Are you able to fix Company of Heroes 2 for me?
  3 / 5    
Yes, its PS, here is the VS that disables the ground. It seem to be much shorter. [code]Buffer<mixed4> t48 : register(t48); cbuffer GlobalBuffer : register(b0) { float4x4 View : packoffset(c0); float4x4 Projection : packoffset(c4); float4x4 InvViewProj : packoffset(c8); float3 EyePosition : packoffset(c12) = float3(0,0,0); float3 DirLight0_Dir : packoffset(c13) = float3(-0.577000022,-0.577000022,0.577000022); float4 DirLight0_Diffuse : packoffset(c14) = float4(1,1,1,1); float4 PointLightActive : packoffset(c15) = float4(0,0,0,0); float4 PointLight0_Position_AttenStart : packoffset(c16) = float4(0,0,0,10000); float4 PointLight0_Diffuse_AttenInvRange : packoffset(c17) = float4(1,1,1,1); float4 PointLight1_Position_AttenStart : packoffset(c18) = float4(0,0,0,10000); float4 PointLight1_Diffuse_AttenInvRange : packoffset(c19) = float4(1,1,1,1); float4 PointLight2_Position_AttenStart : packoffset(c20) = float4(0,0,0,10000); float4 PointLight2_Diffuse_AttenInvRange : packoffset(c21) = float4(1,1,1,1); float4 PointLight3_Position_AttenStart : packoffset(c22) = float4(0,0,0,10000); float4 PointLight3_Diffuse_AttenInvRange : packoffset(c23) = float4(1,1,1,1); float4 SHLight[7] : packoffset(c24) = float4(0,0,0,0); SamplerState TerrainHeightSampler_s : register(s0); Texture2D<float4> TerrainHeightTexture : register(t64); Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float3 v0 : POSITION0, float4 v1 : TEXCOORD0, out float4 o0 : SV_Position0, out float2 o1 : TEXCOORD0, out float p1 : TEXCOORD3, out float p1 : TEXCOORD4, out float4 o2 : TEXCOORD1, out float3 o3 : TEXCOORD2) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = t48.Load(float4(0,0,0,0)).xyzw; r0.zw = v1.zw * float2(1,-1) + float2(0,1); o1.xy = r0.zw * float2(0.03125,0.03125) + v1.xy; r1.xyz = v0.xyz; r1.w = 1; r2.x = dot(r1.xyzw, cb2[0].xyzw); r0.z = dot(r1.xyzw, cb2[1].xyzw); r2.z = dot(r1.xyzw, cb2[2].xyzw); r1.xy = r2.xz * cb0[70].xyxx + float2(0.5,0.5); r1.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r1.xy, 0).zxyw; r0.w = dot(r1.yz, float2(0.99609375,0.00392156886)); r1.y = cb0[72].x * r0.w; r0.z = r0.w * cb0[72].x + r0.z; r0.x = 0.5 < r0.x; if (r0.x == 0) { r1.x = 0; } r0.x = min(cb0[83].x, r1.x); r0.w = r0.y == 0.000000; r1.x = r0.z + r0.x; r2.y = r0.w ? r1.x : r0.z; r2.w = 1; r3.x = dot(r2.xyzw, View._m00_m10_m20_m30); r3.y = dot(r2.xyzw, View._m01_m11_m21_m31); r3.z = dot(r2.xyzw, View._m02_m12_m22_m32); r3.w = 1; o0.x = dot(r3.xyzw, Projection._m00_m10_m20_m30); o0.y = dot(r3.xyzw, Projection._m01_m11_m21_m31); o0.z = dot(r3.xyzw, Projection._m02_m12_m22_m32); o0.w = dot(r3.xyzw, Projection._m03_m13_m23_m33); r3.xyzw = float4(-1,0,1,0) + r2.xzxz; r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5); r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw; r0.z = dot(r4.xy, float2(0.99609375,0.00392156886)); r0.z = r0.z * cb0[72].x + -r1.y; r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw; r0.w = dot(r3.xy, float2(0.99609375,0.00392156886)); r0.w = -r0.w * cb0[72].x + r1.y; r3.xyzw = float4(0,-1,0,1) + r2.xzxz; r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5); r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw; r1.x = dot(r4.xy, float2(0.99609375,0.00392156886)); r1.x = r1.x * cb0[72].x + -r1.y; r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw; r1.z = dot(r3.xy, float2(0.99609375,0.00392156886)); r1.y = -r1.z * cb0[72].x + r1.y; r0.z = r0.z + r0.w; r3.x = 0.5 * r0.z; r0.z = r1.x + r1.y; r3.z = 0.5 * r0.z; r3.y = saturate(-r3.x * r3.z + 1); r0.z = dot(r3.xyz, r3.xyz); r0.z = rsqrt(r0.z); o2.xyz = r3.xyz * r0.zzz; o1.zw = r0.xy; o3.xyz = r2.xyz; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // // using 3Dmigoto v1.2.7 on Sat Nov 14 18:01:56 2015 // // // Buffer Definitions: // // cbuffer GlobalBuffer // { // // float4x4 View; // Offset: 0 Size: 64 // float4x4 Projection; // Offset: 64 Size: 64 // float4x4 InvViewProj; // Offset: 128 Size: 64 [unused] // float3 EyePosition; // Offset: 192 Size: 12 [unused] // = 0x00000000 0x00000000 0x00000000 // float3 DirLight0_Dir; // Offset: 208 Size: 12 [unused] // = 0xbf13b646 0xbf13b646 0x3f13b646 // float4 DirLight0_Diffuse; // Offset: 224 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLightActive; // Offset: 240 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 PointLight0_Position_AttenStart;// Offset: 256 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight0_Diffuse_AttenInvRange;// Offset: 272 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLight1_Position_AttenStart;// Offset: 288 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight1_Diffuse_AttenInvRange;// Offset: 304 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLight2_Position_AttenStart;// Offset: 320 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight2_Diffuse_AttenInvRange;// Offset: 336 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLight3_Position_AttenStart;// Offset: 352 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight3_Diffuse_AttenInvRange;// Offset: 368 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 SHLight[7]; // Offset: 384 Size: 112 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // float AmbientScale; // Offset: 496 Size: 4 [unused] // = 0x3f800000 // float AmbientScaleFX; // Offset: 500 Size: 4 [unused] // = 0x3f800000 // float4 AmbientRotation; // Offset: 512 Size: 16 [unused] // = 0x3f800000 0x00000000 0x00000000 0x3f800000 // float4x4 unAdjustedShadowViewMatrix;// Offset: 528 Size: 64 [unused] // float4x4 ShadowVPMatrix; // Offset: 592 Size: 64 [unused] // float4x4 ShadowVPMatrixNear; // Offset: 656 Size: 64 [unused] // float4x4 ShadowVPMatrixFar; // Offset: 720 Size: 64 [unused] // float4 ShadowNearShift; // Offset: 784 Size: 16 [unused] // float4 ShadowNearScale; // Offset: 800 Size: 16 [unused] // float3 ShadowNearFarCutOff; // Offset: 816 Size: 12 [unused] // float ShadowTextureResolution; // Offset: 828 Size: 4 [unused] // float2 ShadowBias; // Offset: 832 Size: 8 [unused] // = 0x3f800000 0x3dcccccd // float2 ShadowSampleOffsetPCF0; // Offset: 840 Size: 8 [unused] // float2 ShadowSampleOffsetPCF1; // Offset: 848 Size: 8 [unused] // float2 ShadowSampleOffsetPCF2; // Offset: 856 Size: 8 [unused] // float2 ShadowSampleOffsetPCF3; // Offset: 864 Size: 8 [unused] // float ShadowCubeDepthBias; // Offset: 872 Size: 4 [unused] // = 0x3f800000 // float ShadowCubeNormalBias; // Offset: 876 Size: 4 [unused] // = 0x3dcccccd // float3 ShadowCubeCoords[4]; // Offset: 880 Size: 60 [unused] // float ShadowCubeSizes[4]; // Offset: 944 Size: 52 [unused] // int CurrentShadowCube; // Offset: 996 Size: 4 [unused] // = 0xffffffff // float4x3 sun_cloud_matrix; // Offset: 1008 Size: 48 [unused] // float sun_cloud_intensity; // Offset: 1056 Size: 4 [unused] // float4 fogConstant; // Offset: 1072 Size: 16 [unused] // = 0x3b83126f 0xc6435000 0x41a00000 0x3fc00000 // float3 fog_light_direction; // Offset: 1088 Size: 12 [unused] // = 0x3f800000 0x00000000 0x00000000 // float2 g_LAO_Parameters; // Offset: 1104 Size: 8 [unused] // = 0x00000000 0x00000000 // float4 terrainSizeInv; // Offset: 1120 Size: 16 // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float2 playableSizeInv; // Offset: 1136 Size: 8 [unused] // = 0x3f800000 0x3f800000 // float2 chunkSize; // Offset: 1144 Size: 8 [unused] // = 0x3f800000 0x3f800000 // float2 terrainHeightRanges; // Offset: 1152 Size: 8 // = 0x43160000 0x43160000 // float4x4 compositorViewProjection; // Offset: 1168 Size: 64 [unused] // float4 compositorViewRemap; // Offset: 1232 Size: 16 [unused] // = 0x3f000000 0x3f000000 0x3f000000 0x3f000000 // float4 dummySpace[2]; // Offset: 1248 Size: 32 [unused] // float4 g_currentTime; // Offset: 1280 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 snowParameters; // Offset: 1296 Size: 16 [unused] // = 0x00000000 0x3f800000 0x00000000 0x3f800000 // float4 snowEdgeFadeParameters; // Offset: 1312 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x41800000 0x40800000 // float4 snowDepthParameters; // Offset: 1328 Size: 16 // = 0x3ecccccd 0x3f800000 0x3f800000 0x3f800000 // float2 snowSparkleParameters; // Offset: 1344 Size: 8 [unused] // = 0x3fe66666 0x00000000 // float4 g_clipping_parameters; // Offset: 1360 Size: 16 [unused] // float4 exposure_control; // Offset: 1376 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x00000000 // float4 g_lighting_parameters; // Offset: 1392 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x00000000 0x00000000 // float4 g_desaturation; // Offset: 1408 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 g_soldier_light_desaturation;// Offset: 1424 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 g_vehicle_light_desaturation;// Offset: 1440 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float2 atmosphericSkyBlend; // Offset: 1456 Size: 8 [unused] // = 0x3d21cac1 0xbd2a64c3 // float4 g_post_process_parameters; // Offset: 1472 Size: 16 [unused] // = 0x3e3851ec 0x40a00000 0x41200000 0x3f666666 // float postprocess_sepia; // Offset: 1488 Size: 4 [unused] // = 0x00000000 // float4 g_solder_light_colour; // Offset: 1504 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 g_solder_light_direction; // Offset: 1520 Size: 16 [unused] // = 0x00000000 0xbf800000 0x00000000 0x00000000 // float4 g_vehicle_light_colour; // Offset: 1536 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 g_vehicle_light_direction; // Offset: 1552 Size: 16 [unused] // = 0x00000000 0xbf800000 0x00000000 0x00000000 // float3 fxlight_sunDirection; // Offset: 1568 Size: 12 [unused] // = 0x00000000 0x00000000 0x3f800000 // float3 fxlight_sunColour; // Offset: 1584 Size: 12 [unused] // = 0x3f666666 0x3f800000 0x3f800000 // float3 fxlight_ambColour; // Offset: 1600 Size: 12 [unused] // = 0x3f000000 0x3f0ccccd 0x3f19999a // float2 fxlight_modifiers; // Offset: 1616 Size: 8 [unused] // = 0x3f800000 0x3dcccccd // float2 fx_texelSizes; // Offset: 1624 Size: 8 [unused] // = 0x3a000000 0x3f7fe000 // float4 WaterTint; // Offset: 1632 Size: 16 [unused] // float2 WaterAspectRatio; // Offset: 1648 Size: 8 [unused] // = 0x3f800000 0x3f800000 // float2 WaterColourWindScale; // Offset: 1656 Size: 8 [unused] // float4 WaterReflection_SurfaceOffset;// Offset: 1664 Size: 16 [unused] // float2 WaterReflection_WindDirection;// Offset: 1680 Size: 8 [unused] // float WaterReflection_SurfaceBumpiness;// Offset: 1688 Size: 4 [unused] // float4 WaterReflection_ScreenScaleOffset;// Offset: 1696 Size: 16 [unused] // float4 IceHealthThresholds; // Offset: 1712 Size: 16 [unused] // = 0x3ea8f5c3 0x3f28f5c3 0x3f800000 0x3f800000 // float4 IceSlushColour_Tiling; // Offset: 1728 Size: 16 [unused] // float4 IceStressedColour_Tiling; // Offset: 1744 Size: 16 [unused] // float4 IceSolidColour_Tiling; // Offset: 1760 Size: 16 [unused] // float2 IceSectorTiling_InvWidth; // Offset: 1776 Size: 8 [unused] // float2 IceSlushReveal; // Offset: 1784 Size: 8 [unused] // float4x4 ViewOverride[6]; // Offset: 1792 Size: 384 [unused] // float4x4 ProjectionOverride[6]; // Offset: 2176 Size: 384 [unused] // float4 FOWTextureWorldScaleOffset; // Offset: 2560 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x00000000 0x00000000 // float4 fow_visited; // Offset: 2576 Size: 16 [unused] // float4 fow_hidden; // Offset: 2592 Size: 16 [unused] // float4 fow_blend; // Offset: 2608 Size: 16 [unused] // float4 g_topDownRange; // Offset: 2624 Size: 16 [unused] // float4x4 topDownVPMatrix; // Offset: 2640 Size: 64 [unused] // float4 g_topDownTexureSize; // Offset: 2704 Size: 16 [unused] // = 0x00000000 0x00000000 0x3f800000 0x3f800000 // float4 muckParameters; // Offset: 2720 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 g_windVectorAndTime; // Offset: 2736 Size: 16 [unused] // float4 g_trackMapSize; // Offset: 2752 Size: 16 [unused] // float g_snowIsMud; // Offset: 2768 Size: 4 [unused] // = 0x00000000 // // } // // cbuffer WorldMatrixBuffer // { // // float4x3 worldMatrixArray[2]; // Offset: 0 Size: 96 // // } // // tbuffer ShaderBuffer // { // // float terrainsnow; // Offset: 0 Size: 4 // = 0x3f800000 // float deformTerrain; // Offset: 4 Size: 4 [unused] // = 0x00000000 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // TerrainHeightSampler sampler NA NA 0 1 // ShaderBuffer tbuffer NA NA 48 1 // TerrainHeightTexture texture float4 2d 64 1 // GlobalBuffer cbuffer NA NA 0 1 // WorldMatrixBuffer cbuffer NA NA 2 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // TEXCOORD 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 xy 1 NONE float xy // TEXCOORD 3 z 1 NONE float z // TEXCOORD 4 w 1 NONE float w // TEXCOORD 1 xyz 2 NONE float xyz // TEXCOORD 2 xyz 3 NONE float xyz // vs_4_0 dcl_constantbuffer cb0[84], immediateIndexed dcl_constantbuffer cb2[3], immediateIndexed dcl_sampler s0, mode_default dcl_resource_buffer (mixed,mixed,mixed,mixed) t48 dcl_resource_texture2d (float,float,float,float) t64 dcl_input v0.xyz dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.z dcl_output o1.w dcl_output o2.xyz dcl_output o3.xyz dcl_temps 5 ld r0.xyzw, l(0, 0, 0, 0), t48.xyzw mad r0.zw, v1.zzzw, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000) mad o1.xy, r0.zwzz, l(0.031250, 0.031250, 0.000000, 0.000000), v1.xyxx mov r1.xyz, v0.xyzx mov r1.w, l(1.000000) dp4 r2.x, r1.xyzw, cb2[0].xyzw dp4 r0.z, r1.xyzw, cb2[1].xyzw dp4 r2.z, r1.xyzw, cb2[2].xyzw mad r1.xy, r2.xzxx, cb0[70].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) sample_l r1.xyzw, r1.xyxx, t64.zxyw, s0, l(0.000000) dp2 r0.w, r1.yzyy, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mul r1.y, r0.w, cb0[72].x mad r0.z, r0.w, cb0[72].x, r0.z lt r0.x, l(0.500000), r0.x if_z r0.x mov r1.x, l(0) endif min r0.x, r1.x, cb0[83].x eq r0.w, r0.y, l(0.000000) add r1.x, r0.x, r0.z movc r2.y, r0.w, r1.x, r0.z mov r2.w, l(1.000000) dp4 r3.x, r2.xyzw, cb0[0].xyzw dp4 r3.y, r2.xyzw, cb0[1].xyzw dp4 r3.z, r2.xyzw, cb0[2].xyzw mov r3.w, l(1.000000) dp4 o0.x, r3.xyzw, cb0[4].xyzw dp4 o0.y, r3.xyzw, cb0[5].xyzw dp4 o0.z, r3.xyzw, cb0[6].xyzw dp4 o0.w, r3.xyzw, cb0[7].xyzw add r3.xyzw, r2.xzxz, l(-1.000000, 0.000000, 1.000000, 0.000000) mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000) sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000) dp2 r0.z, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r0.z, r0.z, cb0[72].x, -r1.y sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000) dp2 r0.w, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r0.w, -r0.w, cb0[72].x, r1.y add r3.xyzw, r2.xzxz, l(0.000000, -1.000000, 0.000000, 1.000000) mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000) sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000) dp2 r1.x, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r1.x, r1.x, cb0[72].x, -r1.y sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000) dp2 r1.z, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r1.y, -r1.z, cb0[72].x, r1.y add r0.z, r0.w, r0.z mul r3.x, r0.z, l(0.500000) add r0.z, r1.y, r1.x mul r3.z, r0.z, l(0.500000) mad_sat r3.y, -r3.x, r3.z, l(1.000000) dp3 r0.z, r3.xyzx, r3.xyzx rsq r0.z, r0.z mul o2.xyz, r0.zzzz, r3.xyzx mov o1.zw, r0.xxxy mov o3.xyz, r2.xyzx ret // Approximately 57 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Does f10 beeps in low pitch if there arent any changes to be applied?
Yes, its PS, here is the VS that disables the ground. It seem to be much shorter.

