How to fix/disable shaders in games(DLL,guide and fixes).
  165 / 167    
Do you need to disable the whole HUD, or just part of it? Is this a DX9 or DX11 game? I'd suggest starting by going through the first couple of bo3b's lessons to learn how to disable effects: http://wiki.bo3b.net
Do you need to disable the whole HUD, or just part of it? Is this a DX9 or DX11 game?

I'd suggest starting by going through the first couple of bo3b's lessons to learn how to disable effects:

http://wiki.bo3b.net

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

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

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

Posted 01/25/2016 12:58 AM   
I sent PM. Please check it
I sent PM. Please check it

Posted 01/25/2016 02:10 AM   
where is the download link ?
where is the download link ?

Posted 12/14/2016 06:21 PM   
where is the download link ?
where is the download link ?

Posted 12/14/2016 06:22 PM   
Helix Mod: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#List_of_features_supported_by_HelixMod.2C_and_all_versions_available.[/url] 3DMigoto: [url]https://github.com/bo3b/3Dmigoto/releases[/url] Lessons: [url]http://wiki.bo3b.net/index.php?title=Bo3b%27s_School_for_Shaderhackers[/url]

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

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

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

Posted 12/15/2016 04:13 AM   
Hello, I have this shader and I want to disable it, but I dont know how. Could someone tell me how? Thanks [code] // ---- Created with 3Dmigoto v1.2.36 on Sat Feb 18 19:42:29 2017 Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb1 : register(b1) { float4 cb1[8]; } cbuffer cb0 : register(b0) { float4 cb0[18]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, float2 w1 : TEXCOORD1, out float4 o0 : SV_Target0) { const float4 icb[] = { { 1.000000, 0, 0, 0}, { -1.000000, 0, 0, 0}, { 0, 1.000000, 0, 0}, { 0, -1.000000, 0, 0} }; float4 r0,r1,r2,r3,r4,r5,r6,r7; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw; r0.y = cb1[7].z * r0.x + cb1[7].w; r0.y = 1 / r0.y; r0.zw = v1.xy * float2(2,2) + float2(-1,-1); r1.xyzw = cb0[8].xyzw * r0.wwww; r1.xyzw = cb0[7].xyzw * r0.zzzz + r1.xyzw; r1.xyzw = cb0[9].xyzw * r0.xxxx + r1.xyzw; r1.xyzw = cb0[10].xyzw + r1.xyzw; r0.xzw = r1.xyz / r1.www; r1.xyzw = t1.Sample(s1_s, v1.xy).xyzw; r1.xyz = r1.xyz * float3(3.55539989,3.55539989,0) + float3(-1.77769995,-1.77769995,1); r1.z = dot(r1.xyz, r1.xyz); r1.z = 2 / r1.z; r1.xy = r1.zz * r1.xy; r1.z = -1 + r1.z; r2.xyz = cb0[12].xyz * r1.yyy; r1.xyw = cb0[11].xyz * r1.xxx + r2.xyz; r1.xyz = cb0[13].xyz * r1.zzz + r1.xyw; r1.w = cb0[15].y / r0.y; r1.w = max(0.00499999989, r1.w); r2.x = cb0[16].z + -r0.y; r2.x = cmp(r2.x < 0); if (r2.x != 0) discard; r2.xy = float2(0,0); while (true) { r2.z = cmp((int)r2.y >= 4); if (r2.z != 0) break; r2.zw = icb[r2.y+0].xy * r1.ww; r3.xy = float2(0.707000017,0.707000017) * r2.zw; r4.x = r2.z * 0.707000017 + -r3.y; r4.y = r3.x + r3.y; r3.xy = r2.zw * float2(0.200000003,0.200000003) + v1.xy; r5.xyzw = t0.Sample(s0_s, r3.xy).xyzw; r3.xy = r3.xy * float2(2,2) + float2(-1,-1); r6.xyzw = cb0[8].xyzw * r3.yyyy; r3.xyzw = cb0[7].xyzw * r3.xxxx + r6.xyzw; r3.xyzw = cb0[9].xyzw * r5.xxxx + r3.xyzw; r3.xyzw = cb0[10].xyzw + r3.xyzw; r3.xyz = r3.xyz / r3.www; r3.xyz = r3.xyz + -r0.xzw; r3.w = dot(r3.xyz, r3.xyz); r4.z = rsqrt(r3.w); r3.xyz = r4.zzz * r3.xyz; r3.w = sqrt(r3.w); r3.x = dot(r1.xyz, r3.xyz); r3.x = -cb0[16].x + r3.x; r3.x = max(0, r3.x); r3.y = r3.w * cb0[15].w + 1; r3.y = 1 / r3.y; r3.x = r3.x * r3.y; r3.x = r3.x * cb0[15].z + r2.x; r4.xyzw = r4.xyxy * float4(0.400000006,0.400000006,0.800000012,0.800000012) + v1.xyxy; r5.xyzw = t0.Sample(s0_s, r4.xy).xyzw; r6.xyzw = r4.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1); r7.xyzw = cb0[8].xyzw * r6.yyyy; r7.xyzw = cb0[7].xyzw * r6.xxxx + r7.xyzw; r5.xyzw = cb0[9].xyzw * r5.xxxx + r7.xyzw; r5.xyzw = cb0[10].xyzw + r5.xyzw; r3.yzw = r5.xyz / r5.www; r3.yzw = r3.yzw + -r0.xzw; r4.x = dot(r3.yzw, r3.yzw); r4.y = rsqrt(r4.x); r3.yzw = r4.yyy * r3.yzw; r4.x = sqrt(r4.x); r3.y = dot(r1.xyz, r3.yzw); r3.y = -cb0[16].x + r3.y; r3.y = max(0, r3.y); r3.z = r4.x * cb0[15].w + 1; r3.z = 1 / r3.z; r3.y = r3.y * r3.z; r3.x = r3.y * cb0[15].z + r3.x; r2.zw = r2.zw * float2(0.600000024,0.600000024) + v1.xy; r5.xyzw = t0.Sample(s0_s, r2.zw).xyzw; r2.zw = r2.zw * float2(2,2) + float2(-1,-1); r7.xyzw = cb0[8].xyzw * r2.wwww; r7.xyzw = cb0[7].xyzw * r2.zzzz + r7.xyzw; r5.xyzw = cb0[9].xyzw * r5.xxxx + r7.xyzw; r5.xyzw = cb0[10].xyzw + r5.xyzw; r3.yzw = r5.xyz / r5.www; r3.yzw = r3.yzw + -r0.xzw; r2.z = dot(r3.yzw, r3.yzw); r2.w = rsqrt(r2.z); r3.yzw = r3.yzw * r2.www; r2.z = sqrt(r2.z); r2.w = dot(r1.xyz, r3.yzw); r2.w = -cb0[16].x + r2.w; r2.w = max(0, r2.w); r2.z = r2.z * cb0[15].w + 1; r2.z = 1 / r2.z; r2.z = r2.w * r2.z; r2.z = r2.z * cb0[15].z + r3.x; r3.xyzw = t0.Sample(s0_s, r4.zw).xyzw; r4.xyzw = cb0[8].xyzw * r6.wwww; r4.xyzw = cb0[7].xyzw * r6.zzzz + r4.xyzw; r3.xyzw = cb0[9].xyzw * r3.xxxx + r4.xyzw; r3.xyzw = cb0[10].xyzw + r3.xyzw; r3.xyz = r3.xyz / r3.www; r3.xyz = r3.xyz + -r0.xzw; r2.w = dot(r3.xyz, r3.xyz); r3.w = rsqrt(r2.w); r3.xyz = r3.xyz * r3.www; r2.w = sqrt(r2.w); r3.x = dot(r1.xyz, r3.xyz); r3.x = -cb0[16].x + r3.x; r3.x = max(0, r3.x); r2.w = r2.w * cb0[15].w + 1; r2.w = 1 / r2.w; r2.w = r3.x * r2.w; r2.z = r2.w * cb0[15].z + r2.z; r3.xy = icb[r2.y+0].xy * r1.ww + v1.xy; r4.xyzw = t0.Sample(s0_s, r3.xy).xyzw; r3.xy = r3.xy * float2(2,2) + float2(-1,-1); r5.xyzw = cb0[8].xyzw * r3.yyyy; r3.xyzw = cb0[7].xyzw * r3.xxxx + r5.xyzw; r3.xyzw = cb0[9].xyzw * r4.xxxx + r3.xyzw; r3.xyzw = cb0[10].xyzw + r3.xyzw; r3.xyz = r3.xyz / r3.www; r3.xyz = r3.xyz + -r0.xzw; r2.w = dot(r3.xyz, r3.xyz); r3.w = rsqrt(r2.w); r3.xyz = r3.xyz * r3.www; r2.w = sqrt(r2.w); r3.x = dot(r1.xyz, r3.xyz); r3.x = -cb0[16].x + r3.x; r3.x = max(0, r3.x); r2.w = r2.w * cb0[15].w + 1; r2.w = 1 / r2.w; r2.w = r3.x * r2.w; r2.x = r2.w * cb0[15].z + r2.z; r2.y = (int)r2.y + 1; } r0.x = -r2.x * 0.0500000007 + 1; r0.z = cb0[16].z + -cb0[16].w; r0.y = r0.y + -r0.z; r0.z = cb0[16].z + -r0.z; r0.y = saturate(r0.y / r0.z); r0.z = 1 + -r0.x; r0.xyz = r0.yyy * r0.zzz + r0.xxx; r0.w = 1; o0.xyzw = saturate(cb0[17].xyzw + r0.xyzw); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.36 on Sat Feb 18 19:42:29 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0}, { -1.000000, 0, 0, 0}, { 0, 1.000000, 0, 0}, { 0, -1.000000, 0, 0} } dcl_constantbuffer cb0[18], immediateIndexed dcl_constantbuffer cb1[8], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_input_ps linear v1.xy dcl_output o0.xyzw dcl_temps 8 sample r0.xyzw, v1.xyxx, t0.xyzw, s0 mad r0.y, cb1[7].z, r0.x, cb1[7].w div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) mul r1.xyzw, r0.wwww, cb0[8].xyzw mad r1.xyzw, cb0[7].xyzw, r0.zzzz, r1.xyzw mad r1.xyzw, cb0[9].xyzw, r0.xxxx, r1.xyzw add r1.xyzw, r1.xyzw, cb0[10].xyzw div r0.xzw, r1.xxyz, r1.wwww sample r1.xyzw, v1.xyxx, t1.xyzw, s1 mad r1.xyz, r1.xyzx, l(3.555400, 3.555400, 0.000000, 0.000000), l(-1.777700, -1.777700, 1.000000, 0.000000) dp3 r1.z, r1.xyzx, r1.xyzx div r1.z, l(2.000000), r1.z mul r1.xy, r1.xyxx, r1.zzzz add r1.z, r1.z, l(-1.000000) mul r2.xyz, r1.yyyy, cb0[12].xyzx mad r1.xyw, cb0[11].xyxz, r1.xxxx, r2.xyxz mad r1.xyz, cb0[13].xyzx, r1.zzzz, r1.xywx div r1.w, cb0[15].y, r0.y max r1.w, r1.w, l(0.005000) add r2.x, -r0.y, cb0[16].z lt r2.x, r2.x, l(0.000000) discard_nz r2.x mov r2.xy, l(0,0,0,0) loop ige r2.z, r2.y, l(4) breakc_nz r2.z mul r2.zw, r1.wwww, icb[r2.y + 0].xxxy mul r3.xy, r2.zwzz, l(0.707000, 0.707000, 0.000000, 0.000000) mad r4.x, r2.z, l(0.707000), -r3.y add r4.y, r3.y, r3.x mad r3.xy, r2.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), v1.xyxx sample r5.xyzw, r3.xyxx, t0.xyzw, s0 mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) mul r6.xyzw, r3.yyyy, cb0[8].xyzw mad r3.xyzw, cb0[7].xyzw, r3.xxxx, r6.xyzw mad r3.xyzw, cb0[9].xyzw, r5.xxxx, r3.xyzw add r3.xyzw, r3.xyzw, cb0[10].xyzw div r3.xyz, r3.xyzx, r3.wwww add r3.xyz, -r0.xzwx, r3.xyzx dp3 r3.w, r3.xyzx, r3.xyzx rsq r4.z, r3.w mul r3.xyz, r3.xyzx, r4.zzzz sqrt r3.w, r3.w dp3 r3.x, r1.xyzx, r3.xyzx add r3.x, r3.x, -cb0[16].x max r3.x, r3.x, l(0.000000) mad r3.y, r3.w, cb0[15].w, l(1.000000) div r3.y, l(1.000000, 1.000000, 1.000000, 1.000000), r3.y mul r3.x, r3.y, r3.x mad r3.x, r3.x, cb0[15].z, r2.x mad r4.xyzw, r4.xyxy, l(0.400000, 0.400000, 0.800000, 0.800000), v1.xyxy sample r5.xyzw, r4.xyxx, t0.xyzw, s0 mad r6.xyzw, r4.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000) mul r7.xyzw, r6.yyyy, cb0[8].xyzw mad r7.xyzw, cb0[7].xyzw, r6.xxxx, r7.xyzw mad r5.xyzw, cb0[9].xyzw, r5.xxxx, r7.xyzw add r5.xyzw, r5.xyzw, cb0[10].xyzw div r3.yzw, r5.xxyz, r5.wwww add r3.yzw, -r0.xxzw, r3.yyzw dp3 r4.x, r3.yzwy, r3.yzwy rsq r4.y, r4.x mul r3.yzw, r3.yyzw, r4.yyyy sqrt r4.x, r4.x dp3 r3.y, r1.xyzx, r3.yzwy add r3.y, r3.y, -cb0[16].x max r3.y, r3.y, l(0.000000) mad r3.z, r4.x, cb0[15].w, l(1.000000) div r3.z, l(1.000000, 1.000000, 1.000000, 1.000000), r3.z mul r3.y, r3.z, r3.y mad r3.x, r3.y, cb0[15].z, r3.x mad r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.600000, 0.600000), v1.xxxy sample r5.xyzw, r2.zwzz, t0.xyzw, s0 mad r2.zw, r2.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) mul r7.xyzw, r2.wwww, cb0[8].xyzw mad r7.xyzw, cb0[7].xyzw, r2.zzzz, r7.xyzw mad r5.xyzw, cb0[9].xyzw, r5.xxxx, r7.xyzw add r5.xyzw, r5.xyzw, cb0[10].xyzw div r3.yzw, r5.xxyz, r5.wwww add r3.yzw, -r0.xxzw, r3.yyzw dp3 r2.z, r3.yzwy, r3.yzwy rsq r2.w, r2.z mul r3.yzw, r2.wwww, r3.yyzw sqrt r2.z, r2.z dp3 r2.w, r1.xyzx, r3.yzwy add r2.w, r2.w, -cb0[16].x max r2.w, r2.w, l(0.000000) mad r2.z, r2.z, cb0[15].w, l(1.000000) div r2.z, l(1.000000, 1.000000, 1.000000, 1.000000), r2.z mul r2.z, r2.z, r2.w mad r2.z, r2.z, cb0[15].z, r3.x sample r3.xyzw, r4.zwzz, t0.xyzw, s0 mul r4.xyzw, r6.wwww, cb0[8].xyzw mad r4.xyzw, cb0[7].xyzw, r6.zzzz, r4.xyzw mad r3.xyzw, cb0[9].xyzw, r3.xxxx, r4.xyzw add r3.xyzw, r3.xyzw, cb0[10].xyzw div r3.xyz, r3.xyzx, r3.wwww add r3.xyz, -r0.xzwx, r3.xyzx dp3 r2.w, r3.xyzx, r3.xyzx rsq r3.w, r2.w mul r3.xyz, r3.wwww, r3.xyzx sqrt r2.w, r2.w dp3 r3.x, r1.xyzx, r3.xyzx add r3.x, r3.x, -cb0[16].x max r3.x, r3.x, l(0.000000) mad r2.w, r2.w, cb0[15].w, l(1.000000) div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w mul r2.w, r2.w, r3.x mad r2.z, r2.w, cb0[15].z, r2.z mad r3.xy, icb[r2.y + 0].xyxx, r1.wwww, v1.xyxx sample r4.xyzw, r3.xyxx, t0.xyzw, s0 mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) mul r5.xyzw, r3.yyyy, cb0[8].xyzw mad r3.xyzw, cb0[7].xyzw, r3.xxxx, r5.xyzw mad r3.xyzw, cb0[9].xyzw, r4.xxxx, r3.xyzw add r3.xyzw, r3.xyzw, cb0[10].xyzw div r3.xyz, r3.xyzx, r3.wwww add r3.xyz, -r0.xzwx, r3.xyzx dp3 r2.w, r3.xyzx, r3.xyzx rsq r3.w, r2.w mul r3.xyz, r3.wwww, r3.xyzx sqrt r2.w, r2.w dp3 r3.x, r1.xyzx, r3.xyzx add r3.x, r3.x, -cb0[16].x max r3.x, r3.x, l(0.000000) mad r2.w, r2.w, cb0[15].w, l(1.000000) div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w mul r2.w, r2.w, r3.x mad r2.x, r2.w, cb0[15].z, r2.z iadd r2.y, r2.y, l(1) endloop mad r0.x, -r2.x, l(0.050000), l(1.000000) add r0.z, -cb0[16].w, cb0[16].z add r0.y, -r0.z, r0.y add r0.z, -r0.z, cb0[16].z div_sat r0.y, r0.y, r0.z add r0.z, -r0.x, l(1.000000) mad r0.xyz, r0.yyyy, r0.zzzz, r0.xxxx mov r0.w, l(1.000000) add_sat o0.xyzw, r0.xyzw, cb0[17].xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/[/code]
Hello, I have this shader and I want to disable it, but I dont know how. Could someone tell me how?
Thanks
// ---- Created with 3Dmigoto v1.2.36 on Sat Feb 18 19:42:29 2017
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

