r4.y = dot(r3.yx, r6.yz); r5.y = dot(r3.yx, r6.xy); r2.w = dot(r1.xy, r1.xy); r2.w = sqrt(r2.w); r2.w = min(1, r2.w); r3.xy = float2(1,1) + -v3.zw; r1.xy = -abs(r1.xy) * r3.xy + float2(1,1); r1.xy = max(float2(0.200000003,0.200000003), r1.xy); r1.xy = min(float2(1,1), r1.xy); r3.x = 1 + -r2.w; r3.xy = v3.xy * r3.xx; r1.xy = r1.xy * r2.ww + r3.xy; r3.yz = v2.xy * r1.xy; r3.x = r3.y / cb0[2].x; r1.x = cmp(0 < v8.w); r3.yw = cb0[2].yy * r3.xz; r1.xy = r1.xx ? r3.yw : r3.xz; r1.xy = v5.zw * r1.xy; r3.x = dot(r1.xy, r4.xy); r3.y = dot(r1.xy, r5.xy); r0.zw = r3.xy + r0.zw; r0.zw = r0.zw * float2(0.5,0.5) + -cb0[0].xy; r0.zw = float2(0.5,0.5) + r0.zw; r0.zw = r0.zw / r1.zw; r0.zw = r0.zw * float2(2,2) + float2(-1,-1); r0.x = cmp(0 < r0.x); r3.xy = r0.xx ? r0.zw : 0; r0.xz = r3.xy * float2(0.5,0.5) + float2(0.5,0.5); r0.xz = r0.xz * r1.zw + cb0[0].xy; r1.xy = float2(1,1) / cb0[1].xy; r2.z = 1 + -r2.y; r0.w = t0.SampleLevel(s0_s, r2.xz, 0).x; r0.w = cmp(r0.y < r0.w); r0.w = r0.w ? 1.000000 : 0; r1.zw = -r1.xy; r4.xyzw = r2.xzxz + r1.zyxw; r1.z = t0.SampleLevel(s0_s, r4.xy, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.zw = r2.xz + -r1.xy; r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.z = t0.SampleLevel(s0_s, r4.zw, 0).x; r1.z = cmp(r0.y < r1.z); r1.z = r1.z ? 1.000000 : 0; r0.w = r1.z + r0.w; r1.xy = r2.xz + r1.xy; r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x; r0.y = cmp(r0.y < r1.x); r0.y = r0.y ? 1.000000 : 0; r0.y = r0.w + r0.y; r0.w = 0.200000003 * r0.y; r0.y = cmp(0.049999997 < r0.y); r3.zw = float2(0,1); o3.xyzw = r0.yyyy ? r3.xyzw : 0; o0.xyz = v0.xyz * r0.www; o0.w = v6.x; o1.zw = r0.xz * float2(1,-1) + float2(0,1); o2.x = v6.z; return; } [/code] BTW I noticed in the game settings that this supports native 3D with a SBS output - have you considered trying that and using a custom shader with 3DMigoto to convert to 3D Vision?
Th3_N3philim said:Hm,mm Guess I overthought that one .. ;)

So DSS is mine an easy one too?? I really hate to ask again I was just going to let it go but I have another trouble shader and did not want to ask until I got the other one I posted back a page fixed..

Yes it is, but it needs to go much earlier in the shader to work:

r1.x = dot(cb1[4].xyzw, r0.xyzw);
r1.y = dot(cb1[5].xyzw, r0.xyzw);
r0.x = dot(cb1[7].xyzw, r0.xyzw);

float4 s = StereoParams.Load(0);
r1.x += s.x * (r0.x - s.y);

The register set on the line with cb1[4] is "x" in the formula, and the register set on the line with cb1[7] is "w" in the formula, but this is just the standard stereo correction formula.