Buffer<mixed4> t48 : register(t48);


cbuffer GlobalBuffer : register(b0)
{
float4x4 View : packoffset(c0);
float4x4 Projection : packoffset(c4);
float4x4 InvViewProj : packoffset(c8);
float3 EyePosition : packoffset(c12) = float3(0,0,0);
float3 DirLight0_Dir : packoffset(c13) = float3(-0.577000022,-0.577000022,0.577000022);
float4 DirLight0_Diffuse : packoffset(c14) = float4(1,1,1,1);
float4 PointLightActive : packoffset(c15) = float4(0,0,0,0);
float4 PointLight0_Position_AttenStart : packoffset(c16) = float4(0,0,0,10000);
float4 PointLight0_Diffuse_AttenInvRange : packoffset(c17) = float4(1,1,1,1);
float4 PointLight1_Position_AttenStart : packoffset(c18) = float4(0,0,0,10000);
float4 PointLight1_Diffuse_AttenInvRange : packoffset(c19) = float4(1,1,1,1);
float4 PointLight2_Position_AttenStart : packoffset(c20) = float4(0,0,0,10000);
float4 PointLight2_Diffuse_AttenInvRange : packoffset(c21) = float4(1,1,1,1);
float4 PointLight3_Position_AttenStart : packoffset(c22) = float4(0,0,0,10000);
float4 PointLight3_Diffuse_AttenInvRange : packoffset(c23) = float4(1,1,1,1);
float4 SHLight[7] : packoffset(c24) = float4(0,0,0,0);
SamplerState TerrainHeightSampler_s : register(s0);
Texture2D<float4> TerrainHeightTexture : register(t64);