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

cbuffer cb0 : register(b0)
{
float4 cb0[18];
}




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


void main(
float4 v0 : SV_POSITION0,
float2 v1 : TEXCOORD0,
float2 w1 : TEXCOORD1,
out float4 o0 : SV_Target0)
{
const float4 icb[] = { { 1.000000, 0, 0, 0},
{ -1.000000, 0, 0, 0},
{ 0, 1.000000, 0, 0},
{ 0, -1.000000, 0, 0} };
float4 r0,r1,r2,r3,r4,r5,r6,r7;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
r0.y = cb1[7].z * r0.x + cb1[7].w;
r0.y = 1 / r0.y;
r0.zw = v1.xy * float2(2,2) + float2(-1,-1);
r1.xyzw = cb0[8].xyzw * r0.wwww;
r1.xyzw = cb0[7].xyzw * r0.zzzz + r1.xyzw;
r1.xyzw = cb0[9].xyzw * r0.xxxx + r1.xyzw;
r1.xyzw = cb0[10].xyzw + r1.xyzw;
r0.xzw = r1.xyz / r1.www;
r1.xyzw = t1.Sample(s1_s, v1.xy).xyzw;
r1.xyz = r1.xyz * float3(3.55539989,3.55539989,0) + float3(-1.77769995,-1.77769995,1);
r1.z = dot(r1.xyz, r1.xyz);
r1.z = 2 / r1.z;
r1.xy = r1.zz * r1.xy;
r1.z = -1 + r1.z;
r2.xyz = cb0[12].xyz * r1.yyy;
r1.xyw = cb0[11].xyz * r1.xxx + r2.xyz;
r1.xyz = cb0[13].xyz * r1.zzz + r1.xyw;
r1.w = cb0[15].y / r0.y;
r1.w = max(0.00499999989, r1.w);
r2.x = cb0[16].z + -r0.y;
r2.x = cmp(r2.x < 0);
if (r2.x != 0) discard;
r2.xy = float2(0,0);
while (true) {
r2.z = cmp((int)r2.y >= 4);
if (r2.z != 0) break;
r2.zw = icb[r2.y+0].xy * r1.ww;
r3.xy = float2(0.707000017,0.707000017) * r2.zw;
r4.x = r2.z * 0.707000017 + -r3.y;
r4.y = r3.x + r3.y;
r3.xy = r2.zw * float2(0.200000003,0.200000003) + v1.xy;
r5.xyzw = t0.Sample(s0_s, r3.xy).xyzw;
r3.xy = r3.xy * float2(2,2) + float2(-1,-1);
r6.xyzw = cb0[8].xyzw * r3.yyyy;
r3.xyzw = cb0[7].xyzw * r3.xxxx + r6.xyzw;
r3.xyzw = cb0[9].xyzw * r5.xxxx + r3.xyzw;
r3.xyzw = cb0[10].xyzw + r3.xyzw;
r3.xyz = r3.xyz / r3.www;
r3.xyz = r3.xyz + -r0.xzw;
r3.w = dot(r3.xyz, r3.xyz);
r4.z = rsqrt(r3.w);
r3.xyz = r4.zzz * r3.xyz;
r3.w = sqrt(r3.w);
r3.x = dot(r1.xyz, r3.xyz);
r3.x = -cb0[16].x + r3.x;
r3.x = max(0, r3.x);
r3.y = r3.w * cb0[15].w + 1;
r3.y = 1 / r3.y;
r3.x = r3.x * r3.y;
r3.x = r3.x * cb0[15].z + r2.x;
r4.xyzw = r4.xyxy * float4(0.400000006,0.400000006,0.800000012,0.800000012) + v1.xyxy;
r5.xyzw = t0.Sample(s0_s, r4.xy).xyzw;
r6.xyzw = r4.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
r7.xyzw = cb0[8].xyzw * r6.yyyy;
r7.xyzw = cb0[7].xyzw * r6.xxxx + r7.xyzw;
r5.xyzw = cb0[9].xyzw * r5.xxxx + r7.xyzw;
r5.xyzw = cb0[10].xyzw + r5.xyzw;
r3.yzw = r5.xyz / r5.www;
r3.yzw = r3.yzw + -r0.xzw;
r4.x = dot(r3.yzw, r3.yzw);
r4.y = rsqrt(r4.x);
r3.yzw = r4.yyy * r3.yzw;
r4.x = sqrt(r4.x);
r3.y = dot(r1.xyz, r3.yzw);
r3.y = -cb0[16].x + r3.y;
r3.y = max(0, r3.y);
r3.z = r4.x * cb0[15].w + 1;
r3.z = 1 / r3.z;
r3.y = r3.y * r3.z;
r3.x = r3.y * cb0[15].z + r3.x;
r2.zw = r2.zw * float2(0.600000024,0.600000024) + v1.xy;
r5.xyzw = t0.Sample(s0_s, r2.zw).xyzw;
r2.zw = r2.zw * float2(2,2) + float2(-1,-1);
r7.xyzw = cb0[8].xyzw * r2.wwww;
r7.xyzw = cb0[7].xyzw * r2.zzzz + r7.xyzw;
r5.xyzw = cb0[9].xyzw * r5.xxxx + r7.xyzw;
r5.xyzw = cb0[10].xyzw + r5.xyzw;
r3.yzw = r5.xyz / r5.www;
r3.yzw = r3.yzw + -r0.xzw;
r2.z = dot(r3.yzw, r3.yzw);
r2.w = rsqrt(r2.z);
r3.yzw = r3.yzw * r2.www;
r2.z = sqrt(r2.z);
r2.w = dot(r1.xyz, r3.yzw);
r2.w = -cb0[16].x + r2.w;
r2.w = max(0, r2.w);
r2.z = r2.z * cb0[15].w + 1;
r2.z = 1 / r2.z;
r2.z = r2.w * r2.z;
r2.z = r2.z * cb0[15].z + r3.x;
r3.xyzw = t0.Sample(s0_s, r4.zw).xyzw;
r4.xyzw = cb0[8].xyzw * r6.wwww;
r4.xyzw = cb0[7].xyzw * r6.zzzz + r4.xyzw;
r3.xyzw = cb0[9].xyzw * r3.xxxx + r4.xyzw;
r3.xyzw = cb0[10].xyzw + r3.xyzw;
r3.xyz = r3.xyz / r3.www;
r3.xyz = r3.xyz + -r0.xzw;
r2.w = dot(r3.xyz, r3.xyz);
r3.w = rsqrt(r2.w);
r3.xyz = r3.xyz * r3.www;
r2.w = sqrt(r2.w);
r3.x = dot(r1.xyz, r3.xyz);
r3.x = -cb0[16].x + r3.x;
r3.x = max(0, r3.x);
r2.w = r2.w * cb0[15].w + 1;
r2.w = 1 / r2.w;
r2.w = r3.x * r2.w;
r2.z = r2.w * cb0[15].z + r2.z;
r3.xy = icb[r2.y+0].xy * r1.ww + v1.xy;
r4.xyzw = t0.Sample(s0_s, r3.xy).xyzw;
r3.xy = r3.xy * float2(2,2) + float2(-1,-1);
r5.xyzw = cb0[8].xyzw * r3.yyyy;
r3.xyzw = cb0[7].xyzw * r3.xxxx + r5.xyzw;
r3.xyzw = cb0[9].xyzw * r4.xxxx + r3.xyzw;
r3.xyzw = cb0[10].xyzw + r3.xyzw;
r3.xyz = r3.xyz / r3.www;
r3.xyz = r3.xyz + -r0.xzw;
r2.w = dot(r3.xyz, r3.xyz);
r3.w = rsqrt(r2.w);
r3.xyz = r3.xyz * r3.www;
r2.w = sqrt(r2.w);
r3.x = dot(r1.xyz, r3.xyz);
r3.x = -cb0[16].x + r3.x;
r3.x = max(0, r3.x);
r2.w = r2.w * cb0[15].w + 1;
r2.w = 1 / r2.w;
r2.w = r3.x * r2.w;
r2.x = r2.w * cb0[15].z + r2.z;
r2.y = (int)r2.y + 1;
}
r0.x = -r2.x * 0.0500000007 + 1;
r0.z = cb0[16].z + -cb0[16].w;
r0.y = r0.y + -r0.z;
r0.z = cb0[16].z + -r0.z;
r0.y = saturate(r0.y / r0.z);
r0.z = 1 + -r0.x;
r0.xyz = r0.yyy * r0.zzz + r0.xxx;
r0.w = 1;
o0.xyzw = saturate(cb0[17].xyzw + r0.xyzw);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.36 on Sat Feb 18 19:42:29 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
{ -1.000000, 0, 0, 0},
{ 0, 1.000000, 0, 0},
{ 0, -1.000000, 0, 0} }
dcl_constantbuffer cb0[18], immediateIndexed
dcl_constantbuffer cb1[8], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 8
sample r0.xyzw, v1.xyxx, t0.xyzw, s0
mad r0.y, cb1[7].z, r0.x, cb1[7].w
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r1.xyzw, r0.wwww, cb0[8].xyzw
mad r1.xyzw, cb0[7].xyzw, r0.zzzz, r1.xyzw
mad r1.xyzw, cb0[9].xyzw, r0.xxxx, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[10].xyzw
div r0.xzw, r1.xxyz, r1.wwww
sample r1.xyzw, v1.xyxx, t1.xyzw, s1
mad r1.xyz, r1.xyzx, l(3.555400, 3.555400, 0.000000, 0.000000), l(-1.777700, -1.777700, 1.000000, 0.000000)
dp3 r1.z, r1.xyzx, r1.xyzx
div r1.z, l(2.000000), r1.z
mul r1.xy, r1.xyxx, r1.zzzz
add r1.z, r1.z, l(-1.000000)
mul r2.xyz, r1.yyyy, cb0[12].xyzx
mad r1.xyw, cb0[11].xyxz, r1.xxxx, r2.xyxz
mad r1.xyz, cb0[13].xyzx, r1.zzzz, r1.xywx
div r1.w, cb0[15].y, r0.y
max r1.w, r1.w, l(0.005000)
add r2.x, -r0.y, cb0[16].z
lt r2.x, r2.x, l(0.000000)
discard_nz r2.x
mov r2.xy, l(0,0,0,0)
loop
ige r2.z, r2.y, l(4)
breakc_nz r2.z
mul r2.zw, r1.wwww, icb[r2.y + 0].xxxy
mul r3.xy, r2.zwzz, l(0.707000, 0.707000, 0.000000, 0.000000)
mad r4.x, r2.z, l(0.707000), -r3.y
add r4.y, r3.y, r3.x
mad r3.xy, r2.zwzz, l(0.200000, 0.200000, 0.000000, 0.000000), v1.xyxx
sample r5.xyzw, r3.xyxx, t0.xyzw, s0
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r6.xyzw, r3.yyyy, cb0[8].xyzw
mad r3.xyzw, cb0[7].xyzw, r3.xxxx, r6.xyzw
mad r3.xyzw, cb0[9].xyzw, r5.xxxx, r3.xyzw
add r3.xyzw, r3.xyzw, cb0[10].xyzw
div r3.xyz, r3.xyzx, r3.wwww
add r3.xyz, -r0.xzwx, r3.xyzx
dp3 r3.w, r3.xyzx, r3.xyzx
rsq r4.z, r3.w
mul r3.xyz, r3.xyzx, r4.zzzz
sqrt r3.w, r3.w
dp3 r3.x, r1.xyzx, r3.xyzx
add r3.x, r3.x, -cb0[16].x
max r3.x, r3.x, l(0.000000)
mad r3.y, r3.w, cb0[15].w, l(1.000000)
div r3.y, l(1.000000, 1.000000, 1.000000, 1.000000), r3.y
mul r3.x, r3.y, r3.x
mad r3.x, r3.x, cb0[15].z, r2.x
mad r4.xyzw, r4.xyxy, l(0.400000, 0.400000, 0.800000, 0.800000), v1.xyxy
sample r5.xyzw, r4.xyxx, t0.xyzw, s0
mad r6.xyzw, r4.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
mul r7.xyzw, r6.yyyy, cb0[8].xyzw
mad r7.xyzw, cb0[7].xyzw, r6.xxxx, r7.xyzw
mad r5.xyzw, cb0[9].xyzw, r5.xxxx, r7.xyzw
add r5.xyzw, r5.xyzw, cb0[10].xyzw
div r3.yzw, r5.xxyz, r5.wwww
add r3.yzw, -r0.xxzw, r3.yyzw
dp3 r4.x, r3.yzwy, r3.yzwy
rsq r4.y, r4.x
mul r3.yzw, r3.yyzw, r4.yyyy
sqrt r4.x, r4.x
dp3 r3.y, r1.xyzx, r3.yzwy
add r3.y, r3.y, -cb0[16].x
max r3.y, r3.y, l(0.000000)
mad r3.z, r4.x, cb0[15].w, l(1.000000)
div r3.z, l(1.000000, 1.000000, 1.000000, 1.000000), r3.z
mul r3.y, r3.z, r3.y
mad r3.x, r3.y, cb0[15].z, r3.x
mad r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.600000, 0.600000), v1.xxxy
sample r5.xyzw, r2.zwzz, t0.xyzw, s0
mad r2.zw, r2.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mul r7.xyzw, r2.wwww, cb0[8].xyzw
mad r7.xyzw, cb0[7].xyzw, r2.zzzz, r7.xyzw
mad r5.xyzw, cb0[9].xyzw, r5.xxxx, r7.xyzw
add r5.xyzw, r5.xyzw, cb0[10].xyzw
div r3.yzw, r5.xxyz, r5.wwww
add r3.yzw, -r0.xxzw, r3.yyzw
dp3 r2.z, r3.yzwy, r3.yzwy
rsq r2.w, r2.z
mul r3.yzw, r2.wwww, r3.yyzw
sqrt r2.z, r2.z
dp3 r2.w, r1.xyzx, r3.yzwy
add r2.w, r2.w, -cb0[16].x
max r2.w, r2.w, l(0.000000)
mad r2.z, r2.z, cb0[15].w, l(1.000000)
div r2.z, l(1.000000, 1.000000, 1.000000, 1.000000), r2.z
mul r2.z, r2.z, r2.w
mad r2.z, r2.z, cb0[15].z, r3.x
sample r3.xyzw, r4.zwzz, t0.xyzw, s0
mul r4.xyzw, r6.wwww, cb0[8].xyzw
mad r4.xyzw, cb0[7].xyzw, r6.zzzz, r4.xyzw
mad r3.xyzw, cb0[9].xyzw, r3.xxxx, r4.xyzw
add r3.xyzw, r3.xyzw, cb0[10].xyzw
div r3.xyz, r3.xyzx, r3.wwww
add r3.xyz, -r0.xzwx, r3.xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
rsq r3.w, r2.w
mul r3.xyz, r3.wwww, r3.xyzx
sqrt r2.w, r2.w
dp3 r3.x, r1.xyzx, r3.xyzx
add r3.x, r3.x, -cb0[16].x
max r3.x, r3.x, l(0.000000)
mad r2.w, r2.w, cb0[15].w, l(1.000000)
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
mul r2.w, r2.w, r3.x
mad r2.z, r2.w, cb0[15].z, r2.z
mad r3.xy, icb[r2.y + 0].xyxx, r1.wwww, v1.xyxx
sample r4.xyzw, r3.xyxx, t0.xyzw, s0
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r5.xyzw, r3.yyyy, cb0[8].xyzw
mad r3.xyzw, cb0[7].xyzw, r3.xxxx, r5.xyzw
mad r3.xyzw, cb0[9].xyzw, r4.xxxx, r3.xyzw
add r3.xyzw, r3.xyzw, cb0[10].xyzw
div r3.xyz, r3.xyzx, r3.wwww
add r3.xyz, -r0.xzwx, r3.xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
rsq r3.w, r2.w
mul r3.xyz, r3.wwww, r3.xyzx
sqrt r2.w, r2.w
dp3 r3.x, r1.xyzx, r3.xyzx
add r3.x, r3.x, -cb0[16].x
max r3.x, r3.x, l(0.000000)
mad r2.w, r2.w, cb0[15].w, l(1.000000)
div r2.w, l(1.000000, 1.000000, 1.000000, 1.000000), r2.w
mul r2.w, r2.w, r3.x
mad r2.x, r2.w, cb0[15].z, r2.z
iadd r2.y, r2.y, l(1)
endloop
mad r0.x, -r2.x, l(0.050000), l(1.000000)
add r0.z, -cb0[16].w, cb0[16].z
add r0.y, -r0.z, r0.y
add r0.z, -r0.z, cb0[16].z
div_sat r0.y, r0.y, r0.z
add r0.z, -r0.x, l(1.000000)
mad r0.xyz, r0.yyyy, r0.zzzz, r0.xxxx
mov r0.w, l(1.000000)
add_sat o0.xyzw, r0.xyzw, cb0[17].xyzw
ret
// Approximately 0 instruction slots used

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

Posted 02/18/2017 07:16 PM   
Could you please edit your post by putting that shader text between [code] [/code] This will put it in a small scroll-able window. TY
Could you please edit your post by putting that shader text between [code][/code]

This will put it in a small scroll-able window.