Screenshot:
Image

This renders correctly, even if someone cranks their convergence way up:
Image

Full shader (this is 86e2c7ba854d4bf7-vs_replace.txt, which I don't think is the same one you posted - I'm guessing whatever graphics settings it picked for VR medium use different shaders to you):

// ---- Created with 3Dmigoto v1.3.12 on Fri Jan 04 20:58:26 2019
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

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

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




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


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,
float4 v9 : TEXCOORD4,
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;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = v7.zw * v5.xy;
r0.xy = float2(0.0625,0.125) * r0.xy;
o1.xy = v7.xy * float2(0.0625,0.125) + r0.xy;
r0.xyz = v1.xyz;
r0.w = 1;
r1.x = dot(cb1[4].xyzw, r0.xyzw);
r1.y = dot(cb1[5].xyzw, r0.xyzw);
r0.x = dot(cb1[7].xyzw, r0.xyzw);

float4 s = StereoParams.Load(0);
r1.x += s.x * (r0.x - s.y);

r0.y = cmp(v1.w < 0.5);
r0.z = -v1.w + r0.x;
r0.z = max(0, r0.z);
r0.y = r0.y ? r0.x : r0.z;
r0.z = cmp(0 < v6.y);
if (r0.z != 0) {
r0.z = saturate(v6.y);
r0.zw = v2.zw * r0.zz;
} else {
r1.z = 3.14159012 * v4.z;
r1.z = cos(r1.z);
r1.z = r1.z * 0.5 + 0.5;
r1.z = 1 + -r1.z;
r0.zw = v2.zw * r1.zz;
}
r1.xy = r1.xy / r0.xx;
r1.zw = cb0[0].zw + -cb0[0].xy;
r2.xy = r1.xy * float2(0.5,0.5) + float2(0.5,0.5);
r1.xy = r1.zw * r2.xy + cb0[0].xy;
r1.xy = r1.xy * float2(2,2) + float2(-1,-1);
r3.xy = float2(1,1) + -v4.xy;
r3.xy = v8.xy * r3.xy;
r3.xy = r3.xy * v8.zz + r1.xy;
r0.zw = v8.xy * r0.zw;
r0.zw = v8.zz * r0.zw;
r0.zw = v4.xy * r0.zw;
r0.zw = r0.zw * float2(2,2) + r3.xy;
r3.xy = r0.zw + -r1.xy;
r2.w = dot(r3.xy, r3.xy);
r2.w = rsqrt(r2.w);
r3.xy = r3.xy * r2.ww;
r3.xy = float2(1,-1) * r3.xy;
r2.w = dot(r3.xy, r3.xy);
r2.w = sqrt(r2.w);
r2.w = cmp(r2.w < 0.899999976);
r3.w = cmp(0 >= v6.w);
r2.w = (int)r2.w | (int)r3.w;
if (r2.w != 0) {
r3.xy = float2(1,0);
}
sincos(v4.w, r4.x, r5.x);
r6.x = sin(-v4.w);
r3.z = -r3.y;
r6.y = r5.x;
r6.z = r4.x;
r4.x = dot(r3.xz, r6.yz);
r5.x = dot(r3.xz, r6.xy);
r4.y = dot(r3.yx, r6.yz);
r5.y = dot(r3.yx, r6.xy);
r2.w = dot(r1.xy, r1.xy);
r2.w = sqrt(r2.w);
r2.w = min(1, r2.w);
r3.xy = float2(1,1) + -v3.zw;
r1.xy = -abs(r1.xy) * r3.xy + float2(1,1);
r1.xy = max(float2(0.200000003,0.200000003), r1.xy);
r1.xy = min(float2(1,1), r1.xy);
r3.x = 1 + -r2.w;
r3.xy = v3.xy * r3.xx;
r1.xy = r1.xy * r2.ww + r3.xy;
r3.yz = v2.xy * r1.xy;
r3.x = r3.y / cb0[2].x;
r1.x = cmp(0 < v8.w);
r3.yw = cb0[2].yy * r3.xz;
r1.xy = r1.xx ? r3.yw : r3.xz;
r1.xy = v5.zw * r1.xy;
r3.x = dot(r1.xy, r4.xy);
r3.y = dot(r1.xy, r5.xy);
r0.zw = r3.xy + r0.zw;
r0.zw = r0.zw * float2(0.5,0.5) + -cb0[0].xy;
r0.zw = float2(0.5,0.5) + r0.zw;
r0.zw = r0.zw / r1.zw;
r0.zw = r0.zw * float2(2,2) + float2(-1,-1);
r0.x = cmp(0 < r0.x);
r3.xy = r0.xx ? r0.zw : 0;
r0.xz = r3.xy * float2(0.5,0.5) + float2(0.5,0.5);
r0.xz = r0.xz * r1.zw + cb0[0].xy;
r1.xy = float2(1,1) / cb0[1].xy;
r2.z = 1 + -r2.y;
r0.w = t0.SampleLevel(s0_s, r2.xz, 0).x;
r0.w = cmp(r0.y < r0.w);
r0.w = r0.w ? 1.000000 : 0;
r1.zw = -r1.xy;
r4.xyzw = r2.xzxz + r1.zyxw;
r1.z = t0.SampleLevel(s0_s, r4.xy, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.zw = r2.xz + -r1.xy;
r1.z = t0.SampleLevel(s0_s, r1.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.z = t0.SampleLevel(s0_s, r4.zw, 0).x;
r1.z = cmp(r0.y < r1.z);
r1.z = r1.z ? 1.000000 : 0;
r0.w = r1.z + r0.w;
r1.xy = r2.xz + r1.xy;
r1.x = t0.SampleLevel(s0_s, r1.xy, 0).x;
r0.y = cmp(r0.y < r1.x);
r0.y = r0.y ? 1.000000 : 0;
r0.y = r0.w + r0.y;
r0.w = 0.200000003 * r0.y;
r0.y = cmp(0.049999997 < r0.y);
r3.zw = float2(0,1);
o3.xyzw = r0.yyyy ? r3.xyzw : 0;
o0.xyz = v0.xyz * r0.www;
o0.w = v6.x;
o1.zw = r0.xz * float2(1,-1) + float2(0,1);
o2.x = v6.z;
return;
}