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

void main(
float3 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float4 o0 : SV_Position0,
out float2 o1 : TEXCOORD0,
out float p1 : TEXCOORD3,
out float p1 : TEXCOORD4,
out float4 o2 : TEXCOORD1,
out float3 o3 : TEXCOORD2)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = t48.Load(float4(0,0,0,0)).xyzw;
r0.zw = v1.zw * float2(1,-1) + float2(0,1);
o1.xy = r0.zw * float2(0.03125,0.03125) + v1.xy;
r1.xyz = v0.xyz;
r1.w = 1;
r2.x = dot(r1.xyzw, cb2[0].xyzw);
r0.z = dot(r1.xyzw, cb2[1].xyzw);
r2.z = dot(r1.xyzw, cb2[2].xyzw);
r1.xy = r2.xz * cb0[70].xyxx + float2(0.5,0.5);
r1.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r1.xy, 0).zxyw;
r0.w = dot(r1.yz, float2(0.99609375,0.00392156886));
r1.y = cb0[72].x * r0.w;
r0.z = r0.w * cb0[72].x + r0.z;
r0.x = 0.5 < r0.x;
if (r0.x == 0) {
r1.x = 0;
}
r0.x = min(cb0[83].x, r1.x);
r0.w = r0.y == 0.000000;
r1.x = r0.z + r0.x;
r2.y = r0.w ? r1.x : r0.z;
r2.w = 1;
r3.x = dot(r2.xyzw, View._m00_m10_m20_m30);
r3.y = dot(r2.xyzw, View._m01_m11_m21_m31);
r3.z = dot(r2.xyzw, View._m02_m12_m22_m32);
r3.w = 1;
o0.x = dot(r3.xyzw, Projection._m00_m10_m20_m30);
o0.y = dot(r3.xyzw, Projection._m01_m11_m21_m31);
o0.z = dot(r3.xyzw, Projection._m02_m12_m22_m32);
o0.w = dot(r3.xyzw, Projection._m03_m13_m23_m33);
r3.xyzw = float4(-1,0,1,0) + r2.xzxz;
r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5);
r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw;
r0.z = dot(r4.xy, float2(0.99609375,0.00392156886));
r0.z = r0.z * cb0[72].x + -r1.y;
r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw;
r0.w = dot(r3.xy, float2(0.99609375,0.00392156886));
r0.w = -r0.w * cb0[72].x + r1.y;
r3.xyzw = float4(0,-1,0,1) + r2.xzxz;
r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5);
r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw;
r1.x = dot(r4.xy, float2(0.99609375,0.00392156886));
r1.x = r1.x * cb0[72].x + -r1.y;
r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw;
r1.z = dot(r3.xy, float2(0.99609375,0.00392156886));
r1.y = -r1.z * cb0[72].x + r1.y;
r0.z = r0.z + r0.w;
r3.x = 0.5 * r0.z;
r0.z = r1.x + r1.y;
r3.z = 0.5 * r0.z;
r3.y = saturate(-r3.x * r3.z + 1);
r0.z = dot(r3.xyz, r3.xyz);
r0.z = rsqrt(r0.z);
o2.xyz = r3.xyz * r0.zzz;
o1.zw = r0.xy;
o3.xyz = r2.xyz;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// using 3Dmigoto v1.2.7 on Sat Nov 14 18:01:56 2015
//
//
// Buffer Definitions:
//
// cbuffer GlobalBuffer
// {
//
// float4x4 View; // Offset: 0 Size: 64
// float4x4 Projection; // Offset: 64 Size: 64
// float4x4 InvViewProj; // Offset: 128 Size: 64 [unused]
// float3 EyePosition; // Offset: 192 Size: 12 [unused]
// = 0x00000000 0x00000000 0x00000000
// float3 DirLight0_Dir; // Offset: 208 Size: 12 [unused]
// = 0xbf13b646 0xbf13b646 0x3f13b646
// float4 DirLight0_Diffuse; // Offset: 224 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLightActive; // Offset: 240 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 PointLight0_Position_AttenStart;// Offset: 256 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight0_Diffuse_AttenInvRange;// Offset: 272 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLight1_Position_AttenStart;// Offset: 288 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight1_Diffuse_AttenInvRange;// Offset: 304 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLight2_Position_AttenStart;// Offset: 320 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight2_Diffuse_AttenInvRange;// Offset: 336 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLight3_Position_AttenStart;// Offset: 352 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight3_Diffuse_AttenInvRange;// Offset: 368 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 SHLight[7]; // Offset: 384 Size: 112 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// float AmbientScale; // Offset: 496 Size: 4 [unused]
// = 0x3f800000
// float AmbientScaleFX; // Offset: 500 Size: 4 [unused]
// = 0x3f800000
// float4 AmbientRotation; // Offset: 512 Size: 16 [unused]
// = 0x3f800000 0x00000000 0x00000000 0x3f800000
// float4x4 unAdjustedShadowViewMatrix;// Offset: 528 Size: 64 [unused]
// float4x4 ShadowVPMatrix; // Offset: 592 Size: 64 [unused]
// float4x4 ShadowVPMatrixNear; // Offset: 656 Size: 64 [unused]
// float4x4 ShadowVPMatrixFar; // Offset: 720 Size: 64 [unused]
// float4 ShadowNearShift; // Offset: 784 Size: 16 [unused]
// float4 ShadowNearScale; // Offset: 800 Size: 16 [unused]
// float3 ShadowNearFarCutOff; // Offset: 816 Size: 12 [unused]
// float ShadowTextureResolution; // Offset: 828 Size: 4 [unused]
// float2 ShadowBias; // Offset: 832 Size: 8 [unused]
// = 0x3f800000 0x3dcccccd
// float2 ShadowSampleOffsetPCF0; // Offset: 840 Size: 8 [unused]
// float2 ShadowSampleOffsetPCF1; // Offset: 848 Size: 8 [unused]
// float2 ShadowSampleOffsetPCF2; // Offset: 856 Size: 8 [unused]
// float2 ShadowSampleOffsetPCF3; // Offset: 864 Size: 8 [unused]
// float ShadowCubeDepthBias; // Offset: 872 Size: 4 [unused]
// = 0x3f800000
// float ShadowCubeNormalBias; // Offset: 876 Size: 4 [unused]
// = 0x3dcccccd
// float3 ShadowCubeCoords[4]; // Offset: 880 Size: 60 [unused]
// float ShadowCubeSizes[4]; // Offset: 944 Size: 52 [unused]
// int CurrentShadowCube; // Offset: 996 Size: 4 [unused]
// = 0xffffffff
// float4x3 sun_cloud_matrix; // Offset: 1008 Size: 48 [unused]
// float sun_cloud_intensity; // Offset: 1056 Size: 4 [unused]
// float4 fogConstant; // Offset: 1072 Size: 16 [unused]
// = 0x3b83126f 0xc6435000 0x41a00000 0x3fc00000
// float3 fog_light_direction; // Offset: 1088 Size: 12 [unused]
// = 0x3f800000 0x00000000 0x00000000
// float2 g_LAO_Parameters; // Offset: 1104 Size: 8 [unused]
// = 0x00000000 0x00000000
// float4 terrainSizeInv; // Offset: 1120 Size: 16
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float2 playableSizeInv; // Offset: 1136 Size: 8 [unused]
// = 0x3f800000 0x3f800000
// float2 chunkSize; // Offset: 1144 Size: 8 [unused]
// = 0x3f800000 0x3f800000
// float2 terrainHeightRanges; // Offset: 1152 Size: 8
// = 0x43160000 0x43160000
// float4x4 compositorViewProjection; // Offset: 1168 Size: 64 [unused]
// float4 compositorViewRemap; // Offset: 1232 Size: 16 [unused]
// = 0x3f000000 0x3f000000 0x3f000000 0x3f000000
// float4 dummySpace[2]; // Offset: 1248 Size: 32 [unused]
// float4 g_currentTime; // Offset: 1280 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 snowParameters; // Offset: 1296 Size: 16 [unused]
// = 0x00000000 0x3f800000 0x00000000 0x3f800000
// float4 snowEdgeFadeParameters; // Offset: 1312 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x41800000 0x40800000
// float4 snowDepthParameters; // Offset: 1328 Size: 16
// = 0x3ecccccd 0x3f800000 0x3f800000 0x3f800000
// float2 snowSparkleParameters; // Offset: 1344 Size: 8 [unused]
// = 0x3fe66666 0x00000000
// float4 g_clipping_parameters; // Offset: 1360 Size: 16 [unused]
// float4 exposure_control; // Offset: 1376 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x00000000
// float4 g_lighting_parameters; // Offset: 1392 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x00000000 0x00000000
// float4 g_desaturation; // Offset: 1408 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 g_soldier_light_desaturation;// Offset: 1424 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 g_vehicle_light_desaturation;// Offset: 1440 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float2 atmosphericSkyBlend; // Offset: 1456 Size: 8 [unused]
// = 0x3d21cac1 0xbd2a64c3
// float4 g_post_process_parameters; // Offset: 1472 Size: 16 [unused]
// = 0x3e3851ec 0x40a00000 0x41200000 0x3f666666
// float postprocess_sepia; // Offset: 1488 Size: 4 [unused]
// = 0x00000000
// float4 g_solder_light_colour; // Offset: 1504 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 g_solder_light_direction; // Offset: 1520 Size: 16 [unused]
// = 0x00000000 0xbf800000 0x00000000 0x00000000
// float4 g_vehicle_light_colour; // Offset: 1536 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 g_vehicle_light_direction; // Offset: 1552 Size: 16 [unused]
// = 0x00000000 0xbf800000 0x00000000 0x00000000
// float3 fxlight_sunDirection; // Offset: 1568 Size: 12 [unused]
// = 0x00000000 0x00000000 0x3f800000
// float3 fxlight_sunColour; // Offset: 1584 Size: 12 [unused]
// = 0x3f666666 0x3f800000 0x3f800000
// float3 fxlight_ambColour; // Offset: 1600 Size: 12 [unused]
// = 0x3f000000 0x3f0ccccd 0x3f19999a
// float2 fxlight_modifiers; // Offset: 1616 Size: 8 [unused]
// = 0x3f800000 0x3dcccccd
// float2 fx_texelSizes; // Offset: 1624 Size: 8 [unused]
// = 0x3a000000 0x3f7fe000
// float4 WaterTint; // Offset: 1632 Size: 16 [unused]
// float2 WaterAspectRatio; // Offset: 1648 Size: 8 [unused]
// = 0x3f800000 0x3f800000
// float2 WaterColourWindScale; // Offset: 1656 Size: 8 [unused]
// float4 WaterReflection_SurfaceOffset;// Offset: 1664 Size: 16 [unused]
// float2 WaterReflection_WindDirection;// Offset: 1680 Size: 8 [unused]
// float WaterReflection_SurfaceBumpiness;// Offset: 1688 Size: 4 [unused]
// float4 WaterReflection_ScreenScaleOffset;// Offset: 1696 Size: 16 [unused]
// float4 IceHealthThresholds; // Offset: 1712 Size: 16 [unused]
// = 0x3ea8f5c3 0x3f28f5c3 0x3f800000 0x3f800000
// float4 IceSlushColour_Tiling; // Offset: 1728 Size: 16 [unused]
// float4 IceStressedColour_Tiling; // Offset: 1744 Size: 16 [unused]
// float4 IceSolidColour_Tiling; // Offset: 1760 Size: 16 [unused]
// float2 IceSectorTiling_InvWidth; // Offset: 1776 Size: 8 [unused]
// float2 IceSlushReveal; // Offset: 1784 Size: 8 [unused]
// float4x4 ViewOverride[6]; // Offset: 1792 Size: 384 [unused]
// float4x4 ProjectionOverride[6]; // Offset: 2176 Size: 384 [unused]
// float4 FOWTextureWorldScaleOffset; // Offset: 2560 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x00000000 0x00000000
// float4 fow_visited; // Offset: 2576 Size: 16 [unused]
// float4 fow_hidden; // Offset: 2592 Size: 16 [unused]
// float4 fow_blend; // Offset: 2608 Size: 16 [unused]
// float4 g_topDownRange; // Offset: 2624 Size: 16 [unused]
// float4x4 topDownVPMatrix; // Offset: 2640 Size: 64 [unused]
// float4 g_topDownTexureSize; // Offset: 2704 Size: 16 [unused]
// = 0x00000000 0x00000000 0x3f800000 0x3f800000
// float4 muckParameters; // Offset: 2720 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 g_windVectorAndTime; // Offset: 2736 Size: 16 [unused]
// float4 g_trackMapSize; // Offset: 2752 Size: 16 [unused]
// float g_snowIsMud; // Offset: 2768 Size: 4 [unused]
// = 0x00000000
//
// }
//
// cbuffer WorldMatrixBuffer
// {
//
// float4x3 worldMatrixArray[2]; // Offset: 0 Size: 96
//
// }
//
// tbuffer ShaderBuffer
// {
//
// float terrainsnow; // Offset: 0 Size: 4
// = 0x3f800000
// float deformTerrain; // Offset: 4 Size: 4 [unused]
// = 0x00000000
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TerrainHeightSampler sampler NA NA 0 1
// ShaderBuffer tbuffer NA NA 48 1
// TerrainHeightTexture texture float4 2d 64 1
// GlobalBuffer cbuffer NA NA 0 1
// WorldMatrixBuffer cbuffer NA NA 2 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// TEXCOORD 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 xy 1 NONE float xy
// TEXCOORD 3 z 1 NONE float z
// TEXCOORD 4 w 1 NONE float w
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyz 3 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[84], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_buffer (mixed,mixed,mixed,mixed) t48
dcl_resource_texture2d (float,float,float,float) t64
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o1.w
dcl_output o2.xyz
dcl_output o3.xyz
dcl_temps 5
ld r0.xyzw, l(0, 0, 0, 0), t48.xyzw
mad r0.zw, v1.zzzw, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
mad o1.xy, r0.zwzz, l(0.031250, 0.031250, 0.000000, 0.000000), v1.xyxx
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb2[0].xyzw
dp4 r0.z, r1.xyzw, cb2[1].xyzw
dp4 r2.z, r1.xyzw, cb2[2].xyzw
mad r1.xy, r2.xzxx, cb0[70].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_l r1.xyzw, r1.xyxx, t64.zxyw, s0, l(0.000000)
dp2 r0.w, r1.yzyy, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mul r1.y, r0.w, cb0[72].x
mad r0.z, r0.w, cb0[72].x, r0.z
lt r0.x, l(0.500000), r0.x
if_z r0.x
mov r1.x, l(0)
endif
min r0.x, r1.x, cb0[83].x
eq r0.w, r0.y, l(0.000000)
add r1.x, r0.x, r0.z
movc r2.y, r0.w, r1.x, r0.z
mov r2.w, l(1.000000)
dp4 r3.x, r2.xyzw, cb0[0].xyzw
dp4 r3.y, r2.xyzw, cb0[1].xyzw
dp4 r3.z, r2.xyzw, cb0[2].xyzw
mov r3.w, l(1.000000)
dp4 o0.x, r3.xyzw, cb0[4].xyzw
dp4 o0.y, r3.xyzw, cb0[5].xyzw
dp4 o0.z, r3.xyzw, cb0[6].xyzw
dp4 o0.w, r3.xyzw, cb0[7].xyzw
add r3.xyzw, r2.xzxz, l(-1.000000, 0.000000, 1.000000, 0.000000)
mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000)
sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000)
dp2 r0.z, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r0.z, r0.z, cb0[72].x, -r1.y
sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000)
dp2 r0.w, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r0.w, -r0.w, cb0[72].x, r1.y
add r3.xyzw, r2.xzxz, l(0.000000, -1.000000, 0.000000, 1.000000)
mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000)
sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000)
dp2 r1.x, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r1.x, r1.x, cb0[72].x, -r1.y
sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000)
dp2 r1.z, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r1.y, -r1.z, cb0[72].x, r1.y
add r0.z, r0.w, r0.z
mul r3.x, r0.z, l(0.500000)
add r0.z, r1.y, r1.x
mul r3.z, r0.z, l(0.500000)
mad_sat r3.y, -r3.x, r3.z, l(1.000000)
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.z, r0.z
mul o2.xyz, r0.zzzz, r3.xyzx
mov o1.zw, r0.xxxy
mov o3.xyz, r2.xyzx
ret
// Approximately 57 instruction slots used

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



Does f10 beeps in low pitch if there arent any changes to be applied?

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

#31
Posted 11/14/2015 05:03 PM   
[code] out float4 o0 : SV_Position0,[/code] That's the baby! Just before the return; on line 98, add these lines [code] //Disabled Shader o0=0; return; } [/code] You should only have the one return; in your code! Try that Regarding low pitch beep. Sometimes if you are trying to save a shader loaded in Notepad++ or already stored it will lowbeep highbeep, double highbeep or just lowbeep. Lowbeep usually means dodgy code in the shader though... Make sure you haven't forgotten ; at the end of the line or // if you have commented out the code
out float4 o0 : SV_Position0,

That's the baby!

Just before the return; on line 98, add these lines
//Disabled Shader
o0=0;

return;
}


You should only have the one return; in your code!
Try that

Regarding low pitch beep.
Sometimes if you are trying to save a shader loaded in Notepad++ or already stored it will lowbeep highbeep, double highbeep or just lowbeep.

Lowbeep usually means dodgy code in the shader though...
Make sure you haven't forgotten ; at the end of the line or // if you have commented out the code

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

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#32
Posted 11/14/2015 05:09 PM   
Ive added that line but it havent removed the ground :/ additionally I do hear the high pitch sound on f10 only when I launch the game and dont make any modification, once I change anything like remove the disabled shader part im getting the low pitch sound on f10 from that point... I've also tried adding that code bo3b posted earlier in the PS file but it didnt worked either for me. The game loads and the ground is still visible my understanding is that it should not with those modifications.
Ive added that line but it havent removed the ground :/

additionally I do hear the high pitch sound on f10 only when I launch the game and dont make any modification, once I change anything like remove the disabled shader part im getting the low pitch sound on f10 from that point...

I've also tried adding that code bo3b posted earlier in the PS file but it didnt worked either for me.