TY

Posted 02/18/2017 07:27 PM   
[quote="cicicleta"]Hello, I have this shader and I want to disable it, but I dont know how. Could someone tell me how? Thanks [/quote] Write [code]discard;[/code] to disable it. For example, in line 42, because 42 is the answer to everything (heh, bad joke).
cicicleta said:Hello, I have this shader and I want to disable it, but I dont know how. Could someone tell me how?
Thanks


Write

discard;


to disable it. For example, in line 42, because 42 is the answer to everything (heh, bad joke).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 02/18/2017 09:45 PM   
Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It worked!!! I saw it in this web [url]https://forums.dolphin-emu.org/Thread-shader-fixing-disabling-for-2d-and-3d-thread-using-3dmigoto?page=4[/url] (it was you too!!!) but somehow it didnt work but now it works perfect!!! TY
Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It worked!!!

I saw it in this web https://forums.dolphin-emu.org/Thread-shader-fixing-disabling-for-2d-and-3d-thread-using-3dmigoto?page=4
(it was you too!!!) but somehow it didnt work but now it works perfect!!!

TY

Posted 02/18/2017 09:58 PM   
Hi again!!! I am making a fix for the fantastic game THE LONG DARK, with the fantastic Darkstarsword's unity5 template. In my d3d11_log.txt I got some warnings like this: WARNING: Duplicate section found in d3dx.ini: [ShaderOverride_027c750fde1237f5]. These are parts the d3d11_log.txt and the d3dx.ini files. Should I delete one of this lines? which one? thanks. [code] ################################################################################## ---d3d11_log.txt-- WARNING: Duplicate section found in d3dx.ini: [ShaderOverride_027c750fde1237f5] ################################################################################## ---d3dx.ini--- [ShaderOverride_027c750fde1237f5 hash = 027c750fde1237f5 ps-cb11 = Resource_UnityPerDraw Resource_CameraDepthTexture = ps-t0 Resource_UnityPerCamera = ps-cb1 [ShaderOverride_027c750fde1237f5] hash = 027c750fde1237f5 ps-cb11 = Resource_UnityPerDraw ps-cb10 = copy Resource_Inverse_MVP ##################################################################################[/code]
Hi again!!! I am making a fix for the fantastic game THE LONG DARK, with the fantastic Darkstarsword's unity5 template. In my d3d11_log.txt I got some warnings like this: WARNING: Duplicate section found in d3dx.ini: [ShaderOverride_027c750fde1237f5]. These are parts the d3d11_log.txt and the d3dx.ini files. Should I delete one of this lines? which one? thanks.
##################################################################################
---d3d11_log.txt--

WARNING: Duplicate section found in d3dx.ini: [ShaderOverride_027c750fde1237f5]

##################################################################################


---d3dx.ini---

[ShaderOverride_027c750fde1237f5
hash = 027c750fde1237f5
ps-cb11 = Resource_UnityPerDraw
Resource_CameraDepthTexture = ps-t0
Resource_UnityPerCamera = ps-cb1




[ShaderOverride_027c750fde1237f5]
hash = 027c750fde1237f5
ps-cb11 = Resource_UnityPerDraw
ps-cb10 = copy Resource_Inverse_MVP

##################################################################################

Posted 02/21/2017 01:58 PM   
umm... [url]http://helixmod.blogspot.com/2015/04/the-long-dark.html[/url]
[quote="TsaebehT"]umm... [url]http://helixmod.blogspot.com/2015/04/the-long-dark.html[/url][/quote] That fix is full broken :( That's why made a new one with darkstarsword's unity 5 template, The game is playable now but I got some warnings in file d3d11_log.txt
TsaebehT said:umm...
http://helixmod.blogspot.com/2015/04/the-long-dark.html

That fix is full broken :(
That's why made a new one with darkstarsword's unity 5 template, The game is playable now but I got some warnings in file d3d11_log.txt

Posted 02/23/2017 12:24 AM   
Hi cicicleta. It looks like the shadertool script is being applied twice to the pixel shaders. Can you post PS 027c750fde1237f5 ?
Hi cicicleta. It looks like the shadertool script is being applied twice to the pixel shaders. Can you post PS 027c750fde1237f5 ?