BTW I noticed in the game settings that this supports native 3D with a SBS output - have you considered trying that and using a custom shader with 3DMigoto to convert to 3D Vision?

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 01/04/2019 10:25 AM   
I found the same problem than[url=https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/post/5954104/#5954104] here[/url] in a vs. And again it was solved by replacing the HSLS version by the ASM. I wonder what is the problem with this cmp / if lines. There are a lot of shader using them, it would be quite painfull to modify all involved lines... Another painfull thing is when declaration like below fails and make the cbuffer declaration in HSLS part incomplete. It's so painfull to modify the HLSL version in this case...Could it be possible to remove the init part instead of leaving it and breaking all ? It will be easier to add missing declarations than replacing all cb*[] values... [code] float4 g_avMask[4]; // Offset: 1600 Size: 64 [unused] // = 0x3f800000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x3f800000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x3f800000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x3f800000[/code]
I found the same problem than here in a vs. And again it was solved by replacing the HSLS version by the ASM.
I wonder what is the problem with this cmp / if lines. There are a lot of shader using them, it would be quite painfull to modify all involved lines...
Another painfull thing is when declaration like below fails and make the cbuffer declaration in HSLS part incomplete. It's so painfull to modify the HLSL version in this case...Could it be possible to remove the init part instead of leaving it and breaking all ?
It will be easier to add missing declarations than replacing all cb*[] values...

float4 g_avMask[4];                // Offset: 1600 Size:    64 [unused]
// = 0x3f800000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x3f800000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x3f800000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x3f800000

Posted 01/06/2019 06:23 PM   
@DarkStarSword, I looked into the native SBS for Elite and yes it does.. So my question is what do you mean by using a custom shader to get it working with 3D vision.. Would I set the SBS in Elite and use the SBS method in Migoto??
@DarkStarSword,

I looked into the native SBS for Elite and yes it does.. So my question is what do you mean by using a custom shader to get it working with 3D vision..