The game loads and the ground is still visible my understanding is that it should not with those modifications.

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

#33
Posted 11/14/2015 05:28 PM   
@tehace If you ear a low boop when you press NUMPAD 3 first time hunt (for the PS), is because the shader have some decompiler issues. Look the d3d11_log.txt for an Error related to that shader (normally in the bottom of the file). In this case the decompiler issue can be related to "compositorDiffuseTexture", "compositorSpecularTexture" or "TerrainTrackTexture". F10 (refresh) will not work if the decompiler issue is not fixed. Any line of code you insert will not refresh.
@tehace

If you ear a low boop when you press NUMPAD 3 first time hunt (for the PS), is because the shader have some decompiler issues. Look the d3d11_log.txt for an Error related to that shader (normally in the bottom of the file).

In this case the decompiler issue can be related to "compositorDiffuseTexture", "compositorSpecularTexture" or "TerrainTrackTexture".

F10 (refresh) will not work if the decompiler issue is not fixed. Any line of code you insert will not refresh.

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#34
Posted 11/14/2015 05:31 PM   
ok its not that the wrapper is not working properly as I just dumped the shader responsible for displaying unit icons - the code below - and I've added o4=0; and it loaded with high pitch sound and actually removed the icons (+as it turned out also some menu elements as well). [code] cbuffer Constants : register(b0) { float4 vfuniforms[144] : packoffset(c0); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : COLOR0, float4 v1 : SV_Position0, out float4 o0 : COLOR0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD1, out float2 o3 : TEXCOORD2, out float4 o4 : SV_Position0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; o0.xyzw = v0.xyzw; r0.xy = v0.zz * float2(1530.05994,1530.05994) + float2(0.100000001,1.10000002); r0.xy = (uint2)r0.xy; o1.xyzw = vfuniforms[r0.x].xyzw; o2.xyzw = vfuniforms[r0.y].xyzw; r0.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999); r0.xyzw = (uint4)r0.xyzw; o3.x = dot(v1.xyzw, vfuniforms[r0.z].xyzw); o3.y = dot(v1.xyzw, vfuniforms[r0.w].xyzw); o4.x = dot(v1.xyzw, vfuniforms[r0.x].xyzw); o4.y = dot(v1.xyzw, vfuniforms[r0.y].xyzw); o4.zw = float2(0,1); o4=0; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789 // // using 3Dmigoto v1.2.7 on Sat Nov 14 18:32:26 2015 // // // Buffer Definitions: // // cbuffer Constants // { // // float4 vfuniforms[144]; // Offset: 0 Size: 2304 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // Constants cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // SV_Position 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // TEXCOORD 2 xy 3 NONE float xy // SV_Position 0 xyzw 4 POS float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[144], dynamicIndexed dcl_input v0.xyzw dcl_input v1.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xy dcl_output_siv o4.xyzw, position dcl_temps 1 mov o0.xyzw, v0.xyzw mad r0.xy, v0.zzzz, l(1530.059937, 1530.059937, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000) ftou r0.xy, r0.xyxx mov o1.xyzw, cb0[r0.x + 0].xyzw mov o2.xyzw, cb0[r0.y + 0].xyzw mad r0.xyzw, v0.zzzz, l(1530.059937, 1530.059937, 1530.059937, 1530.059937), l(2.100000, 3.100000, 4.100000, 5.100000) ftou r0.xyzw, r0.xyzw dp4 o3.x, v1.xyzw, cb0[r0.z + 0].xyzw dp4 o3.y, v1.xyzw, cb0[r0.w + 0].xyzw dp4 o4.x, v1.xyzw, cb0[r0.x + 0].xyzw dp4 o4.y, v1.xyzw, cb0[r0.y + 0].xyzw mov o4.zw, l(0,0,0,1.000000) ret // Approximately 13 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
ok its not that the wrapper is not working properly as I just dumped the shader responsible for displaying unit icons - the code below - and I've added o4=0; and it loaded with high pitch sound and actually removed the icons (+as it turned out also some menu elements as well).

cbuffer Constants : register(b0)
{
float4 vfuniforms[144] : packoffset(c0);
}

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

void main(
float4 v0 : COLOR0,
float4 v1 : SV_Position0,
out float4 o0 : COLOR0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD1,
out float2 o3 : TEXCOORD2,
out float4 o4 : SV_Position0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

o0.xyzw = v0.xyzw;
r0.xy = v0.zz * float2(1530.05994,1530.05994) + float2(0.100000001,1.10000002);
r0.xy = (uint2)r0.xy;
o1.xyzw = vfuniforms[r0.x].xyzw;
o2.xyzw = vfuniforms[r0.y].xyzw;
r0.xyzw = v0.zzzz * float4(1530.05994,1530.05994,1530.05994,1530.05994) + float4(2.0999999,3.0999999,4.0999999,5.0999999);
r0.xyzw = (uint4)r0.xyzw;
o3.x = dot(v1.xyzw, vfuniforms[r0.z].xyzw);
o3.y = dot(v1.xyzw, vfuniforms[r0.w].xyzw);
o4.x = dot(v1.xyzw, vfuniforms[r0.x].xyzw);
o4.y = dot(v1.xyzw, vfuniforms[r0.y].xyzw);
o4.zw = float2(0,1);
o4=0;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20789
//
// using 3Dmigoto v1.2.7 on Sat Nov 14 18:32:26 2015
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
// float4 vfuniforms[144]; // Offset: 0 Size: 2304
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Constants cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 0 xyzw 0 NONE float xyzw
// SV_Position 0 xyzw 1 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 0 xyzw 0 NONE float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 1 xyzw 2 NONE float xyzw
// TEXCOORD 2 xy 3 NONE float xy
// SV_Position 0 xyzw 4 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[144], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output_siv o4.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mad r0.xy, v0.zzzz, l(1530.059937, 1530.059937, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
mov o1.xyzw, cb0[r0.x + 0].xyzw
mov o2.xyzw, cb0[r0.y + 0].xyzw
mad r0.xyzw, v0.zzzz, l(1530.059937, 1530.059937, 1530.059937, 1530.059937), l(2.100000, 3.100000, 4.100000, 5.100000)
ftou r0.xyzw, r0.xyzw
dp4 o3.x, v1.xyzw, cb0[r0.z + 0].xyzw
dp4 o3.y, v1.xyzw, cb0[r0.w + 0].xyzw
dp4 o4.x, v1.xyzw, cb0[r0.x + 0].xyzw
dp4 o4.y, v1.xyzw, cb0[r0.y + 0].xyzw
mov o4.zw, l(0,0,0,1.000000)
ret
// Approximately 13 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

#35
Posted 11/14/2015 05:35 PM   
Nice experimenting! That's a start! If it is a problem like DHR mentions try the disable method which he suggested in that guide I wrote, where you add the shader name to the d3dx.ini file. [url]https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726322/#4726322[/url] Would that bypass that problem of decompiler issues?
Nice experimenting! That's a start!

If it is a problem like DHR mentions try the disable method which he suggested in that guide I wrote, where you add the shader name to the d3dx.ini file.

https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726322/#4726322

Would that bypass that problem of decompiler issues?

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes

#36
Posted 11/14/2015 05:41 PM   
my d3d11_log is like 279k here is the end of the file that contains some errors [code] creating HLSL representation. error parsing shader> Error parsing buffer item: // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00 error parsing shader> 3 Error parsing buffer offset: cb0[73].xzw error parsing shader> 3 Error parsing buffer offset: cb0[74].xzw error parsing shader> 3 Error parsing buffer offset: cb0[76].xzw error parsing shader> 3 Error parsing buffer offset: cb0[77].xy error parsing shader> 3 Error parsing buffer offset: cb0[77].zw error parsing shader> 3 Error parsing buffer offset: cb0[83].z error parsing shader> 3 Error parsing buffer offset: cb0[71].y error parsing shader> 3 Error parsing buffer offset: cb0[71].xx error parsing shader> 3 Error parsing buffer offset: cb0[172].z error parsing shader> 3 Error parsing buffer offset: cb0[172].z error parsing shader> 3 Error parsing buffer offset: cb0[71].xy error parsing shader> 3 Error parsing buffer offset: cb0[172].w error parsing shader> 3 Error parsing buffer offset: cb0[172].w error parsing shader> 3 Error parsing buffer offset: cb0[173].x error parsing shader> 3 Error parsing buffer offset: cb0[170].xyz error parsing shader> 3 Error parsing buffer offset: cb0[70].xy error parsing shader> 3 Error parsing buffer offset: cb0[71].zw error parsing shader> 3 Error parsing buffer offset: cb0[170].w error parsing shader> 3 Error parsing buffer offset: cb0[170].xx error parsing shader> 3 Error parsing buffer offset: cb0[173].xxx error parsing shader> 3 Error parsing buffer offset: cb0[70].xy error parsing shader> 3 Error parsing buffer offset: cb0[71].zw error parsing shader> 3 Error parsing buffer offset: cb0[170].w error parsing shader> 3 Error parsing buffer offset: cb0[170].yy error parsing shader> 3 Error parsing buffer offset: cb0[173].x error parsing shader> 3 Error parsing buffer offset: cb0[70].xy error parsing shader> 3 Error parsing buffer offset: cb0[71].zw error parsing shader> 3 Error parsing buffer offset: cb0[170].w error parsing shader> 3 Error parsing buffer offset: cb0[170].zz error parsing shader> 3 Error parsing buffer offset: cb0[173].x marked shader file already exists: F:\SteamLibrary\steamapps\common\Company of Heroes 2\ShaderFixes\662ee2ed4ba8d6ef-ps_replace.txt >Replacement shader found. Re-Loading replacement HLSL code from 662ee2ed4ba8d6ef-ps_replace.txt Reload source code loaded. Size = 27486 compiling replacement HLSL code with shader model ps_4_0 compile result for replacement HLSL shader: 80004005 --------------------------------------------- BEGIN --------------------------------------------- F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(19,10-55): error X3017: cannot implicitly convert from 'const float4' to 'const float4[7]' ---------------------------------------------- END ---------------------------------------------- > FAILED to copy Marked shader to ShaderFixes HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@21CA1C50) called with Fullscreen = 0 Target = 00000000 returns 0 HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@21CA1C50) called with Fullscreen = 1 Target = 00000000 returns 0 HackerDXGISwapChain::ResizeTarget(class HackerDXGISwapChain@21CA1C50) called returns result = 0 updating stereo texture with eyeSeparation = 0.000000e+000, separation = 0.000000e+000, convergence = 0.000000e+000, active = 0 nvapi fetched screen width: 1920.000000, height: 1080.000000 updating stereo texture with eyeSeparation = 1.177359e-001, separation = 9.999999e+001, convergence = 3.823647e+001, active = 1 nvapi fetched screen width: 1920.000000, height: 1080.000000 >>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef visited index buffer hash = 05d8fb73 visited index buffer hash = 08720373 visited index buffer hash = 14c92daf visited index buffer hash = 2ba98d7e visited index buffer hash = 367cb240 visited index buffer hash = 819ad880 visited index buffer hash = dd728d06 visited vertex shader hash = 566a42c68d2cbf0c StereoScreenShot on Mark: F:\SteamLibrary\steamapps\common\Company of Heroes 2\ShaderFixes\662ee2ed4ba8d6ef-ps.jps, result: 0 creating HLSL representation. error parsing shader> Error parsing buffer item: // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00 error parsing shader> 3 Error parsing buffer offset: cb0[73].xzw error parsing shader> 3 Error parsing buffer offset: cb0[74].xzw error parsing shader> 3 Error parsing buffer offset: cb0[76].xzw error parsing shader> 3 Error parsing buffer offset: cb0[77].xy error parsing shader> 3 Error parsing buffer offset: cb0[77].zw error parsing shader> 3 Error parsing buffer offset: cb0[83].z error parsing shader> 3 Error parsing buffer offset: cb0[71].y error parsing shader> 3 Error parsing buffer offset: cb0[71].xx error parsing shader> 3 Error parsing buffer offset: cb0[172].z error parsing shader> 3 Error parsing buffer offset: cb0[172].z error parsing shader> 3 Error parsing buffer offset: cb0[71].xy error parsing shader> 3 Error parsing buffer offset: cb0[172].w error parsing shader> 3 Error parsing buffer offset: cb0[172].w error parsing shader> 3 Error parsing buffer offset: cb0[173].x error parsing shader> 3 Error parsing buffer offset: cb0[170].xyz error parsing shader> 3 Error parsing buffer offset: cb0[70].xy error parsing shader> 3 Error parsing buffer offset: cb0[71].zw error parsing shader> 3 Error parsing buffer offset: cb0[170].w error parsing shader> 3 Error parsing buffer offset: cb0[170].xx error parsing shader> 3 Error parsing buffer offset: cb0[173].xxx error parsing shader> 3 Error parsing buffer offset: cb0[70].xy error parsing shader> 3 Error parsing buffer offset: cb0[71].zw error parsing shader> 3 Error parsing buffer offset: cb0[170].w error parsing shader> 3 Error parsing buffer offset: cb0[170].yy error parsing shader> 3 Error parsing buffer offset: cb0[173].x error parsing shader> 3 Error parsing buffer offset: cb0[70].xy error parsing shader> 3 Error parsing buffer offset: cb0[71].zw error parsing shader> 3 Error parsing buffer offset: cb0[170].w error parsing shader> 3 Error parsing buffer offset: cb0[170].zz error parsing shader> 3 Error parsing buffer offset: cb0[173].x storing patched shader to F:\SteamLibrary\steamapps\common\Company of Heroes 2\ShaderFixes\662ee2ed4ba8d6ef-ps_replace.txt >Replacement shader found. Re-Loading replacement HLSL code from 662ee2ed4ba8d6ef-ps_replace.txt Reload source code loaded. Size = 27484 compiling replacement HLSL code with shader model ps_4_0 compile result for replacement HLSL shader: 80004005 --------------------------------------------- BEGIN --------------------------------------------- F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(19,10-55): error X3017: cannot implicitly convert from 'const float4' to 'const float4[7]' ---------------------------------------------- END ---------------------------------------------- > FAILED to copy Marked shader to ShaderFixes HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@21CA1C50) called with Fullscreen = 0 Target = 00000000 returns 0[/code] and here is the whole file if I pasted not enough of it http://thc333.com/d3d11_log.txt
my d3d11_log is like 279k