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

Posted 02/23/2017 04:45 AM   
Hi 4everAwake!!! This is the file 027c750fde1237f5-ps.txt [code]// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 027c750fde1237f5-ps.txt // 3DMigoto: 027c750fde1237f5 | Unity headers extracted from Internal-DeferredShading.shader // Shader "Hidden/Internal-DeferredShading" { // Properties { // _LightTexture0 ("", any) = "" { } // _LightTextureB0 ("", 2D) = "" { } // _ShadowMapTexture ("", any) = "" { } // _SrcBlend ("", Float) = 1.000000 // _DstBlend ("", Float) = 1.000000 // } // Fallback Off // SubShader 1/1 { // Pass 1/2 { // Tags { "SHADOWSUPPORT"="true" } // ZWrite Off // Blend [_SrcBlend] [_DstBlend] // GpuProgramID 36028 // Program "fp" { // SubProgram "d3d11 " { // GpuProgramIndex 99 // } // } // } // } // } // // Unity 5.3 headers extracted from Internal-DeferredShading.shader.decompressed: // API d3d11 // Shader model ps_4_0 // undeciphered1: 201510240 116 5 0 // Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_HDR_ON" } // undeciphered2: 1 7 4 7 0 0 // undeciphered3: 0 0 // ConstBuffer "$Globals" 336 // Vector 48 [unity_ColorSpaceLuminance] // Vector 128 [_LightPos] // Vector 144 [_LightColor] // Vector 240 [_ShadowOffsets0] // Vector 256 [_ShadowOffsets1] // Vector 272 [_ShadowOffsets2] // Vector 288 [_ShadowOffsets3] // Matrix 176 [unity_WorldToLight] // ConstBuffer "UnityPerCamera" 144 // Vector 64 [_WorldSpaceCameraPos] 3 // Vector 80 [_ProjectionParams] // Vector 112 [_ZBufferParams] // ConstBuffer "UnityPerCameraRare" 352 // Matrix 288 [unity_CameraToWorld] // ConstBuffer "UnityShadows" 416 // Vector 384 [_LightShadowData] // Vector 400 [unity_ShadowFadeCenterAndType] // Matrix 128 [unity_WorldToShadow0] // Matrix 192 [unity_WorldToShadow1] // Matrix 256 [unity_WorldToShadow2] // Matrix 320 [unity_WorldToShadow3] // SetTexture 0 [_CameraDepthTexture] 2D 0 // SetTexture 1 [_LightTexture0] 2D 2 // SetTexture 2 [_LightTextureB0] 2D 1 // SetTexture 3 [_CameraGBufferTexture0] 2D 4 // SetTexture 4 [_CameraGBufferTexture1] 2D 5 // SetTexture 5 [_CameraGBufferTexture2] 2D 6 // SetTexture 6 [_ShadowMapTexture] 2D 3 // BindCB "$Globals" 0 // BindCB "UnityPerCamera" 1 // BindCB "UnityPerCameraRare" 2 // BindCB "UnityShadows" 3 // // Headers extracted with DarkStarSword's extract_unity53_shaders.py // https://github.com/DarkStarSword/3d-fixes // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.52 on Mon Feb 20 21:22:50 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // TEXCOORD 0 xyzw 1 NONE float xy w // TEXCOORD 1 xyz 2 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_constantbuffer cb0[19], immediateIndexed dcl_constantbuffer cb1[9], immediateIndexed dcl_constantbuffer cb2[22], immediateIndexed dcl_constantbuffer cb3[26], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_comparison dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_sampler s6, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture2d (float,float,float,float) t3 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_input_ps linear v1.xyw dcl_input_ps linear v2.xyz dcl_output o0.xyzw dcl_temps 11 dcl_constantbuffer cb10[4], immediateIndexed dcl_constantbuffer cb11[22], immediateIndexed // 3DMigoto StereoParams: dcl_resource_texture2d (float,float,float,float) t125 ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw // Unity reflection/specular fix inserted with DarkStarSword's asmtool.py: // asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 027c750fde1237f5-ps.txt mov r7.xyzw, cb1[4].xyzw mov r8.xyzw, l(0) mul r8.x, -r6.x, r6.y mul r10.xyzw, cb10[0].xyzw, r8.xxxx mad r10.xyzw, cb10[1].xyzw, r8.yyyy, r10.xyzw mad r10.xyzw, cb10[2].xyzw, r8.zzzz, r10.xyzw mad r10.xyzw, cb10[3].xyzw, r8.wwww, r10.xyzw mul r9.xyzw, cb11[12].xyzw, r10.xxxx mad r9.xyzw, cb11[13].xyzw, r10.yyyy, r9.xyzw mad r9.xyzw, cb11[14].xyzw, r10.zzzz, r9.xyzw mad r9.xyzw, cb11[15].xyzw, r10.wwww, r9.xyzw add r7.xyz, r7.xyz, -r9.xyz add r0.x, -cb3[24].x, l(1.000000) div r0.y, cb1[5].z, v2.z mul r0.yzw, r0.yyyy, v2.xxyz div r1.xy, v1.xyxx, v1.wwww sample r2.xyzw, r1.xyxx, t0.xyzw, s0 mad r1.z, cb1[7].x, r2.x, cb1[7].y div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z mul r2.xyz, r0.yzwy, r1.zzzz mul r3.xyz, r2.yyyy, cb2[19].xyzx mad r2.xyw, cb2[18].xyxz, r2.xxxx, r3.xyxz mad r2.xyw, cb2[20].xyxz, r2.zzzz, r2.xyxw add r2.xyw, r2.xyxw, cb2[21].xyxz mul r3.xyzw, r2.yyyy, cb3[9].xyzw mad r3.xyzw, cb3[8].xyzw, r2.xxxx, r3.xyzw mad r3.xyzw, cb3[10].xyzw, r2.wwww, r3.xyzw add r3.xyzw, r3.xyzw, cb3[11].xyzw div r3.xyz, r3.xyzx, r3.wwww add r4.xyz, r3.xyzx, cb0[15].xyzx sample_c_lz r4.x, r4.xyxx, t6.xxxx, s3, r4.z add r5.xyz, r3.xyzx, cb0[16].xyzx sample_c_lz r4.y, r5.xyxx, t6.xxxx, s3, r5.z add r5.xyz, r3.xyzx, cb0[17].xyzx add r3.xyz, r3.xyzx, cb0[18].xyzx sample_c_lz r4.w, r3.xyxx, t6.xxxx, s3, r3.z sample_c_lz r4.z, r5.xyxx, t6.xxxx, s3, r5.z mad r3.xyzw, r4.xyzw, r0.xxxx, cb3[24].xxxx dp4 r0.x, r3.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000) add r3.xyz, r2.xywx, -cb3[25].xyzx dp3 r0.y, r3.xyzx, r3.xyzx sqrt r0.y, r0.y mad r0.y, -r0.w, r1.z, r0.y mad r0.y, cb3[25].w, r0.y, r2.z mad_sat r0.y, r0.y, cb3[24].z, cb3[24].w add_sat r0.x, r0.y, r0.x mul r0.yzw, r2.yyyy, cb0[12].xxyw mad r0.yzw, cb0[11].xxyw, r2.xxxx, r0.yyzw mad r0.yzw, cb0[13].xxyw, r2.wwww, r0.yyzw add r0.yzw, r0.yyzw, cb0[14].xxyw div r0.yz, r0.yyzy, r0.wwww lt r0.w, r0.w, l(0.000000) and r0.w, r0.w, l(0x3f800000) sample_b r3.xyzw, r0.yzyy, t1.xyzw, s2, l(-8.000000) mul r0.y, r0.w, r3.w add r3.xyz, -r2.xywx, cb0[8].xyzx add r2.xyz, r2.xywx, -r7.xyzx dp3 r0.z, r3.xyzx, r3.xyzx mul r0.w, r0.z, cb0[8].w rsq r0.z, r0.z sample r4.xyzw, r0.wwww, t2.xyzw, s1 mul r0.y, r0.y, r4.x mul r0.x, r0.x, r0.y mul r0.xyw, r0.xxxx, cb0[9].xyxz dp3 r1.z, r2.xyzx, r2.xyzx rsq r1.z, r1.z mul r2.xyz, r1.zzzz, r2.xyzx mad r4.xyz, r3.xyzx, r0.zzzz, -r2.xyzx mul r3.xyz, r0.zzzz, r3.xyzx dp3 r0.z, r4.xyzx, r4.xyzx max r0.z, r0.z, l(0.001000) rsq r0.z, r0.z mul r4.xyz, r0.zzzz, r4.xyzx sample r5.xyzw, r1.xyxx, t5.xyzw, s6 mad r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000) dp3 r0.z, r5.xyzx, r5.xyzx rsq r0.z, r0.z mul r5.xyz, r0.zzzz, r5.xyzx dp3 r0.z, r5.xyzx, r4.xyzx dp3 r1.z, r3.xyzx, r4.xyzx dp3 r1.w, r5.xyzx, r3.xyzx dp3 r2.x, r5.xyzx, -r2.xyzx max r2.x, r2.x, l(0.000000) max r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000) max r0.z, r0.z, l(0.000000) mul r0.z, r0.z, r0.z sample r3.xyzw, r1.xyxx, t4.xyzw, s5 sample r4.xyzw, r1.xyxx, t3.xyzw, s4 add r5.xyzw, -r3.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000) mul r1.x, r5.x, r5.x mad r1.y, r1.x, r1.x, l(-1.000000) mad r0.z, r0.z, r1.y, l(1.000000) mul r1.y, r0.z, l(3.14159274) mad r0.z, r1.y, r0.z, l(1.000000012E-007) mul r1.y, r1.x, r1.x div r0.z, r1.y, r0.z mad r1.y, -r5.x, r5.x, l(1.000000) mad r2.y, r2.x, r1.y, r1.x mad r1.x, r1.w, r1.y, r1.x mul r1.x, r1.x, r2.x add r1.y, -r2.x, l(1.000000) mad r1.x, r1.w, r2.y, r1.x add r1.x, r1.x, l(0.000010) div r1.x, l(2.000000), r1.x mul r0.z, r0.z, r1.x mul r0.z, r0.z, l(0.785398185) max r1.x, r0.z, l(0.000100) sqrt r1.x, r1.x eq r2.x, cb0[3].w, l(0.000000) movc r0.z, r2.x, r1.x, r0.z mul r0.z, r1.w, r0.z max r0.z, r0.z, l(0.000000) dp3 r1.x, r3.xyzx, r3.xyzx ne r1.x, r1.x, l(0.000000) and r1.x, r1.x, l(0x3f800000) mul r0.z, r0.z, r1.x mul r2.xyz, r0.xywx, r0.zzzz add r0.z, -r1.z, l(1.000000) mul r1.x, r1.z, r1.z dp2 r1.x, r1.xxxx, r5.xxxx add r1.x, r1.x, l(-0.500000) mul r1.z, r0.z, r0.z mul r1.z, r1.z, r1.z mul r0.z, r0.z, r1.z mad r3.xyz, r5.yzwy, r0.zzzz, r3.xyzx mul r2.xyz, r2.xyzx, r3.xyzx mul r0.z, r1.y, r1.y mul r0.z, r0.z, r0.z mul r0.z, r1.y, r0.z mad r0.z, r1.x, r0.z, l(1.000000) add r1.y, -r1.w, l(1.000000) mul r1.z, r1.y, r1.y mul r1.z, r1.z, r1.z mul r1.y, r1.y, r1.z mad r1.x, r1.x, r1.y, l(1.000000) mul r0.z, r0.z, r1.x mul r0.z, r1.w, r0.z mul r0.xyz, r0.zzzz, r0.xywx mad o0.xyz, r4.xyzx, r0.xyzx, r2.xyzx mov o0.w, l(1.000000) ret // Approximately 0 instruction slots used[/code] This is 027c750fde1237f5-ps_replace.txt~failed [code]// hlsltool.py -I ../.. --fix-unity-lighting-ps --only-autofixed --fxc /home/Eternium Defekatium/fxc.exe 027c750fde1237f5-ps_replace.txt // 3DMigoto: 027c750fde1237f5 | Unity headers extracted from Internal-DeferredShading.shader // Shader "Hidden/Internal-DeferredShading" { // Properties { // _LightTexture0 ("", any) = "" { } // _LightTextureB0 ("", 2D) = "" { } // _ShadowMapTexture ("", any) = "" { } // _SrcBlend ("", Float) = 1.000000 // _DstBlend ("", Float) = 1.000000 // } // Fallback Off // SubShader 1/1 { // Pass 1/2 { // Tags { "SHADOWSUPPORT"="true" } // ZWrite Off // Blend [_SrcBlend] [_DstBlend] // GpuProgramID 36028 // Program "fp" { // SubProgram "d3d11 " { // GpuProgramIndex 99 // } // } // } // } // } // // Unity 5.3 headers extracted from Internal-DeferredShading.shader.decompressed: // API d3d11 // Shader model ps_4_0 // undeciphered1: 201510240 116 5 0 // Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_HDR_ON" } // undeciphered2: 1 7 4 7 0 0 // undeciphered3: 0 0 // ConstBuffer "$Globals" 336 // Vector 48 [unity_ColorSpaceLuminance] // Vector 128 [_LightPos] // Vector 144 [_LightColor] // Vector 240 [_ShadowOffsets0] // Vector 256 [_ShadowOffsets1] // Vector 272 [_ShadowOffsets2] // Vector 288 [_ShadowOffsets3] // Matrix 176 [unity_WorldToLight] // ConstBuffer "UnityPerCamera" 144 // Vector 64 [_WorldSpaceCameraPos] 3 // Vector 80 [_ProjectionParams] // Vector 112 [_ZBufferParams] // ConstBuffer "UnityPerCameraRare" 352 // Matrix 288 [unity_CameraToWorld] // ConstBuffer "UnityShadows" 416 // Vector 384 [_LightShadowData] // Vector 400 [unity_ShadowFadeCenterAndType] // Matrix 128 [unity_WorldToShadow0] // Matrix 192 [unity_WorldToShadow1] // Matrix 256 [unity_WorldToShadow2] // Matrix 320 [unity_WorldToShadow3] // SetTexture 0 [_CameraDepthTexture] 2D 0 // SetTexture 1 [_LightTexture0] 2D 2 // SetTexture 2 [_LightTextureB0] 2D 1 // SetTexture 3 [_CameraGBufferTexture0] 2D 4 // SetTexture 4 [_CameraGBufferTexture1] 2D 5 // SetTexture 5 [_CameraGBufferTexture2] 2D 6 // SetTexture 6 [_ShadowMapTexture] 2D 3 // BindCB "$Globals" 0 // BindCB "UnityPerCamera" 1 // BindCB "UnityPerCameraRare" 2 // BindCB "UnityShadows" 3 // // Headers extracted with DarkStarSword's extract_unity53_shaders.py // https://github.com/DarkStarSword/3d-fixes // ---- Created with 3Dmigoto v1.2.52 on Mon Feb 20 21:22:50 2017 Texture2D<float4> t6 : register(t6); Texture2D<float4> t5 : register(t5); Texture2D<float4> t4 : register(t4); Texture2D<float4> t3 : register(t3); Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s6_s : register(s6); SamplerState s5_s : register(s5); SamplerState s4_s : register(s4); SamplerComparisonState s3_s : register(s3); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb3 : register(b3) { float4 cb3[26]; } cbuffer cb2 : register(b2) { float4 cb2[22]; } cbuffer cb1 : register(b1) { float4 cb1[9]; } cbuffer cb0 : register(b0) { float4 cb0[19]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); cbuffer UnityPerDraw : register(b11) { float4x4 glstate_matrix_mvp; float4x4 glstate_matrix_modelview0; float4x4 glstate_matrix_invtrans_modelview0; #define UNITY_MATRIX_MVP glstate_matrix_mvp #define UNITY_MATRIX_MV glstate_matrix_modelview0 #define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0 uniform float4x4 _Object2World; uniform float4x4 _World2Object; uniform float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels uniform float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms } #include <matrix.hlsl> void main( float4 v0 : SV_POSITION0, float4 v1 : TEXCOORD0, float3 v2 : TEXCOORD1, out float4 o0 : SV_Target0, float fov : TEXCOORD3) { float4 r0,r1,r2,r3,r4,r5; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x, convergence = stereo.y, eye = stereo.z; // Unity reflection/specular fix inserted with DarkStarSword's hlsltool.py: // hlsltool.py -I ../.. --fix-unity-lighting-ps --only-autofixed --fxc /home/Eternium Defekatium/fxc.exe 027c750fde1237f5-ps_replace.txt matrix _CameraToWorld = matrix(cb2[18], cb2[19], cb2[20], cb2[21]); float4 _WorldSpaceCameraPos = cb1[4]; if (fov) { _WorldSpaceCameraPos.xyz -= mul(float4(-separation * convergence * fov, 0, 0, 0), _CameraToWorld).xyz; } else { float4 clip_space_adj = float4(-separation * convergence, 0, 0, 0); float4 local_space_adj = mul(inverse(glstate_matrix_mvp), clip_space_adj); float4 world_space_adj = mul(_Object2World, local_space_adj); _WorldSpaceCameraPos.xyz -= world_space_adj.xyz; } r0.x = 1 + -cb3[24].x; r0.y = cb1[5].z / v2.z; r0.yzw = v2.xyz * r0.yyy; r1.xy = v1.xy / v1.ww; r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw; r1.z = cb1[7].x * r2.x + cb1[7].y; r1.z = 1 / r1.z; r2.xyz = r1.zzz * r0.yzw; float depth = r2.z; // Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's hlsltool.py: // hlsltool.py -I ../.. --fix-unity-lighting-ps --only-autofixed --fxc /home/Eternium Defekatium/fxc.exe 027c750fde1237f5-ps_replace.txt if (fov) { r2.x -= separation * (depth - convergence) * fov; } r3.xyz = cb2[19].xyz * r2.yyy; r2.xyw = cb2[18].xyz * r2.xxx + r3.xyz; r2.xyw = cb2[20].xyz * r2.zzz + r2.xyw; // depth in r2.z r2.xyw = cb2[21].xyz + r2.xyw; // Fallback adjustment if the FOV was not passed from the VS: if (!fov) { float4 clip_space_adj = float4(separation * (depth - convergence), 0, 0, 0); float4 local_space_adj = mul(inverse(glstate_matrix_mvp), clip_space_adj); float4 world_space_adj = mul(_Object2World, local_space_adj); r2.xyw -= world_space_adj.xyz; } r3.xyzw = cb3[9].xyzw * r2.yyyy; r3.xyzw = cb3[8].xyzw * r2.xxxx + r3.xyzw; r3.xyzw = cb3[10].xyzw * r2.wwww + r3.xyzw; r3.xyzw = cb3[11].xyzw + r3.xyzw; r3.xyz = r3.xyz / r3.www; r4.xyz = cb0[15].xyz + r3.xyz; r4.x = t6.SampleCmpLevelZero(s3_s, r4.xy, r4.z).x; r5.xyz = cb0[16].xyz + r3.xyz; r4.y = t6.SampleCmpLevelZero(s3_s, r5.xy, r5.z).x; r5.xyz = cb0[17].xyz + r3.xyz; r3.xyz = cb0[18].xyz + r3.xyz; r4.w = t6.SampleCmpLevelZero(s3_s, r3.xy, r3.z).x; r4.z = t6.SampleCmpLevelZero(s3_s, r5.xy, r5.z).x; r3.xyzw = r4.xyzw * r0.xxxx + cb3[24].xxxx; r0.x = dot(r3.xyzw, float4(0.25,0.25,0.25,0.25)); r3.xyz = -cb3[25].xyz + r2.xyw; r0.y = dot(r3.xyz, r3.xyz); r0.y = sqrt(r0.y); r0.y = -r0.w * r1.z + r0.y; r0.y = cb3[25].w * r0.y + r2.z; r0.y = saturate(r0.y * cb3[24].z + cb3[24].w); r0.x = saturate(r0.x + r0.y); r0.yzw = cb0[12].xyw * r2.yyy; r0.yzw = cb0[11].xyw * r2.xxx + r0.yzw; r0.yzw = cb0[13].xyw * r2.www + r0.yzw; r0.yzw = cb0[14].xyw + r0.yzw; r0.yz = r0.yz / r0.ww; r0.w = cmp(r0.w < 0); r0.w = r0.w ? 1.000000 : 0; r3.xyzw = t1.SampleBias(s2_s, r0.yz, -8).xyzw; r0.y = r3.w * r0.w; r3.xyz = cb0[8].xyz + -r2.xyw; r2.xyz = -_WorldSpaceCameraPos.xyz + r2.xyw; r0.z = dot(r3.xyz, r3.xyz); r0.w = cb0[8].w * r0.z; r0.z = rsqrt(r0.z); r4.xyzw = t2.Sample(s1_s, r0.ww).xyzw; r0.y = r4.x * r0.y; r0.x = r0.y * r0.x; r0.xyw = cb0[9].xyz * r0.xxx; r1.z = dot(r2.xyz, r2.xyz); r1.z = rsqrt(r1.z); r2.xyz = r2.xyz * r1.zzz; r4.xyz = r3.xyz * r0.zzz + -r2.xyz; r3.xyz = r3.xyz * r0.zzz; r0.z = dot(r4.xyz, r4.xyz); r0.z = max(0.00100000005, r0.z); r0.z = rsqrt(r0.z); r4.xyz = r4.xyz * r0.zzz; r5.xyzw = t5.Sample(s6_s, r1.xy).xyzw; r5.xyz = r5.xyz * float3(2,2,2) + float3(-1,-1,-1); r0.z = dot(r5.xyz, r5.xyz); r0.z = rsqrt(r0.z); r5.xyz = r5.xyz * r0.zzz; r0.z = dot(r5.xyz, r4.xyz); r1.z = dot(r3.xyz, r4.xyz); r1.w = dot(r5.xyz, r3.xyz); r2.x = dot(r5.xyz, -r2.xyz); r2.x = max(0, r2.x); r1.zw = max(float2(0,0), r1.zw); r0.z = max(0, r0.z); r0.z = r0.z * r0.z; r3.xyzw = t4.Sample(s5_s, r1.xy).xyzw; r4.xyzw = t3.Sample(s4_s, r1.xy).xyzw; r5.xyzw = float4(1,1,1,1) + -r3.wxyz; r1.x = r5.x * r5.x; r1.y = r1.x * r1.x + -1; r0.z = r0.z * r1.y + 1; r1.y = 3.14159274 * r0.z; r0.z = r1.y * r0.z + 1.00000001e-007; r1.y = r1.x * r1.x; r0.z = r1.y / r0.z; r1.y = -r5.x * r5.x + 1; r2.y = r2.x * r1.y + r1.x; r1.x = r1.w * r1.y + r1.x; r1.x = r2.x * r1.x; r1.y = 1 + -r2.x; r1.x = r1.w * r2.y + r1.x; r1.x = 9.99999975e-006 + r1.x; r1.x = 2 / r1.x; r0.z = r1.x * r0.z; r0.z = 0.785398185 * r0.z; r1.x = max(9.99999975e-005, r0.z); r1.x = sqrt(r1.x); r2.x = cmp(cb0[3].w == 0.000000); r0.z = r2.x ? r1.x : r0.z; r0.z = r0.z * r1.w; r0.z = max(0, r0.z); r1.x = dot(r3.xyz, r3.xyz); r1.x = cmp(r1.x != 0.000000); r1.x = r1.x ? 1.000000 : 0; r0.z = r1.x * r0.z; r2.xyz = r0.zzz * r0.xyw; r0.z = 1 + -r1.z; r1.x = r1.z * r1.z; r1.x = dot(r1.xx, r5.xx); r1.x = -0.5 + r1.x; r1.z = r0.z * r0.z; r1.z = r1.z * r1.z; r0.z = r1.z * r0.z; r3.xyz = r5.yzw * r0.zzz + r3.xyz; r2.xyz = r3.xyz * r2.xyz; r0.z = r1.y * r1.y; r0.z = r0.z * r0.z; r0.z = r0.z * r1.y; r0.z = r1.x * r0.z + 1; r1.y = 1 + -r1.w; r1.z = r1.y * r1.y; r1.z = r1.z * r1.z; r1.y = r1.z * r1.y; r1.x = r1.x * r1.y + 1; r0.z = r1.x * r0.z; r0.z = r0.z * r1.w; r0.xyz = r0.xyw * r0.zzz; o0.xyz = r4.xyz * r0.xyz + r2.xyz; o0.w = 1; return; } /****************************** COMPILE ERRORS ****************************** C:\cygwin64\home\Eternium Defekatium\ShaderFixes\027c750fde1237f5-ps_replace.txt(100,9): error X3003: redefinition of 'cb3' compilation failed; no code produced ****************************** COMPILE ERRORS ******************************/ [/code] Thanks for your time!!!
Hi 4everAwake!!!
This is the file 027c750fde1237f5-ps.txt
// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 027c750fde1237f5-ps.txt
// 3DMigoto: 027c750fde1237f5 | Unity headers extracted from Internal-DeferredShading.shader
// Shader "Hidden/Internal-DeferredShading" {
// Properties {
// _LightTexture0 ("", any) = "" { }
// _LightTextureB0 ("", 2D) = "" { }
// _ShadowMapTexture ("", any) = "" { }
// _SrcBlend ("", Float) = 1.000000
// _DstBlend ("", Float) = 1.000000
// }
// Fallback Off
// SubShader 1/1 {
// Pass 1/2 {
// Tags { "SHADOWSUPPORT"="true" }
// ZWrite Off
// Blend [_SrcBlend] [_DstBlend]
// GpuProgramID 36028
// Program "fp" {
// SubProgram "d3d11 " {
// GpuProgramIndex 99
// }
// }
// }
// }
// }
//
// Unity 5.3 headers extracted from Internal-DeferredShading.shader.decompressed:
// API d3d11
// Shader model ps_4_0
// undeciphered1: 201510240 116 5 0
// Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_HDR_ON" }
// undeciphered2: 1 7 4 7 0 0
// undeciphered3: 0 0
// ConstBuffer "$Globals" 336
// Vector 48 [unity_ColorSpaceLuminance]
// Vector 128 [_LightPos]
// Vector 144 [_LightColor]
// Vector 240 [_ShadowOffsets0]
// Vector 256 [_ShadowOffsets1]
// Vector 272 [_ShadowOffsets2]
// Vector 288 [_ShadowOffsets3]
// Matrix 176 [unity_WorldToLight]
// ConstBuffer "UnityPerCamera" 144
// Vector 64 [_WorldSpaceCameraPos] 3
// Vector 80 [_ProjectionParams]
// Vector 112 [_ZBufferParams]
// ConstBuffer "UnityPerCameraRare" 352
// Matrix 288 [unity_CameraToWorld]
// ConstBuffer "UnityShadows" 416
// Vector 384 [_LightShadowData]
// Vector 400 [unity_ShadowFadeCenterAndType]
// Matrix 128 [unity_WorldToShadow0]
// Matrix 192 [unity_WorldToShadow1]
// Matrix 256 [unity_WorldToShadow2]
// Matrix 320 [unity_WorldToShadow3]
// SetTexture 0 [_CameraDepthTexture] 2D 0
// SetTexture 1 [_LightTexture0] 2D 2
// SetTexture 2 [_LightTextureB0] 2D 1
// SetTexture 3 [_CameraGBufferTexture0] 2D 4
// SetTexture 4 [_CameraGBufferTexture1] 2D 5
// SetTexture 5 [_CameraGBufferTexture2] 2D 6
// SetTexture 6 [_ShadowMapTexture] 2D 3
// BindCB "$Globals" 0
// BindCB "UnityPerCamera" 1
// BindCB "UnityPerCameraRare" 2
// BindCB "UnityShadows" 3
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://github.com/DarkStarSword/3d-fixes