Would I set the SBS in Elite and use the SBS method in Migoto??

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 01/08/2019 01:26 AM   
[quote="arubinig"]Ps: ist possible to put it yet far? Although it is now with depth I feel that it could be yet more far away. Perhaps because it now have only separation (stereo.x) but not convergence (stereo.y) on the formula?[/quote] Try multiplying by a number. For example: [code]v1.x -= stereo.x * 2;[/code] Increase or decrease the number until it looks right.
arubinig said:Ps: ist possible to put it yet far? Although it is now with depth I feel that it could be yet more far away.
Perhaps because it now have only separation (stereo.x) but not convergence (stereo.y) on the formula?


Try multiplying by a number. For example:

v1.x -= stereo.x * 2;


Increase or decrease the number until it looks right.

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

Posted 01/09/2019 06:33 AM   
[quote="4everAwake"][quote="arubinig"]Ps: ist possible to put it yet far? Although it is now with depth I feel that it could be yet more far away. Perhaps because it now have only separation (stereo.x) but not convergence (stereo.y) on the formula?[/quote] Try multiplying by a number. For example: [code]v1.x -= stereo.x * 2;[/code] Increase or decrease the number until it looks right. [/quote] Sorry for the late reply ... it works. I found a good number at 1.15. Thanks again!
4everAwake said:
arubinig said:Ps: ist possible to put it yet far? Although it is now with depth I feel that it could be yet more far away.
Perhaps because it now have only separation (stereo.x) but not convergence (stereo.y) on the formula?


Try multiplying by a number. For example:

v1.x -= stereo.x * 2;


Increase or decrease the number until it looks right.



Sorry for the late reply ... it works. I found a good number at 1.15. Thanks again!

Posted 02/26/2019 11:19 PM   
Hi mates, I'm now at DyingLight the Following again and DHR´s fix stopped at version 1.11 of the game. The last one on steam/GOG is 1.6. Some small things are broken (probably because this game has won huge updates and new visual enhancement) and i already catch the majority of them but stucked on the sun main texture and sun bright rays that are wrong placed and very annoying. Sun texture itself (Sun glow in DHR files headers) is at one eye only. The sun bright rays are different for each eyes. I tried but didn't found a solution. Also note that this issue is present for the main game and also into any actual DLC or expansions like The Following. Any advice? Image: [url]https://www.dropbox.com/s/3ewyns447uka17a/sun_glitch_DyingLight.jps?dl=0[/url] The two main VS files related to the sun on the official v2.5 DHR's last fix: [url]https://www.dropbox.com/s/a4dnzerpxjzuj5e/091aa01566006c2a-vs_replace.txt?dl=0[/url] [url]https://www.dropbox.com/s/136m9gfaw33l2x3/115cc5eaf6d66860-vs_replace.txt?dl=0[/url] Thanks for any help!
Hi mates,

I'm now at DyingLight the Following again and DHR´s fix stopped at version 1.11 of the game. The last one on steam/GOG is 1.6. Some small things are broken (probably because this game has won huge updates and new visual enhancement) and i already catch the majority of them but stucked on the sun main texture and sun bright rays that are wrong placed and very annoying. Sun texture itself (Sun glow in DHR files headers) is at one eye only. The sun bright rays are different for each eyes. I tried but didn't found a solution. Also note that this issue is present for the main game and also into any actual DLC or expansions like The Following. Any advice?