here is the end of the file that contains some errors
creating HLSL representation.
error parsing shader> Error parsing buffer item: // 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00
error parsing shader> 3 Error parsing buffer offset: cb0[73].xzw
error parsing shader> 3 Error parsing buffer offset: cb0[74].xzw
error parsing shader> 3 Error parsing buffer offset: cb0[76].xzw
error parsing shader> 3 Error parsing buffer offset: cb0[77].xy
error parsing shader> 3 Error parsing buffer offset: cb0[77].zw
error parsing shader> 3 Error parsing buffer offset: cb0[83].z
error parsing shader> 3 Error parsing buffer offset: cb0[71].y
error parsing shader> 3 Error parsing buffer offset: cb0[71].xx
error parsing shader> 3 Error parsing buffer offset: cb0[172].z
error parsing shader> 3 Error parsing buffer offset: cb0[172].z
error parsing shader> 3 Error parsing buffer offset: cb0[71].xy
error parsing shader> 3 Error parsing buffer offset: cb0[172].w
error parsing shader> 3 Error parsing buffer offset: cb0[172].w
error parsing shader> 3 Error parsing buffer offset: cb0[173].x
error parsing shader> 3 Error parsing buffer offset: cb0[170].xyz
error parsing shader> 3 Error parsing buffer offset: cb0[70].xy
error parsing shader> 3 Error parsing buffer offset: cb0[71].zw
error parsing shader> 3 Error parsing buffer offset: cb0[170].w
error parsing shader> 3 Error parsing buffer offset: cb0[170].xx
error parsing shader> 3 Error parsing buffer offset: cb0[173].xxx
error parsing shader> 3 Error parsing buffer offset: cb0[70].xy
error parsing shader> 3 Error parsing buffer offset: cb0[71].zw
error parsing shader> 3 Error parsing buffer offset: cb0[170].w
error parsing shader> 3 Error parsing buffer offset: cb0[170].yy
error parsing shader> 3 Error parsing buffer offset: cb0[173].x
error parsing shader> 3 Error parsing buffer offset: cb0[70].xy
error parsing shader> 3 Error parsing buffer offset: cb0[71].zw
error parsing shader> 3 Error parsing buffer offset: cb0[170].w
error parsing shader> 3 Error parsing buffer offset: cb0[170].zz
error parsing shader> 3 Error parsing buffer offset: cb0[173].x
marked shader file already exists: F:\SteamLibrary\steamapps\common\Company of Heroes 2\ShaderFixes\662ee2ed4ba8d6ef-ps_replace.txt
>Replacement shader found. Re-Loading replacement HLSL code from 662ee2ed4ba8d6ef-ps_replace.txt
Reload source code loaded. Size = 27486
compiling replacement HLSL code with shader model ps_4_0
compile result for replacement HLSL shader: 80004005
--------------------------------------------- BEGIN ---------------------------------------------
F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(19,10-55): error X3017: cannot implicitly convert from 'const float4' to 'const float4[7]'
---------------------------------------------- END ----------------------------------------------
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@21CA1C50) called with
Fullscreen = 0
Target = 00000000
returns 0
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@21CA1C50) called with
Fullscreen = 1
Target = 00000000
returns 0
HackerDXGISwapChain::ResizeTarget(class HackerDXGISwapChain@21CA1C50) called
returns result = 0
updating stereo texture with eyeSeparation = 0.000000e+000, separation = 0.000000e+000, convergence = 0.000000e+000, active = 0
nvapi fetched screen width: 1920.000000, height: 1080.000000
updating stereo texture with eyeSeparation = 1.177359e-001, separation = 9.999999e+001, convergence = 3.823647e+001, active = 1
nvapi fetched screen width: 1920.000000, height: 1080.000000
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
visited index buffer hash = 05d8fb73
visited index buffer hash = 08720373
visited index buffer hash = 14c92daf
visited index buffer hash = 2ba98d7e
visited index buffer hash = 367cb240
visited index buffer hash = 819ad880
visited index buffer hash = dd728d06
visited vertex shader hash = 566a42c68d2cbf0c
StereoScreenShot on Mark: F:\SteamLibrary\steamapps\common\Company of Heroes 2\ShaderFixes\662ee2ed4ba8d6ef-ps.jps, result: 0
creating HLSL representation.
error parsing shader> Error parsing buffer item: // 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00
error parsing shader> 3 Error parsing buffer offset: cb0[73].xzw
error parsing shader> 3 Error parsing buffer offset: cb0[74].xzw
error parsing shader> 3 Error parsing buffer offset: cb0[76].xzw
error parsing shader> 3 Error parsing buffer offset: cb0[77].xy
error parsing shader> 3 Error parsing buffer offset: cb0[77].zw
error parsing shader> 3 Error parsing buffer offset: cb0[83].z
error parsing shader> 3 Error parsing buffer offset: cb0[71].y
error parsing shader> 3 Error parsing buffer offset: cb0[71].xx
error parsing shader> 3 Error parsing buffer offset: cb0[172].z
error parsing shader> 3 Error parsing buffer offset: cb0[172].z
error parsing shader> 3 Error parsing buffer offset: cb0[71].xy
error parsing shader> 3 Error parsing buffer offset: cb0[172].w
error parsing shader> 3 Error parsing buffer offset: cb0[172].w
error parsing shader> 3 Error parsing buffer offset: cb0[173].x
error parsing shader> 3 Error parsing buffer offset: cb0[170].xyz
error parsing shader> 3 Error parsing buffer offset: cb0[70].xy
error parsing shader> 3 Error parsing buffer offset: cb0[71].zw
error parsing shader> 3 Error parsing buffer offset: cb0[170].w
error parsing shader> 3 Error parsing buffer offset: cb0[170].xx
error parsing shader> 3 Error parsing buffer offset: cb0[173].xxx
error parsing shader> 3 Error parsing buffer offset: cb0[70].xy
error parsing shader> 3 Error parsing buffer offset: cb0[71].zw
error parsing shader> 3 Error parsing buffer offset: cb0[170].w
error parsing shader> 3 Error parsing buffer offset: cb0[170].yy
error parsing shader> 3 Error parsing buffer offset: cb0[173].x
error parsing shader> 3 Error parsing buffer offset: cb0[70].xy
error parsing shader> 3 Error parsing buffer offset: cb0[71].zw
error parsing shader> 3 Error parsing buffer offset: cb0[170].w
error parsing shader> 3 Error parsing buffer offset: cb0[170].zz
error parsing shader> 3 Error parsing buffer offset: cb0[173].x
storing patched shader to F:\SteamLibrary\steamapps\common\Company of Heroes 2\ShaderFixes\662ee2ed4ba8d6ef-ps_replace.txt
>Replacement shader found. Re-Loading replacement HLSL code from 662ee2ed4ba8d6ef-ps_replace.txt
Reload source code loaded. Size = 27484
compiling replacement HLSL code with shader model ps_4_0
compile result for replacement HLSL shader: 80004005
--------------------------------------------- BEGIN ---------------------------------------------
F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(19,10-55): error X3017: cannot implicitly convert from 'const float4' to 'const float4[7]'
---------------------------------------------- END ----------------------------------------------
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@21CA1C50) called with
Fullscreen = 0
Target = 00000000
returns 0


and here is the whole file if I pasted not enough of it http://thc333.com/d3d11_log.txt

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

#37
Posted 11/14/2015 05:45 PM   
It looks like a load of nonsense to me but I keep seeing PS in there. Delete all of the PS files you have found in the ShaderFixes folder. What happens if you only have the VS ones?
It looks like a load of nonsense to me but I keep seeing PS in there.

Delete all of the PS files you have found in the ShaderFixes folder.

What happens if you only have the VS ones?

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes

#38
Posted 11/14/2015 05:52 PM   
Yes, I've added both VS and PS hash in one shaderoverride1 but I got an error in the d3d11_log sayin I have dupicating values so now I have [ShaderOverride1] Hash=662ee2ed4ba8d6ef Handling=skip [ShaderOverride2] Hash=566a42c68d2cbf0c Handling=skip and whenever I launch the map now the ground is gone.
Yes, I've added both VS and PS hash in one shaderoverride1 but I got an error in the d3d11_log sayin I have dupicating values so now I have

[ShaderOverride1]
Hash=662ee2ed4ba8d6ef
Handling=skip
[ShaderOverride2]
Hash=566a42c68d2cbf0c
Handling=skip

and whenever I launch the map now the ground is gone.

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

#39
Posted 11/14/2015 05:53 PM   
Dude Try to only use VS. Seriously, hunt for VS only. See what happens. Delete any mention of the PS and see if you can find the VS shader for the floor.
Dude

Try to only use VS.

Seriously, hunt for VS only. See what happens.

Delete any mention of the PS and see if you can find the VS shader for the floor.

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes

#40
Posted 11/14/2015 06:05 PM   
ok so I've tried a couple of things and the results are as follows: 1. nothing in shaderfixes / only VS hash in d3dx.ini result: high pitch on f10 / ground gone / no errors 2. nothing in shaderfixes / only PS hash in d3dx.ini result: same as 1 3. only VS shader in shaderfixes but with o0=0; added / nothing in d3dx.ini result: low pitch on f10 / ground still visible / error --------------------------------------------- BEGIN --------------------------------------------- F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4' ---------------------------------------------- END ---------------------------------------------- > FAILED to reload shaders from ShaderFixes Reloading d3dx.ini (EXPERIMENTAL)... after that happens I need to exit the game and reload it. Removing that o0=0; part doesnt make the a difference as I'm still getting the same error added to the log and hearing the low pitch sound. thanks for the prompt answers.
ok so I've tried a couple of things and the results are as follows:

1. nothing in shaderfixes / only VS hash in d3dx.ini
result: high pitch on f10 / ground gone / no errors

2. nothing in shaderfixes / only PS hash in d3dx.ini
result: same as 1

3. only VS shader in shaderfixes but with o0=0; added / nothing in d3dx.ini
result: low pitch on f10 / ground still visible / error

--------------------------------------------- BEGIN ---------------------------------------------
F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...

after that happens I need to exit the game and reload it. Removing that o0=0; part doesnt make the a difference as I'm still getting the same error added to the log and hearing the low pitch sound.


thanks for the prompt answers.