//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.52 on Mon Feb 20 21:22:50 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy w
// TEXCOORD 1 xyz 2 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer cb0[19], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[26], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_comparison
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps linear v1.xyw
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 11
dcl_constantbuffer cb10[4], immediateIndexed
dcl_constantbuffer cb11[22], immediateIndexed

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 027c750fde1237f5-ps.txt
mov r7.xyzw, cb1[4].xyzw
mov r8.xyzw, l(0)
mul r8.x, -r6.x, r6.y
mul r10.xyzw, cb10[0].xyzw, r8.xxxx
mad r10.xyzw, cb10[1].xyzw, r8.yyyy, r10.xyzw
mad r10.xyzw, cb10[2].xyzw, r8.zzzz, r10.xyzw
mad r10.xyzw, cb10[3].xyzw, r8.wwww, r10.xyzw
mul r9.xyzw, cb11[12].xyzw, r10.xxxx
mad r9.xyzw, cb11[13].xyzw, r10.yyyy, r9.xyzw
mad r9.xyzw, cb11[14].xyzw, r10.zzzz, r9.xyzw
mad r9.xyzw, cb11[15].xyzw, r10.wwww, r9.xyzw
add r7.xyz, r7.xyz, -r9.xyz

add r0.x, -cb3[24].x, l(1.000000)
div r0.y, cb1[5].z, v2.z
mul r0.yzw, r0.yyyy, v2.xxyz
div r1.xy, v1.xyxx, v1.wwww
sample r2.xyzw, r1.xyxx, t0.xyzw, s0
mad r1.z, cb1[7].x, r2.x, cb1[7].y
div r1.z, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
mul r2.xyz, r0.yzwy, r1.zzzz
mul r3.xyz, r2.yyyy, cb2[19].xyzx
mad r2.xyw, cb2[18].xyxz, r2.xxxx, r3.xyxz
mad r2.xyw, cb2[20].xyxz, r2.zzzz, r2.xyxw
add r2.xyw, r2.xyxw, cb2[21].xyxz
mul r3.xyzw, r2.yyyy, cb3[9].xyzw
mad r3.xyzw, cb3[8].xyzw, r2.xxxx, r3.xyzw
mad r3.xyzw, cb3[10].xyzw, r2.wwww, r3.xyzw
add r3.xyzw, r3.xyzw, cb3[11].xyzw
div r3.xyz, r3.xyzx, r3.wwww
add r4.xyz, r3.xyzx, cb0[15].xyzx
sample_c_lz r4.x, r4.xyxx, t6.xxxx, s3, r4.z
add r5.xyz, r3.xyzx, cb0[16].xyzx
sample_c_lz r4.y, r5.xyxx, t6.xxxx, s3, r5.z
add r5.xyz, r3.xyzx, cb0[17].xyzx
add r3.xyz, r3.xyzx, cb0[18].xyzx
sample_c_lz r4.w, r3.xyxx, t6.xxxx, s3, r3.z
sample_c_lz r4.z, r5.xyxx, t6.xxxx, s3, r5.z
mad r3.xyzw, r4.xyzw, r0.xxxx, cb3[24].xxxx
dp4 r0.x, r3.xyzw, l(0.250000, 0.250000, 0.250000, 0.250000)
add r3.xyz, r2.xywx, -cb3[25].xyzx
dp3 r0.y, r3.xyzx, r3.xyzx
sqrt r0.y, r0.y
mad r0.y, -r0.w, r1.z, r0.y
mad r0.y, cb3[25].w, r0.y, r2.z
mad_sat r0.y, r0.y, cb3[24].z, cb3[24].w
add_sat r0.x, r0.y, r0.x
mul r0.yzw, r2.yyyy, cb0[12].xxyw
mad r0.yzw, cb0[11].xxyw, r2.xxxx, r0.yyzw
mad r0.yzw, cb0[13].xxyw, r2.wwww, r0.yyzw
add r0.yzw, r0.yyzw, cb0[14].xxyw
div r0.yz, r0.yyzy, r0.wwww
lt r0.w, r0.w, l(0.000000)
and r0.w, r0.w, l(0x3f800000)
sample_b r3.xyzw, r0.yzyy, t1.xyzw, s2, l(-8.000000)
mul r0.y, r0.w, r3.w
add r3.xyz, -r2.xywx, cb0[8].xyzx
add r2.xyz, r2.xywx, -r7.xyzx
dp3 r0.z, r3.xyzx, r3.xyzx
mul r0.w, r0.z, cb0[8].w
rsq r0.z, r0.z
sample r4.xyzw, r0.wwww, t2.xyzw, s1
mul r0.y, r0.y, r4.x
mul r0.x, r0.x, r0.y
mul r0.xyw, r0.xxxx, cb0[9].xyxz
dp3 r1.z, r2.xyzx, r2.xyzx
rsq r1.z, r1.z
mul r2.xyz, r1.zzzz, r2.xyzx
mad r4.xyz, r3.xyzx, r0.zzzz, -r2.xyzx
mul r3.xyz, r0.zzzz, r3.xyzx
dp3 r0.z, r4.xyzx, r4.xyzx
max r0.z, r0.z, l(0.001000)
rsq r0.z, r0.z
mul r4.xyz, r0.zzzz, r4.xyzx
sample r5.xyzw, r1.xyxx, t5.xyzw, s6
mad r5.xyz, r5.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r0.z, r5.xyzx, r5.xyzx
rsq r0.z, r0.z
mul r5.xyz, r0.zzzz, r5.xyzx
dp3 r0.z, r5.xyzx, r4.xyzx
dp3 r1.z, r3.xyzx, r4.xyzx
dp3 r1.w, r5.xyzx, r3.xyzx
dp3 r2.x, r5.xyzx, -r2.xyzx
max r2.x, r2.x, l(0.000000)
max r1.zw, r1.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
max r0.z, r0.z, l(0.000000)
mul r0.z, r0.z, r0.z
sample r3.xyzw, r1.xyxx, t4.xyzw, s5
sample r4.xyzw, r1.xyxx, t3.xyzw, s4
add r5.xyzw, -r3.wxyz, l(1.000000, 1.000000, 1.000000, 1.000000)
mul r1.x, r5.x, r5.x
mad r1.y, r1.x, r1.x, l(-1.000000)
mad r0.z, r0.z, r1.y, l(1.000000)
mul r1.y, r0.z, l(3.14159274)
mad r0.z, r1.y, r0.z, l(1.000000012E-007)
mul r1.y, r1.x, r1.x
div r0.z, r1.y, r0.z
mad r1.y, -r5.x, r5.x, l(1.000000)
mad r2.y, r2.x, r1.y, r1.x
mad r1.x, r1.w, r1.y, r1.x
mul r1.x, r1.x, r2.x
add r1.y, -r2.x, l(1.000000)
mad r1.x, r1.w, r2.y, r1.x
add r1.x, r1.x, l(0.000010)
div r1.x, l(2.000000), r1.x
mul r0.z, r0.z, r1.x
mul r0.z, r0.z, l(0.785398185)
max r1.x, r0.z, l(0.000100)
sqrt r1.x, r1.x
eq r2.x, cb0[3].w, l(0.000000)
movc r0.z, r2.x, r1.x, r0.z
mul r0.z, r1.w, r0.z
max r0.z, r0.z, l(0.000000)
dp3 r1.x, r3.xyzx, r3.xyzx
ne r1.x, r1.x, l(0.000000)
and r1.x, r1.x, l(0x3f800000)
mul r0.z, r0.z, r1.x
mul r2.xyz, r0.xywx, r0.zzzz
add r0.z, -r1.z, l(1.000000)
mul r1.x, r1.z, r1.z
dp2 r1.x, r1.xxxx, r5.xxxx
add r1.x, r1.x, l(-0.500000)
mul r1.z, r0.z, r0.z
mul r1.z, r1.z, r1.z
mul r0.z, r0.z, r1.z
mad r3.xyz, r5.yzwy, r0.zzzz, r3.xyzx
mul r2.xyz, r2.xyzx, r3.xyzx
mul r0.z, r1.y, r1.y
mul r0.z, r0.z, r0.z
mul r0.z, r1.y, r0.z
mad r0.z, r1.x, r0.z, l(1.000000)
add r1.y, -r1.w, l(1.000000)
mul r1.z, r1.y, r1.y
mul r1.z, r1.z, r1.z
mul r1.y, r1.y, r1.z
mad r1.x, r1.x, r1.y, l(1.000000)
mul r0.z, r0.z, r1.x
mul r0.z, r1.w, r0.z
mul r0.xyz, r0.zzzz, r0.xywx
mad o0.xyz, r4.xyzx, r0.xyzx, r2.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used


This is 027c750fde1237f5-ps_replace.txt~failed
// hlsltool.py -I ../.. --fix-unity-lighting-ps --only-autofixed --fxc /home/Eternium Defekatium/fxc.exe 027c750fde1237f5-ps_replace.txt
// 3DMigoto: 027c750fde1237f5 | Unity headers extracted from Internal-DeferredShading.shader
// Shader "Hidden/Internal-DeferredShading" {
// Properties {
// _LightTexture0 ("", any) = "" { }
// _LightTextureB0 ("", 2D) = "" { }
// _ShadowMapTexture ("", any) = "" { }
// _SrcBlend ("", Float) = 1.000000
// _DstBlend ("", Float) = 1.000000
// }
// Fallback Off
// SubShader 1/1 {
// Pass 1/2 {
// Tags { "SHADOWSUPPORT"="true" }
// ZWrite Off
// Blend [_SrcBlend] [_DstBlend]
// GpuProgramID 36028
// Program "fp" {
// SubProgram "d3d11 " {
// GpuProgramIndex 99
// }
// }
// }
// }
// }
//
// Unity 5.3 headers extracted from Internal-DeferredShading.shader.decompressed:
// API d3d11
// Shader model ps_4_0
// undeciphered1: 201510240 116 5 0
// Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_HDR_ON" }
// undeciphered2: 1 7 4 7 0 0
// undeciphered3: 0 0
// ConstBuffer "$Globals" 336
// Vector 48 [unity_ColorSpaceLuminance]
// Vector 128 [_LightPos]
// Vector 144 [_LightColor]
// Vector 240 [_ShadowOffsets0]
// Vector 256 [_ShadowOffsets1]
// Vector 272 [_ShadowOffsets2]
// Vector 288 [_ShadowOffsets3]
// Matrix 176 [unity_WorldToLight]
// ConstBuffer "UnityPerCamera" 144
// Vector 64 [_WorldSpaceCameraPos] 3
// Vector 80 [_ProjectionParams]
// Vector 112 [_ZBufferParams]
// ConstBuffer "UnityPerCameraRare" 352
// Matrix 288 [unity_CameraToWorld]
// ConstBuffer "UnityShadows" 416
// Vector 384 [_LightShadowData]
// Vector 400 [unity_ShadowFadeCenterAndType]
// Matrix 128 [unity_WorldToShadow0]
// Matrix 192 [unity_WorldToShadow1]
// Matrix 256 [unity_WorldToShadow2]
// Matrix 320 [unity_WorldToShadow3]
// SetTexture 0 [_CameraDepthTexture] 2D 0
// SetTexture 1 [_LightTexture0] 2D 2
// SetTexture 2 [_LightTextureB0] 2D 1
// SetTexture 3 [_CameraGBufferTexture0] 2D 4
// SetTexture 4 [_CameraGBufferTexture1] 2D 5
// SetTexture 5 [_CameraGBufferTexture2] 2D 6
// SetTexture 6 [_ShadowMapTexture] 2D 3
// BindCB "$Globals" 0
// BindCB "UnityPerCamera" 1
// BindCB "UnityPerCameraRare" 2
// BindCB "UnityShadows" 3
//
// Headers extracted with DarkStarSword's extract_unity53_shaders.py
// https://github.com/DarkStarSword/3d-fixes