Image:
https://www.dropbox.com/s/3ewyns447uka17a/sun_glitch_DyingLight.jps?dl=0

The two main VS files related to the sun on the official v2.5 DHR's last fix:
https://www.dropbox.com/s/a4dnzerpxjzuj5e/091aa01566006c2a-vs_replace.txt?dl=0
https://www.dropbox.com/s/136m9gfaw33l2x3/115cc5eaf6d66860-vs_replace.txt?dl=0


Thanks for any help!

Posted 02/26/2019 11:44 PM   
Hey Guys, not sure if fix needed?? will repost if I find anything else..
Hey Guys,

not sure if fix needed?? will repost if I find anything else..

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 03/14/2019 12:15 AM   
@arubinig Sorry...i miss your post....i will check the screenshots in the night. But right now i don't have the game installed to check...and i only have 10GB of free space in my hard drive. i someone else can check Dying Light to see if the issue repeats.
@arubinig
Sorry...i miss your post....i will check the screenshots in the night.
But right now i don't have the game installed to check...and i only have 10GB of free space in my hard drive.
i someone else can check Dying Light to see if the issue repeats.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 03/14/2019 04:02 PM   
edited no fix
edited no fix

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 03/29/2019 11:14 PM   
Alright guys, I am down to the last thing needed to be fixed. I input the following code and it semi fixed it but only when I have a 1.5 convergance setting when the convergance is set to .5 I see the halo image?? what can I do to fix this damn wierd halo.. It only happens when directly facing and close to a Sun, it looks like a Halo effect but when I input the stereo code into it it steroizes it all twice so that did not fix it.. EDIT: DSS told me this was the incorrect shader and I am unsure which one is it.. I tried both Skip and Pink to track down this shader but I did not find it.. I will have another look.. But it fixes the double image on the Cockpit.. here are some screenshots: this is what it normally looks like: [URL=https://imageshack.com/i/pnGew3F0j][IMG]https://imagizer.imageshack.com/v2/1024x768q90/923/Gew3F0.jpg[/IMG][/URL] here is what it looks like when I rem that one line out in the shader: [URL=https://imageshack.com/i/pnII2pOXj][IMG]https://imagizer.imageshack.com/v2/1024x768q90/923/II2pOX.jpg[/IMG][/URL] As you can see it makes the Cockpit translucent but only when directly in the sun, If I go back out to space it seems fine?? This effect has been plaguing me and I would really like to get this corrected. I am close but my limited ability I do not know what else I can try to fix this.. I am wondering if this is a Halo effect or not.. So what could be done to correct this shader?? Thank you Nephilim'
Alright guys, I am down to the last thing needed to be fixed. I input the following code and it semi fixed it but only when I have a 1.5 convergance setting when the convergance is set to .5 I see the halo image?? what can I do to fix this damn wierd halo..

It only happens when directly facing and close to a Sun, it looks like a Halo effect but when I input the stereo code into it it steroizes it all twice so that did not fix it..

EDIT: DSS told me this was the incorrect shader and I am unsure which one is it.. I tried both Skip and Pink to track down this shader but I did not find it.. I will have another look..


But it fixes the double image on the Cockpit.. here are some screenshots:



this is what it normally looks like:
Image


here is what it looks like when I rem that one line out in the shader:

Image



As you can see it makes the Cockpit translucent but only when directly in the sun, If I go back out to space it seems fine??

This effect has been plaguing me and I would really like to get this corrected. I am close but my limited ability I do not know what else I can try to fix this..

I am wondering if this is a Halo effect or not.. So what could be done to correct this shader??