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

#41
Posted 11/14/2015 06:14 PM   
just to make sure here is the 0 added, Ive added it as o0 = 0; and o0=0; but they both return wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4' [code]Buffer<mixed4> t48 : register(t48); cbuffer GlobalBuffer : register(b0) { float4x4 View : packoffset(c0); float4x4 Projection : packoffset(c4); float4x4 InvViewProj : packoffset(c8); float3 EyePosition : packoffset(c12) = float3(0,0,0); float3 DirLight0_Dir : packoffset(c13) = float3(-0.577000022,-0.577000022,0.577000022); float4 DirLight0_Diffuse : packoffset(c14) = float4(1,1,1,1); float4 PointLightActive : packoffset(c15) = float4(0,0,0,0); float4 PointLight0_Position_AttenStart : packoffset(c16) = float4(0,0,0,10000); float4 PointLight0_Diffuse_AttenInvRange : packoffset(c17) = float4(1,1,1,1); float4 PointLight1_Position_AttenStart : packoffset(c18) = float4(0,0,0,10000); float4 PointLight1_Diffuse_AttenInvRange : packoffset(c19) = float4(1,1,1,1); float4 PointLight2_Position_AttenStart : packoffset(c20) = float4(0,0,0,10000); float4 PointLight2_Diffuse_AttenInvRange : packoffset(c21) = float4(1,1,1,1); float4 PointLight3_Position_AttenStart : packoffset(c22) = float4(0,0,0,10000); float4 PointLight3_Diffuse_AttenInvRange : packoffset(c23) = float4(1,1,1,1); float4 SHLight[7] : packoffset(c24) = float4(0,0,0,0); SamplerState TerrainHeightSampler_s : register(s0); Texture2D<float4> TerrainHeightTexture : register(t64); Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float3 v0 : POSITION0, float4 v1 : TEXCOORD0, out float4 o0 : SV_Position0, out float2 o1 : TEXCOORD0, out float p1 : TEXCOORD3, out float p1 : TEXCOORD4, out float4 o2 : TEXCOORD1, out float3 o3 : TEXCOORD2) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = t48.Load(float4(0,0,0,0)).xyzw; r0.zw = v1.zw * float2(1,-1) + float2(0,1); o1.xy = r0.zw * float2(0.03125,0.03125) + v1.xy; r1.xyz = v0.xyz; r1.w = 1; r2.x = dot(r1.xyzw, cb2[0].xyzw); r0.z = dot(r1.xyzw, cb2[1].xyzw); r2.z = dot(r1.xyzw, cb2[2].xyzw); r1.xy = r2.xz * cb0[70].xyxx + float2(0.5,0.5); r1.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r1.xy, 0).zxyw; r0.w = dot(r1.yz, float2(0.99609375,0.00392156886)); r1.y = cb0[72].x * r0.w; r0.z = r0.w * cb0[72].x + r0.z; r0.x = 0.5 < r0.x; if (r0.x == 0) { r1.x = 0; } r0.x = min(cb0[83].x, r1.x); r0.w = r0.y == 0.000000; r1.x = r0.z + r0.x; r2.y = r0.w ? r1.x : r0.z; r2.w = 1; r3.x = dot(r2.xyzw, View._m00_m10_m20_m30); r3.y = dot(r2.xyzw, View._m01_m11_m21_m31); r3.z = dot(r2.xyzw, View._m02_m12_m22_m32); r3.w = 1; o0.x = dot(r3.xyzw, Projection._m00_m10_m20_m30); o0.y = dot(r3.xyzw, Projection._m01_m11_m21_m31); o0.z = dot(r3.xyzw, Projection._m02_m12_m22_m32); o0.w = dot(r3.xyzw, Projection._m03_m13_m23_m33); r3.xyzw = float4(-1,0,1,0) + r2.xzxz; r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5); r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw; r0.z = dot(r4.xy, float2(0.99609375,0.00392156886)); r0.z = r0.z * cb0[72].x + -r1.y; r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw; r0.w = dot(r3.xy, float2(0.99609375,0.00392156886)); r0.w = -r0.w * cb0[72].x + r1.y; r3.xyzw = float4(0,-1,0,1) + r2.xzxz; r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5); r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw; r1.x = dot(r4.xy, float2(0.99609375,0.00392156886)); r1.x = r1.x * cb0[72].x + -r1.y; r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw; r1.z = dot(r3.xy, float2(0.99609375,0.00392156886)); r1.y = -r1.z * cb0[72].x + r1.y; r0.z = r0.z + r0.w; r3.x = 0.5 * r0.z; r0.z = r1.x + r1.y; r3.z = 0.5 * r0.z; r3.y = saturate(-r3.x * r3.z + 1); r0.z = dot(r3.xyz, r3.xyz); r0.z = rsqrt(r0.z); o2.xyz = r3.xyz * r0.zzz; o1.zw = r0.xy; o3.xyz = r2.xyz; o0 = 0; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384 // // using 3Dmigoto v1.2.7 on Sat Nov 14 18:01:56 2015 // // // Buffer Definitions: // // cbuffer GlobalBuffer // { // // float4x4 View; // Offset: 0 Size: 64 // float4x4 Projection; // Offset: 64 Size: 64 // float4x4 InvViewProj; // Offset: 128 Size: 64 [unused] // float3 EyePosition; // Offset: 192 Size: 12 [unused] // = 0x00000000 0x00000000 0x00000000 // float3 DirLight0_Dir; // Offset: 208 Size: 12 [unused] // = 0xbf13b646 0xbf13b646 0x3f13b646 // float4 DirLight0_Diffuse; // Offset: 224 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLightActive; // Offset: 240 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 PointLight0_Position_AttenStart;// Offset: 256 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight0_Diffuse_AttenInvRange;// Offset: 272 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLight1_Position_AttenStart;// Offset: 288 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight1_Diffuse_AttenInvRange;// Offset: 304 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLight2_Position_AttenStart;// Offset: 320 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight2_Diffuse_AttenInvRange;// Offset: 336 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 PointLight3_Position_AttenStart;// Offset: 352 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x461c4000 // float4 PointLight3_Diffuse_AttenInvRange;// Offset: 368 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 SHLight[7]; // Offset: 384 Size: 112 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // 0x00000000 0x00000000 0x00000000 0x00000000 // float AmbientScale; // Offset: 496 Size: 4 [unused] // = 0x3f800000 // float AmbientScaleFX; // Offset: 500 Size: 4 [unused] // = 0x3f800000 // float4 AmbientRotation; // Offset: 512 Size: 16 [unused] // = 0x3f800000 0x00000000 0x00000000 0x3f800000 // float4x4 unAdjustedShadowViewMatrix;// Offset: 528 Size: 64 [unused] // float4x4 ShadowVPMatrix; // Offset: 592 Size: 64 [unused] // float4x4 ShadowVPMatrixNear; // Offset: 656 Size: 64 [unused] // float4x4 ShadowVPMatrixFar; // Offset: 720 Size: 64 [unused] // float4 ShadowNearShift; // Offset: 784 Size: 16 [unused] // float4 ShadowNearScale; // Offset: 800 Size: 16 [unused] // float3 ShadowNearFarCutOff; // Offset: 816 Size: 12 [unused] // float ShadowTextureResolution; // Offset: 828 Size: 4 [unused] // float2 ShadowBias; // Offset: 832 Size: 8 [unused] // = 0x3f800000 0x3dcccccd // float2 ShadowSampleOffsetPCF0; // Offset: 840 Size: 8 [unused] // float2 ShadowSampleOffsetPCF1; // Offset: 848 Size: 8 [unused] // float2 ShadowSampleOffsetPCF2; // Offset: 856 Size: 8 [unused] // float2 ShadowSampleOffsetPCF3; // Offset: 864 Size: 8 [unused] // float ShadowCubeDepthBias; // Offset: 872 Size: 4 [unused] // = 0x3f800000 // float ShadowCubeNormalBias; // Offset: 876 Size: 4 [unused] // = 0x3dcccccd // float3 ShadowCubeCoords[4]; // Offset: 880 Size: 60 [unused] // float ShadowCubeSizes[4]; // Offset: 944 Size: 52 [unused] // int CurrentShadowCube; // Offset: 996 Size: 4 [unused] // = 0xffffffff // float4x3 sun_cloud_matrix; // Offset: 1008 Size: 48 [unused] // float sun_cloud_intensity; // Offset: 1056 Size: 4 [unused] // float4 fogConstant; // Offset: 1072 Size: 16 [unused] // = 0x3b83126f 0xc6435000 0x41a00000 0x3fc00000 // float3 fog_light_direction; // Offset: 1088 Size: 12 [unused] // = 0x3f800000 0x00000000 0x00000000 // float2 g_LAO_Parameters; // Offset: 1104 Size: 8 [unused] // = 0x00000000 0x00000000 // float4 terrainSizeInv; // Offset: 1120 Size: 16 // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float2 playableSizeInv; // Offset: 1136 Size: 8 [unused] // = 0x3f800000 0x3f800000 // float2 chunkSize; // Offset: 1144 Size: 8 [unused] // = 0x3f800000 0x3f800000 // float2 terrainHeightRanges; // Offset: 1152 Size: 8 // = 0x43160000 0x43160000 // float4x4 compositorViewProjection; // Offset: 1168 Size: 64 [unused] // float4 compositorViewRemap; // Offset: 1232 Size: 16 [unused] // = 0x3f000000 0x3f000000 0x3f000000 0x3f000000 // float4 dummySpace[2]; // Offset: 1248 Size: 32 [unused] // float4 g_currentTime; // Offset: 1280 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 snowParameters; // Offset: 1296 Size: 16 [unused] // = 0x00000000 0x3f800000 0x00000000 0x3f800000 // float4 snowEdgeFadeParameters; // Offset: 1312 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x41800000 0x40800000 // float4 snowDepthParameters; // Offset: 1328 Size: 16 // = 0x3ecccccd 0x3f800000 0x3f800000 0x3f800000 // float2 snowSparkleParameters; // Offset: 1344 Size: 8 [unused] // = 0x3fe66666 0x00000000 // float4 g_clipping_parameters; // Offset: 1360 Size: 16 [unused] // float4 exposure_control; // Offset: 1376 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x00000000 // float4 g_lighting_parameters; // Offset: 1392 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x00000000 0x00000000 // float4 g_desaturation; // Offset: 1408 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 g_soldier_light_desaturation;// Offset: 1424 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float4 g_vehicle_light_desaturation;// Offset: 1440 Size: 16 [unused] // = 0x00000000 0x00000000 0x00000000 0x00000000 // float2 atmosphericSkyBlend; // Offset: 1456 Size: 8 [unused] // = 0x3d21cac1 0xbd2a64c3 // float4 g_post_process_parameters; // Offset: 1472 Size: 16 [unused] // = 0x3e3851ec 0x40a00000 0x41200000 0x3f666666 // float postprocess_sepia; // Offset: 1488 Size: 4 [unused] // = 0x00000000 // float4 g_solder_light_colour; // Offset: 1504 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 g_solder_light_direction; // Offset: 1520 Size: 16 [unused] // = 0x00000000 0xbf800000 0x00000000 0x00000000 // float4 g_vehicle_light_colour; // Offset: 1536 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 g_vehicle_light_direction; // Offset: 1552 Size: 16 [unused] // = 0x00000000 0xbf800000 0x00000000 0x00000000 // float3 fxlight_sunDirection; // Offset: 1568 Size: 12 [unused] // = 0x00000000 0x00000000 0x3f800000 // float3 fxlight_sunColour; // Offset: 1584 Size: 12 [unused] // = 0x3f666666 0x3f800000 0x3f800000 // float3 fxlight_ambColour; // Offset: 1600 Size: 12 [unused] // = 0x3f000000 0x3f0ccccd 0x3f19999a // float2 fxlight_modifiers; // Offset: 1616 Size: 8 [unused] // = 0x3f800000 0x3dcccccd // float2 fx_texelSizes; // Offset: 1624 Size: 8 [unused] // = 0x3a000000 0x3f7fe000 // float4 WaterTint; // Offset: 1632 Size: 16 [unused] // float2 WaterAspectRatio; // Offset: 1648 Size: 8 [unused] // = 0x3f800000 0x3f800000 // float2 WaterColourWindScale; // Offset: 1656 Size: 8 [unused] // float4 WaterReflection_SurfaceOffset;// Offset: 1664 Size: 16 [unused] // float2 WaterReflection_WindDirection;// Offset: 1680 Size: 8 [unused] // float WaterReflection_SurfaceBumpiness;// Offset: 1688 Size: 4 [unused] // float4 WaterReflection_ScreenScaleOffset;// Offset: 1696 Size: 16 [unused] // float4 IceHealthThresholds; // Offset: 1712 Size: 16 [unused] // = 0x3ea8f5c3 0x3f28f5c3 0x3f800000 0x3f800000 // float4 IceSlushColour_Tiling; // Offset: 1728 Size: 16 [unused] // float4 IceStressedColour_Tiling; // Offset: 1744 Size: 16 [unused] // float4 IceSolidColour_Tiling; // Offset: 1760 Size: 16 [unused] // float2 IceSectorTiling_InvWidth; // Offset: 1776 Size: 8 [unused] // float2 IceSlushReveal; // Offset: 1784 Size: 8 [unused] // float4x4 ViewOverride[6]; // Offset: 1792 Size: 384 [unused] // float4x4 ProjectionOverride[6]; // Offset: 2176 Size: 384 [unused] // float4 FOWTextureWorldScaleOffset; // Offset: 2560 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x00000000 0x00000000 // float4 fow_visited; // Offset: 2576 Size: 16 [unused] // float4 fow_hidden; // Offset: 2592 Size: 16 [unused] // float4 fow_blend; // Offset: 2608 Size: 16 [unused] // float4 g_topDownRange; // Offset: 2624 Size: 16 [unused] // float4x4 topDownVPMatrix; // Offset: 2640 Size: 64 [unused] // float4 g_topDownTexureSize; // Offset: 2704 Size: 16 [unused] // = 0x00000000 0x00000000 0x3f800000 0x3f800000 // float4 muckParameters; // Offset: 2720 Size: 16 [unused] // = 0x3f800000 0x3f800000 0x3f800000 0x3f800000 // float4 g_windVectorAndTime; // Offset: 2736 Size: 16 [unused] // float4 g_trackMapSize; // Offset: 2752 Size: 16 [unused] // float g_snowIsMud; // Offset: 2768 Size: 4 [unused] // = 0x00000000 // // } // // cbuffer WorldMatrixBuffer // { // // float4x3 worldMatrixArray[2]; // Offset: 0 Size: 96 // // } // // tbuffer ShaderBuffer // { // // float terrainsnow; // Offset: 0 Size: 4 // = 0x3f800000 // float deformTerrain; // Offset: 4 Size: 4 [unused] // = 0x00000000 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // TerrainHeightSampler sampler NA NA 0 1 // ShaderBuffer tbuffer NA NA 48 1 // TerrainHeightTexture texture float4 2d 64 1 // GlobalBuffer cbuffer NA NA 0 1 // WorldMatrixBuffer cbuffer NA NA 2 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // TEXCOORD 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 xy 1 NONE float xy // TEXCOORD 3 z 1 NONE float z // TEXCOORD 4 w 1 NONE float w // TEXCOORD 1 xyz 2 NONE float xyz // TEXCOORD 2 xyz 3 NONE float xyz // vs_4_0 dcl_constantbuffer cb0[84], immediateIndexed dcl_constantbuffer cb2[3], immediateIndexed dcl_sampler s0, mode_default dcl_resource_buffer (mixed,mixed,mixed,mixed) t48 dcl_resource_texture2d (float,float,float,float) t64 dcl_input v0.xyz dcl_input v1.xyzw dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.z dcl_output o1.w dcl_output o2.xyz dcl_output o3.xyz dcl_temps 5 ld r0.xyzw, l(0, 0, 0, 0), t48.xyzw mad r0.zw, v1.zzzw, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000) mad o1.xy, r0.zwzz, l(0.031250, 0.031250, 0.000000, 0.000000), v1.xyxx mov r1.xyz, v0.xyzx mov r1.w, l(1.000000) dp4 r2.x, r1.xyzw, cb2[0].xyzw dp4 r0.z, r1.xyzw, cb2[1].xyzw dp4 r2.z, r1.xyzw, cb2[2].xyzw mad r1.xy, r2.xzxx, cb0[70].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) sample_l r1.xyzw, r1.xyxx, t64.zxyw, s0, l(0.000000) dp2 r0.w, r1.yzyy, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mul r1.y, r0.w, cb0[72].x mad r0.z, r0.w, cb0[72].x, r0.z lt r0.x, l(0.500000), r0.x if_z r0.x mov r1.x, l(0) endif min r0.x, r1.x, cb0[83].x eq r0.w, r0.y, l(0.000000) add r1.x, r0.x, r0.z movc r2.y, r0.w, r1.x, r0.z mov r2.w, l(1.000000) dp4 r3.x, r2.xyzw, cb0[0].xyzw dp4 r3.y, r2.xyzw, cb0[1].xyzw dp4 r3.z, r2.xyzw, cb0[2].xyzw mov r3.w, l(1.000000) dp4 o0.x, r3.xyzw, cb0[4].xyzw dp4 o0.y, r3.xyzw, cb0[5].xyzw dp4 o0.z, r3.xyzw, cb0[6].xyzw dp4 o0.w, r3.xyzw, cb0[7].xyzw add r3.xyzw, r2.xzxz, l(-1.000000, 0.000000, 1.000000, 0.000000) mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000) sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000) dp2 r0.z, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r0.z, r0.z, cb0[72].x, -r1.y sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000) dp2 r0.w, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r0.w, -r0.w, cb0[72].x, r1.y add r3.xyzw, r2.xzxz, l(0.000000, -1.000000, 0.000000, 1.000000) mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000) sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000) dp2 r1.x, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r1.x, r1.x, cb0[72].x, -r1.y sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000) dp2 r1.z, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000) mad r1.y, -r1.z, cb0[72].x, r1.y add r0.z, r0.w, r0.z mul r3.x, r0.z, l(0.500000) add r0.z, r1.y, r1.x mul r3.z, r0.z, l(0.500000) mad_sat r3.y, -r3.x, r3.z, l(1.000000) dp3 r0.z, r3.xyzx, r3.xyzx rsq r0.z, r0.z mul o2.xyz, r0.zzzz, r3.xyzx mov o1.zw, r0.xxxy mov o3.xyz, r2.xyzx ret // Approximately 57 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
just to make sure here is the 0 added, Ive added it as o0 = 0; and o0=0; but they both return wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4'