Thank you
Nephilim'

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

Posted 04/02/2019 02:02 AM   
I was on discord and DSS was helping me he said to look for another shader as the one I had was probally not the right one.. so I searched and found this: [code] // ---- Created with 3Dmigoto v1.2.54 on Tue Apr 02 22:48:05 2019 cbuffer cb1 : register(b1) { float4 cb1[8]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : NORMAL0, float4 v1 : POSITION0, float4 v2 : POSITION6, float4 v3 : POSITION7, float4 v4 : TANGENT0, float4 v5 : TEXCOORD0, float4 v6 : TEXCOORD1, float4 v7 : TEXCOORD2, float4 v8 : TEXCOORD3, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float4 o3 : TEXCOORD3, out float4 o4 : TEXCOORD4, out float4 o5 : SV_Position0) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz * cb1[0].www + cb1[1].www; r1.xyz = v3.zxy * r0.yzx; r1.xyz = v3.yzx * r0.zxy + -r1.xyz; r0.w = dot(v3.xyz, r0.xyz); r2.xyzw = v3.xyzw + v3.xyzw; r1.w = v3.w * r2.w; r0.xyz = r1.www * r0.xyz + -r0.xyz; r0.xyz = r0.www * r2.xyz + r0.xyz; r0.xyz = r1.xyz * r2.www + r0.xyz; r1.xyz = v4.xyz * cb1[0].www + cb1[1].www; r0.w = dot(v3.xyz, r1.xyz); r3.xyz = r1.www * r1.xyz + -r1.xyz; r3.xyz = r0.www * r2.xyz + r3.xyz; r4.xyz = v3.zxy * r1.yzx; r1.xyz = v3.yzx * r1.zxy + -r4.xyz; r1.xyz = r1.xyz * r2.www + r3.xyz; r3.xyz = r1.yzx * r0.zxy; r3.xyz = r0.yzx * r1.zxy + -r3.xyz; o1.xyz = r0.xyz; o2.xyz = r1.xyz; r0.x = cmp(0 < v4.w); o0.xyz = r0.xxx ? r3.xyz : -r3.xyz; o3.xy = float2(16,16) * v7.xy; o3.zw = v8.xy * cb1[3].xy + cb1[3].zw; o4.xyzw = v6.xyxy * cb1[2].xyxy + cb1[2].zwzw; r0.xyz = v1.xyz * cb1[0].xyz + cb1[1].xyz; r1.xyz = r1.www * r0.xyz + -r0.xyz; r0.w = dot(v3.xyz, r0.xyz); r1.xyz = r0.www * r2.xyz + r1.xyz; r2.xyz = v3.zxy * r0.yzx; r0.xyz = v3.yzx * r0.zxy + -r2.xyz; r0.xyz = r0.xyz * r2.www + r1.xyz; r0.xyz = v2.xyz + r0.xyz; r0.w = v1.w; o5.x = dot(cb1[4].xyzw, r0.xyzw); o5.y = dot(cb1[5].xyzw, r0.xyzw); o5.z = dot(cb1[6].xyzw, r0.xyzw); o5.w = dot(cb1[7].xyzw, r0.xyzw); float4 stereo = StereoParams.Load(0); o5.x += stereo.x * (o5.z - stereo.y); return; } [/code] Now I trtied numerous codes but none of them fixed the halos. So this is either the wrong shader or my codes are not working on this shader.. I just tried for 2 hours all kinds of combos and fixes nothing seems to fix this halo issue.. I was wondering what is the best way to tell if you have the correct shader besides the obvious..?
I was on discord and DSS was helping me he said to look for another shader as the one I had was probally not the right one.. so I searched and found this:



// ---- Created with 3Dmigoto v1.2.54 on Tue Apr 02 22:48:05 2019
cbuffer cb1 : register(b1)
{
float4 cb1[8];
}