Buffer<mixed4> t48 : register(t48);


cbuffer GlobalBuffer : register(b0)
{
float4x4 View : packoffset(c0);
float4x4 Projection : packoffset(c4);
float4x4 InvViewProj : packoffset(c8);
float3 EyePosition : packoffset(c12) = float3(0,0,0);
float3 DirLight0_Dir : packoffset(c13) = float3(-0.577000022,-0.577000022,0.577000022);
float4 DirLight0_Diffuse : packoffset(c14) = float4(1,1,1,1);
float4 PointLightActive : packoffset(c15) = float4(0,0,0,0);
float4 PointLight0_Position_AttenStart : packoffset(c16) = float4(0,0,0,10000);
float4 PointLight0_Diffuse_AttenInvRange : packoffset(c17) = float4(1,1,1,1);
float4 PointLight1_Position_AttenStart : packoffset(c18) = float4(0,0,0,10000);
float4 PointLight1_Diffuse_AttenInvRange : packoffset(c19) = float4(1,1,1,1);
float4 PointLight2_Position_AttenStart : packoffset(c20) = float4(0,0,0,10000);
float4 PointLight2_Diffuse_AttenInvRange : packoffset(c21) = float4(1,1,1,1);
float4 PointLight3_Position_AttenStart : packoffset(c22) = float4(0,0,0,10000);
float4 PointLight3_Diffuse_AttenInvRange : packoffset(c23) = float4(1,1,1,1);
float4 SHLight[7] : packoffset(c24) = float4(0,0,0,0);
SamplerState TerrainHeightSampler_s : register(s0);
Texture2D<float4> TerrainHeightTexture : register(t64);