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


void main(
float4 v0 : NORMAL0,
float4 v1 : POSITION0,
float4 v2 : POSITION6,
float4 v3 : POSITION7,
float4 v4 : TANGENT0,
float4 v5 : TEXCOORD0,
float4 v6 : TEXCOORD1,
float4 v7 : TEXCOORD2,
float4 v8 : TEXCOORD3,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : TEXCOORD3,
out float4 o4 : TEXCOORD4,
out float4 o5 : SV_Position0)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz * cb1[0].www + cb1[1].www;
r1.xyz = v3.zxy * r0.yzx;
r1.xyz = v3.yzx * r0.zxy + -r1.xyz;
r0.w = dot(v3.xyz, r0.xyz);
r2.xyzw = v3.xyzw + v3.xyzw;
r1.w = v3.w * r2.w;
r0.xyz = r1.www * r0.xyz + -r0.xyz;
r0.xyz = r0.www * r2.xyz + r0.xyz;
r0.xyz = r1.xyz * r2.www + r0.xyz;
r1.xyz = v4.xyz * cb1[0].www + cb1[1].www;
r0.w = dot(v3.xyz, r1.xyz);
r3.xyz = r1.www * r1.xyz + -r1.xyz;
r3.xyz = r0.www * r2.xyz + r3.xyz;
r4.xyz = v3.zxy * r1.yzx;
r1.xyz = v3.yzx * r1.zxy + -r4.xyz;
r1.xyz = r1.xyz * r2.www + r3.xyz;
r3.xyz = r1.yzx * r0.zxy;
r3.xyz = r0.yzx * r1.zxy + -r3.xyz;
o1.xyz = r0.xyz;
o2.xyz = r1.xyz;
r0.x = cmp(0 < v4.w);
o0.xyz = r0.xxx ? r3.xyz : -r3.xyz;
o3.xy = float2(16,16) * v7.xy;
o3.zw = v8.xy * cb1[3].xy + cb1[3].zw;
o4.xyzw = v6.xyxy * cb1[2].xyxy + cb1[2].zwzw;
r0.xyz = v1.xyz * cb1[0].xyz + cb1[1].xyz;
r1.xyz = r1.www * r0.xyz + -r0.xyz;
r0.w = dot(v3.xyz, r0.xyz);
r1.xyz = r0.www * r2.xyz + r1.xyz;
r2.xyz = v3.zxy * r0.yzx;
r0.xyz = v3.yzx * r0.zxy + -r2.xyz;
r0.xyz = r0.xyz * r2.www + r1.xyz;
r0.xyz = v2.xyz + r0.xyz;
r0.w = v1.w;
o5.x = dot(cb1[4].xyzw, r0.xyzw);
o5.y = dot(cb1[5].xyzw, r0.xyzw);
o5.z = dot(cb1[6].xyzw, r0.xyzw);
o5.w = dot(cb1[7].xyzw, r0.xyzw);


float4 stereo = StereoParams.Load(0);
o5.x += stereo.x * (o5.z - stereo.y);




return;
}



Now I trtied numerous codes but none of them fixed the halos. So this is either the wrong shader or my codes are not working on this shader.. I just tried for 2 hours all kinds of combos and fixes nothing seems to fix this halo issue..

I was wondering what is the best way to tell if you have the correct shader besides the obvious..?

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

Posted 04/02/2019 02:17 AM   
Hey Guys I had resolved the above Halo thnx to DSS, he showed me how to ues the ASM tool too auto fix halos issues.. Thank you DSS for the lesson ;) Elite is near perfect now if I could just figure out what to do with shadows ..
Hey Guys I had resolved the above Halo thnx to DSS, he showed me how to ues the ASM tool too auto fix halos issues..

Thank you DSS for the lesson ;)

Elite is near perfect now if I could just figure out what to do with shadows ..

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

Posted 04/06/2019 09:54 PM   
for lots games,Is there a simple way to unstereoscopic hud PS shader ? make it at screen,Unaffected with convergence. and push faraway skybox depth?both them are ps shaders
for lots games,Is there a simple way to unstereoscopic hud PS shader ? make it at screen,Unaffected with convergence.
and push faraway skybox depth?both them are ps shaders

Posted 04/16/2019 01:11 AM   
@daspwan are you looking to mod a current fix?? If so what game is it that you are talking about?
@daspwan are you looking to mod a current fix?? If so what game is it that you are talking about?

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

Posted 04/17/2019 06:24 AM   
  87 / 88    
Scroll To Top