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

void main(
float3 v0 : POSITION0,
float4 v1 : TEXCOORD0,
out float4 o0 : SV_Position0,
out float2 o1 : TEXCOORD0,
out float p1 : TEXCOORD3,
out float p1 : TEXCOORD4,
out float4 o2 : TEXCOORD1,
out float3 o3 : TEXCOORD2)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = t48.Load(float4(0,0,0,0)).xyzw;
r0.zw = v1.zw * float2(1,-1) + float2(0,1);
o1.xy = r0.zw * float2(0.03125,0.03125) + v1.xy;
r1.xyz = v0.xyz;
r1.w = 1;
r2.x = dot(r1.xyzw, cb2[0].xyzw);
r0.z = dot(r1.xyzw, cb2[1].xyzw);
r2.z = dot(r1.xyzw, cb2[2].xyzw);
r1.xy = r2.xz * cb0[70].xyxx + float2(0.5,0.5);
r1.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r1.xy, 0).zxyw;
r0.w = dot(r1.yz, float2(0.99609375,0.00392156886));
r1.y = cb0[72].x * r0.w;
r0.z = r0.w * cb0[72].x + r0.z;
r0.x = 0.5 < r0.x;
if (r0.x == 0) {
r1.x = 0;
}
r0.x = min(cb0[83].x, r1.x);
r0.w = r0.y == 0.000000;
r1.x = r0.z + r0.x;
r2.y = r0.w ? r1.x : r0.z;
r2.w = 1;
r3.x = dot(r2.xyzw, View._m00_m10_m20_m30);
r3.y = dot(r2.xyzw, View._m01_m11_m21_m31);
r3.z = dot(r2.xyzw, View._m02_m12_m22_m32);
r3.w = 1;
o0.x = dot(r3.xyzw, Projection._m00_m10_m20_m30);
o0.y = dot(r3.xyzw, Projection._m01_m11_m21_m31);
o0.z = dot(r3.xyzw, Projection._m02_m12_m22_m32);
o0.w = dot(r3.xyzw, Projection._m03_m13_m23_m33);
r3.xyzw = float4(-1,0,1,0) + r2.xzxz;
r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5);
r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw;
r0.z = dot(r4.xy, float2(0.99609375,0.00392156886));
r0.z = r0.z * cb0[72].x + -r1.y;
r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw;
r0.w = dot(r3.xy, float2(0.99609375,0.00392156886));
r0.w = -r0.w * cb0[72].x + r1.y;
r3.xyzw = float4(0,-1,0,1) + r2.xzxz;
r3.xyzw = r3.xyzw * cb0[70].xyxy + float4(0.5,0.5,0.5,0.5);
r4.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.xy, 0).xyzw;
r1.x = dot(r4.xy, float2(0.99609375,0.00392156886));
r1.x = r1.x * cb0[72].x + -r1.y;
r3.xyzw = TerrainHeightTexture.SampleLevel(TerrainHeightSampler_s, r3.zw, 0).xyzw;
r1.z = dot(r3.xy, float2(0.99609375,0.00392156886));
r1.y = -r1.z * cb0[72].x + r1.y;
r0.z = r0.z + r0.w;
r3.x = 0.5 * r0.z;
r0.z = r1.x + r1.y;
r3.z = 0.5 * r0.z;
r3.y = saturate(-r3.x * r3.z + 1);
r0.z = dot(r3.xyz, r3.xyz);
r0.z = rsqrt(r0.z);
o2.xyz = r3.xyz * r0.zzz;
o1.zw = r0.xy;
o3.xyz = r2.xyz;
o0 = 0;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
// using 3Dmigoto v1.2.7 on Sat Nov 14 18:01:56 2015
//
//
// Buffer Definitions:
//
// cbuffer GlobalBuffer
// {
//
// float4x4 View; // Offset: 0 Size: 64
// float4x4 Projection; // Offset: 64 Size: 64
// float4x4 InvViewProj; // Offset: 128 Size: 64 [unused]
// float3 EyePosition; // Offset: 192 Size: 12 [unused]
// = 0x00000000 0x00000000 0x00000000
// float3 DirLight0_Dir; // Offset: 208 Size: 12 [unused]
// = 0xbf13b646 0xbf13b646 0x3f13b646
// float4 DirLight0_Diffuse; // Offset: 224 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLightActive; // Offset: 240 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 PointLight0_Position_AttenStart;// Offset: 256 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight0_Diffuse_AttenInvRange;// Offset: 272 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLight1_Position_AttenStart;// Offset: 288 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight1_Diffuse_AttenInvRange;// Offset: 304 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLight2_Position_AttenStart;// Offset: 320 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight2_Diffuse_AttenInvRange;// Offset: 336 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 PointLight3_Position_AttenStart;// Offset: 352 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x461c4000
// float4 PointLight3_Diffuse_AttenInvRange;// Offset: 368 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 SHLight[7]; // Offset: 384 Size: 112 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// 0x00000000 0x00000000 0x00000000 0x00000000
// float AmbientScale; // Offset: 496 Size: 4 [unused]
// = 0x3f800000
// float AmbientScaleFX; // Offset: 500 Size: 4 [unused]
// = 0x3f800000
// float4 AmbientRotation; // Offset: 512 Size: 16 [unused]
// = 0x3f800000 0x00000000 0x00000000 0x3f800000
// float4x4 unAdjustedShadowViewMatrix;// Offset: 528 Size: 64 [unused]
// float4x4 ShadowVPMatrix; // Offset: 592 Size: 64 [unused]
// float4x4 ShadowVPMatrixNear; // Offset: 656 Size: 64 [unused]
// float4x4 ShadowVPMatrixFar; // Offset: 720 Size: 64 [unused]
// float4 ShadowNearShift; // Offset: 784 Size: 16 [unused]
// float4 ShadowNearScale; // Offset: 800 Size: 16 [unused]
// float3 ShadowNearFarCutOff; // Offset: 816 Size: 12 [unused]
// float ShadowTextureResolution; // Offset: 828 Size: 4 [unused]
// float2 ShadowBias; // Offset: 832 Size: 8 [unused]
// = 0x3f800000 0x3dcccccd
// float2 ShadowSampleOffsetPCF0; // Offset: 840 Size: 8 [unused]
// float2 ShadowSampleOffsetPCF1; // Offset: 848 Size: 8 [unused]
// float2 ShadowSampleOffsetPCF2; // Offset: 856 Size: 8 [unused]
// float2 ShadowSampleOffsetPCF3; // Offset: 864 Size: 8 [unused]
// float ShadowCubeDepthBias; // Offset: 872 Size: 4 [unused]
// = 0x3f800000
// float ShadowCubeNormalBias; // Offset: 876 Size: 4 [unused]
// = 0x3dcccccd
// float3 ShadowCubeCoords[4]; // Offset: 880 Size: 60 [unused]
// float ShadowCubeSizes[4]; // Offset: 944 Size: 52 [unused]
// int CurrentShadowCube; // Offset: 996 Size: 4 [unused]
// = 0xffffffff
// float4x3 sun_cloud_matrix; // Offset: 1008 Size: 48 [unused]
// float sun_cloud_intensity; // Offset: 1056 Size: 4 [unused]
// float4 fogConstant; // Offset: 1072 Size: 16 [unused]
// = 0x3b83126f 0xc6435000 0x41a00000 0x3fc00000
// float3 fog_light_direction; // Offset: 1088 Size: 12 [unused]
// = 0x3f800000 0x00000000 0x00000000
// float2 g_LAO_Parameters; // Offset: 1104 Size: 8 [unused]
// = 0x00000000 0x00000000
// float4 terrainSizeInv; // Offset: 1120 Size: 16
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float2 playableSizeInv; // Offset: 1136 Size: 8 [unused]
// = 0x3f800000 0x3f800000
// float2 chunkSize; // Offset: 1144 Size: 8 [unused]
// = 0x3f800000 0x3f800000
// float2 terrainHeightRanges; // Offset: 1152 Size: 8
// = 0x43160000 0x43160000
// float4x4 compositorViewProjection; // Offset: 1168 Size: 64 [unused]
// float4 compositorViewRemap; // Offset: 1232 Size: 16 [unused]
// = 0x3f000000 0x3f000000 0x3f000000 0x3f000000
// float4 dummySpace[2]; // Offset: 1248 Size: 32 [unused]
// float4 g_currentTime; // Offset: 1280 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 snowParameters; // Offset: 1296 Size: 16 [unused]
// = 0x00000000 0x3f800000 0x00000000 0x3f800000
// float4 snowEdgeFadeParameters; // Offset: 1312 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x41800000 0x40800000
// float4 snowDepthParameters; // Offset: 1328 Size: 16
// = 0x3ecccccd 0x3f800000 0x3f800000 0x3f800000
// float2 snowSparkleParameters; // Offset: 1344 Size: 8 [unused]
// = 0x3fe66666 0x00000000
// float4 g_clipping_parameters; // Offset: 1360 Size: 16 [unused]
// float4 exposure_control; // Offset: 1376 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x00000000
// float4 g_lighting_parameters; // Offset: 1392 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x00000000 0x00000000
// float4 g_desaturation; // Offset: 1408 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 g_soldier_light_desaturation;// Offset: 1424 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float4 g_vehicle_light_desaturation;// Offset: 1440 Size: 16 [unused]
// = 0x00000000 0x00000000 0x00000000 0x00000000
// float2 atmosphericSkyBlend; // Offset: 1456 Size: 8 [unused]
// = 0x3d21cac1 0xbd2a64c3
// float4 g_post_process_parameters; // Offset: 1472 Size: 16 [unused]
// = 0x3e3851ec 0x40a00000 0x41200000 0x3f666666
// float postprocess_sepia; // Offset: 1488 Size: 4 [unused]
// = 0x00000000
// float4 g_solder_light_colour; // Offset: 1504 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 g_solder_light_direction; // Offset: 1520 Size: 16 [unused]
// = 0x00000000 0xbf800000 0x00000000 0x00000000
// float4 g_vehicle_light_colour; // Offset: 1536 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 g_vehicle_light_direction; // Offset: 1552 Size: 16 [unused]
// = 0x00000000 0xbf800000 0x00000000 0x00000000
// float3 fxlight_sunDirection; // Offset: 1568 Size: 12 [unused]
// = 0x00000000 0x00000000 0x3f800000
// float3 fxlight_sunColour; // Offset: 1584 Size: 12 [unused]
// = 0x3f666666 0x3f800000 0x3f800000
// float3 fxlight_ambColour; // Offset: 1600 Size: 12 [unused]
// = 0x3f000000 0x3f0ccccd 0x3f19999a
// float2 fxlight_modifiers; // Offset: 1616 Size: 8 [unused]
// = 0x3f800000 0x3dcccccd
// float2 fx_texelSizes; // Offset: 1624 Size: 8 [unused]
// = 0x3a000000 0x3f7fe000
// float4 WaterTint; // Offset: 1632 Size: 16 [unused]
// float2 WaterAspectRatio; // Offset: 1648 Size: 8 [unused]
// = 0x3f800000 0x3f800000
// float2 WaterColourWindScale; // Offset: 1656 Size: 8 [unused]
// float4 WaterReflection_SurfaceOffset;// Offset: 1664 Size: 16 [unused]
// float2 WaterReflection_WindDirection;// Offset: 1680 Size: 8 [unused]
// float WaterReflection_SurfaceBumpiness;// Offset: 1688 Size: 4 [unused]
// float4 WaterReflection_ScreenScaleOffset;// Offset: 1696 Size: 16 [unused]
// float4 IceHealthThresholds; // Offset: 1712 Size: 16 [unused]
// = 0x3ea8f5c3 0x3f28f5c3 0x3f800000 0x3f800000
// float4 IceSlushColour_Tiling; // Offset: 1728 Size: 16 [unused]
// float4 IceStressedColour_Tiling; // Offset: 1744 Size: 16 [unused]
// float4 IceSolidColour_Tiling; // Offset: 1760 Size: 16 [unused]
// float2 IceSectorTiling_InvWidth; // Offset: 1776 Size: 8 [unused]
// float2 IceSlushReveal; // Offset: 1784 Size: 8 [unused]
// float4x4 ViewOverride[6]; // Offset: 1792 Size: 384 [unused]
// float4x4 ProjectionOverride[6]; // Offset: 2176 Size: 384 [unused]
// float4 FOWTextureWorldScaleOffset; // Offset: 2560 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x00000000 0x00000000
// float4 fow_visited; // Offset: 2576 Size: 16 [unused]
// float4 fow_hidden; // Offset: 2592 Size: 16 [unused]
// float4 fow_blend; // Offset: 2608 Size: 16 [unused]
// float4 g_topDownRange; // Offset: 2624 Size: 16 [unused]
// float4x4 topDownVPMatrix; // Offset: 2640 Size: 64 [unused]
// float4 g_topDownTexureSize; // Offset: 2704 Size: 16 [unused]
// = 0x00000000 0x00000000 0x3f800000 0x3f800000
// float4 muckParameters; // Offset: 2720 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x3f800000 0x3f800000
// float4 g_windVectorAndTime; // Offset: 2736 Size: 16 [unused]
// float4 g_trackMapSize; // Offset: 2752 Size: 16 [unused]
// float g_snowIsMud; // Offset: 2768 Size: 4 [unused]
// = 0x00000000
//
// }
//
// cbuffer WorldMatrixBuffer
// {
//
// float4x3 worldMatrixArray[2]; // Offset: 0 Size: 96
//
// }
//
// tbuffer ShaderBuffer
// {
//
// float terrainsnow; // Offset: 0 Size: 4
// = 0x3f800000
// float deformTerrain; // Offset: 4 Size: 4 [unused]
// = 0x00000000
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TerrainHeightSampler sampler NA NA 0 1
// ShaderBuffer tbuffer NA NA 48 1
// TerrainHeightTexture texture float4 2d 64 1
// GlobalBuffer cbuffer NA NA 0 1
// WorldMatrixBuffer cbuffer NA NA 2 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// TEXCOORD 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 xy 1 NONE float xy
// TEXCOORD 3 z 1 NONE float z
// TEXCOORD 4 w 1 NONE float w
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyz 3 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[84], immediateIndexed
dcl_constantbuffer cb2[3], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_buffer (mixed,mixed,mixed,mixed) t48
dcl_resource_texture2d (float,float,float,float) t64
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.z
dcl_output o1.w
dcl_output o2.xyz
dcl_output o3.xyz
dcl_temps 5
ld r0.xyzw, l(0, 0, 0, 0), t48.xyzw
mad r0.zw, v1.zzzw, l(0.000000, 0.000000, 1.000000, -1.000000), l(0.000000, 0.000000, 0.000000, 1.000000)
mad o1.xy, r0.zwzz, l(0.031250, 0.031250, 0.000000, 0.000000), v1.xyxx
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb2[0].xyzw
dp4 r0.z, r1.xyzw, cb2[1].xyzw
dp4 r2.z, r1.xyzw, cb2[2].xyzw
mad r1.xy, r2.xzxx, cb0[70].xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sample_l r1.xyzw, r1.xyxx, t64.zxyw, s0, l(0.000000)
dp2 r0.w, r1.yzyy, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mul r1.y, r0.w, cb0[72].x
mad r0.z, r0.w, cb0[72].x, r0.z
lt r0.x, l(0.500000), r0.x
if_z r0.x
mov r1.x, l(0)
endif
min r0.x, r1.x, cb0[83].x
eq r0.w, r0.y, l(0.000000)
add r1.x, r0.x, r0.z
movc r2.y, r0.w, r1.x, r0.z
mov r2.w, l(1.000000)
dp4 r3.x, r2.xyzw, cb0[0].xyzw
dp4 r3.y, r2.xyzw, cb0[1].xyzw
dp4 r3.z, r2.xyzw, cb0[2].xyzw
mov r3.w, l(1.000000)
dp4 o0.x, r3.xyzw, cb0[4].xyzw
dp4 o0.y, r3.xyzw, cb0[5].xyzw
dp4 o0.z, r3.xyzw, cb0[6].xyzw
dp4 o0.w, r3.xyzw, cb0[7].xyzw
add r3.xyzw, r2.xzxz, l(-1.000000, 0.000000, 1.000000, 0.000000)
mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000)
sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000)
dp2 r0.z, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r0.z, r0.z, cb0[72].x, -r1.y
sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000)
dp2 r0.w, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r0.w, -r0.w, cb0[72].x, r1.y
add r3.xyzw, r2.xzxz, l(0.000000, -1.000000, 0.000000, 1.000000)
mad r3.xyzw, r3.xyzw, cb0[70].xyxy, l(0.500000, 0.500000, 0.500000, 0.500000)
sample_l r4.xyzw, r3.xyxx, t64.xyzw, s0, l(0.000000)
dp2 r1.x, r4.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r1.x, r1.x, cb0[72].x, -r1.y
sample_l r3.xyzw, r3.zwzz, t64.xyzw, s0, l(0.000000)
dp2 r1.z, r3.xyxx, l(0.996093750, 0.00392156886, 0.000000, 0.000000)
mad r1.y, -r1.z, cb0[72].x, r1.y
add r0.z, r0.w, r0.z
mul r3.x, r0.z, l(0.500000)
add r0.z, r1.y, r1.x
mul r3.z, r0.z, l(0.500000)
mad_sat r3.y, -r3.x, r3.z, l(1.000000)
dp3 r0.z, r3.xyzx, r3.xyzx
rsq r0.z, r0.z
mul o2.xyz, r0.zzzz, r3.xyzx
mov o1.zw, r0.xxxy
mov o3.xyz, r2.xyzx
ret
// Approximately 57 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

#42
Posted 11/14/2015 06:28 PM   
I've tried adding o0=float4(0,0,0,0); and while it doesnt produce the syntax error the ground is still visible.
I've tried adding o0=float4(0,0,0,0); and while it doesnt produce the syntax error the ground is still visible.

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

#43
Posted 11/14/2015 07:01 PM   
:( No idea. But DHR's method successfully disabled the shader? I have a feeling fixing the ground texture is more than just tweaking its depth, like you might a starmap. The shader you posted looks quite readable(?); it has really sensible variable names! Hopefully our shader hackers might be able to help!
:(

No idea.

But DHR's method successfully disabled the shader?

I have a feeling fixing the ground texture is more than just tweaking its depth, like you might a starmap.

The shader you posted looks quite readable(?); it has really sensible variable names! Hopefully our shader hackers might be able to help!

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes

#44
Posted 11/14/2015 07:39 PM   
yes when I add their hash to the d3dx.ini and have Handling=skip for them the ground is completely gone
yes when I add their hash to the d3dx.ini and have Handling=skip for them the ground is completely gone

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

#45
Posted 11/14/2015 07:57 PM   
  3 / 5    
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