// ---- Created with 3Dmigoto v1.2.52 on Mon Feb 20 21:22:50 2017
Texture2D<float4> t6 : register(t6);

Texture2D<float4> t5 : register(t5);

Texture2D<float4> t4 : register(t4);

Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s6_s : register(s6);

SamplerState s5_s : register(s5);

SamplerState s4_s : register(s4);

SamplerComparisonState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
float4 cb3[26];
}

cbuffer cb2 : register(b2)
{
float4 cb2[22];
}

cbuffer cb1 : register(b1)
{
float4 cb1[9];
}

cbuffer cb0 : register(b0)
{
float4 cb0[19];
}




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



cbuffer UnityPerDraw : register(b11) {
float4x4 glstate_matrix_mvp;
float4x4 glstate_matrix_modelview0;
float4x4 glstate_matrix_invtrans_modelview0;
#define UNITY_MATRIX_MVP glstate_matrix_mvp
#define UNITY_MATRIX_MV glstate_matrix_modelview0
#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0

uniform float4x4 _Object2World;
uniform float4x4 _World2Object;
uniform float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
uniform float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
}


#include <matrix.hlsl>

void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD0,
float3 v2 : TEXCOORD1,
out float4 o0 : SV_Target0,
float fov : TEXCOORD3)
{
float4 r0,r1,r2,r3,r4,r5;
uint4 bitmask, uiDest;
float4 fDest;

float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

// Unity reflection/specular fix inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../.. --fix-unity-lighting-ps --only-autofixed --fxc /home/Eternium Defekatium/fxc.exe 027c750fde1237f5-ps_replace.txt
matrix _CameraToWorld = matrix(cb2[18], cb2[19], cb2[20], cb2[21]);
float4 _WorldSpaceCameraPos = cb1[4];
if (fov) {
_WorldSpaceCameraPos.xyz -= mul(float4(-separation * convergence * fov, 0, 0, 0), _CameraToWorld).xyz;
} else {
float4 clip_space_adj = float4(-separation * convergence, 0, 0, 0);
float4 local_space_adj = mul(inverse(glstate_matrix_mvp), clip_space_adj);
float4 world_space_adj = mul(_Object2World, local_space_adj);
_WorldSpaceCameraPos.xyz -= world_space_adj.xyz;
}

r0.x = 1 + -cb3[24].x;
r0.y = cb1[5].z / v2.z;
r0.yzw = v2.xyz * r0.yyy;
r1.xy = v1.xy / v1.ww;
r2.xyzw = t0.Sample(s0_s, r1.xy).xyzw;
r1.z = cb1[7].x * r2.x + cb1[7].y;
r1.z = 1 / r1.z;
r2.xyz = r1.zzz * r0.yzw;
float depth = r2.z;

// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's hlsltool.py:
// hlsltool.py -I ../.. --fix-unity-lighting-ps --only-autofixed --fxc /home/Eternium Defekatium/fxc.exe 027c750fde1237f5-ps_replace.txt
if (fov) {
r2.x -= separation * (depth - convergence) * fov;
}

r3.xyz = cb2[19].xyz * r2.yyy;
r2.xyw = cb2[18].xyz * r2.xxx + r3.xyz;
r2.xyw = cb2[20].xyz * r2.zzz + r2.xyw; // depth in r2.z
r2.xyw = cb2[21].xyz + r2.xyw;

// Fallback adjustment if the FOV was not passed from the VS:
if (!fov) {
float4 clip_space_adj = float4(separation * (depth - convergence), 0, 0, 0);
float4 local_space_adj = mul(inverse(glstate_matrix_mvp), clip_space_adj);
float4 world_space_adj = mul(_Object2World, local_space_adj);
r2.xyw -= world_space_adj.xyz;
}

r3.xyzw = cb3[9].xyzw * r2.yyyy;
r3.xyzw = cb3[8].xyzw * r2.xxxx + r3.xyzw;
r3.xyzw = cb3[10].xyzw * r2.wwww + r3.xyzw;
r3.xyzw = cb3[11].xyzw + r3.xyzw;
r3.xyz = r3.xyz / r3.www;
r4.xyz = cb0[15].xyz + r3.xyz;
r4.x = t6.SampleCmpLevelZero(s3_s, r4.xy, r4.z).x;
r5.xyz = cb0[16].xyz + r3.xyz;
r4.y = t6.SampleCmpLevelZero(s3_s, r5.xy, r5.z).x;
r5.xyz = cb0[17].xyz + r3.xyz;
r3.xyz = cb0[18].xyz + r3.xyz;
r4.w = t6.SampleCmpLevelZero(s3_s, r3.xy, r3.z).x;
r4.z = t6.SampleCmpLevelZero(s3_s, r5.xy, r5.z).x;
r3.xyzw = r4.xyzw * r0.xxxx + cb3[24].xxxx;
r0.x = dot(r3.xyzw, float4(0.25,0.25,0.25,0.25));
r3.xyz = -cb3[25].xyz + r2.xyw;
r0.y = dot(r3.xyz, r3.xyz);
r0.y = sqrt(r0.y);
r0.y = -r0.w * r1.z + r0.y;
r0.y = cb3[25].w * r0.y + r2.z;
r0.y = saturate(r0.y * cb3[24].z + cb3[24].w);
r0.x = saturate(r0.x + r0.y);
r0.yzw = cb0[12].xyw * r2.yyy;
r0.yzw = cb0[11].xyw * r2.xxx + r0.yzw;
r0.yzw = cb0[13].xyw * r2.www + r0.yzw;
r0.yzw = cb0[14].xyw + r0.yzw;
r0.yz = r0.yz / r0.ww;
r0.w = cmp(r0.w < 0);
r0.w = r0.w ? 1.000000 : 0;
r3.xyzw = t1.SampleBias(s2_s, r0.yz, -8).xyzw;
r0.y = r3.w * r0.w;
r3.xyz = cb0[8].xyz + -r2.xyw;
r2.xyz = -_WorldSpaceCameraPos.xyz + r2.xyw;
r0.z = dot(r3.xyz, r3.xyz);
r0.w = cb0[8].w * r0.z;
r0.z = rsqrt(r0.z);
r4.xyzw = t2.Sample(s1_s, r0.ww).xyzw;
r0.y = r4.x * r0.y;
r0.x = r0.y * r0.x;
r0.xyw = cb0[9].xyz * r0.xxx;
r1.z = dot(r2.xyz, r2.xyz);
r1.z = rsqrt(r1.z);
r2.xyz = r2.xyz * r1.zzz;
r4.xyz = r3.xyz * r0.zzz + -r2.xyz;
r3.xyz = r3.xyz * r0.zzz;
r0.z = dot(r4.xyz, r4.xyz);
r0.z = max(0.00100000005, r0.z);
r0.z = rsqrt(r0.z);
r4.xyz = r4.xyz * r0.zzz;
r5.xyzw = t5.Sample(s6_s, r1.xy).xyzw;
r5.xyz = r5.xyz * float3(2,2,2) + float3(-1,-1,-1);
r0.z = dot(r5.xyz, r5.xyz);
r0.z = rsqrt(r0.z);
r5.xyz = r5.xyz * r0.zzz;
r0.z = dot(r5.xyz, r4.xyz);
r1.z = dot(r3.xyz, r4.xyz);
r1.w = dot(r5.xyz, r3.xyz);
r2.x = dot(r5.xyz, -r2.xyz);
r2.x = max(0, r2.x);
r1.zw = max(float2(0,0), r1.zw);
r0.z = max(0, r0.z);
r0.z = r0.z * r0.z;
r3.xyzw = t4.Sample(s5_s, r1.xy).xyzw;
r4.xyzw = t3.Sample(s4_s, r1.xy).xyzw;
r5.xyzw = float4(1,1,1,1) + -r3.wxyz;
r1.x = r5.x * r5.x;
r1.y = r1.x * r1.x + -1;
r0.z = r0.z * r1.y + 1;
r1.y = 3.14159274 * r0.z;
r0.z = r1.y * r0.z + 1.00000001e-007;
r1.y = r1.x * r1.x;
r0.z = r1.y / r0.z;
r1.y = -r5.x * r5.x + 1;
r2.y = r2.x * r1.y + r1.x;
r1.x = r1.w * r1.y + r1.x;
r1.x = r2.x * r1.x;
r1.y = 1 + -r2.x;
r1.x = r1.w * r2.y + r1.x;
r1.x = 9.99999975e-006 + r1.x;
r1.x = 2 / r1.x;
r0.z = r1.x * r0.z;
r0.z = 0.785398185 * r0.z;
r1.x = max(9.99999975e-005, r0.z);
r1.x = sqrt(r1.x);
r2.x = cmp(cb0[3].w == 0.000000);
r0.z = r2.x ? r1.x : r0.z;
r0.z = r0.z * r1.w;
r0.z = max(0, r0.z);
r1.x = dot(r3.xyz, r3.xyz);
r1.x = cmp(r1.x != 0.000000);
r1.x = r1.x ? 1.000000 : 0;
r0.z = r1.x * r0.z;
r2.xyz = r0.zzz * r0.xyw;
r0.z = 1 + -r1.z;
r1.x = r1.z * r1.z;
r1.x = dot(r1.xx, r5.xx);
r1.x = -0.5 + r1.x;
r1.z = r0.z * r0.z;
r1.z = r1.z * r1.z;
r0.z = r1.z * r0.z;
r3.xyz = r5.yzw * r0.zzz + r3.xyz;
r2.xyz = r3.xyz * r2.xyz;
r0.z = r1.y * r1.y;
r0.z = r0.z * r0.z;
r0.z = r0.z * r1.y;
r0.z = r1.x * r0.z + 1;
r1.y = 1 + -r1.w;
r1.z = r1.y * r1.y;
r1.z = r1.z * r1.z;
r1.y = r1.z * r1.y;
r1.x = r1.x * r1.y + 1;
r0.z = r1.x * r0.z;
r0.z = r0.z * r1.w;
r0.xyz = r0.xyw * r0.zzz;
o0.xyz = r4.xyz * r0.xyz + r2.xyz;
o0.w = 1;
return;
}

/****************************** COMPILE ERRORS ******************************
C:\cygwin64\home\Eternium Defekatium\ShaderFixes\027c750fde1237f5-ps_replace.txt(100,9): error X3003: redefinition of 'cb3'

compilation failed; no code produced
****************************** COMPILE ERRORS ******************************/


Thanks for your time!!!

Posted 02/23/2017 03:45 PM   
So you have both HLSL & ASM versions of the same shader in the Shaderfixes directory? You only need one (preferably the HLSL file). Also I see you have [i]--fix-unity-lighting-ps[/i] applied to the HLSL file. But you have [i]--fix-unity-reflection[/i] applied to the ASM file. Try deleting all the ASM files from the Shaderfixes directory. Also remove all the ASM entries from the d3dx.ini file. Such as the one below: [code][ShaderOverride_027c750fde1237f5] hash = 027c750fde1237f5 ps-cb11 = Resource_UnityPerDraw ps-cb10 = copy Resource_Inverse_MVP[/code] Let me know what your get.
So you have both HLSL & ASM versions of the same shader in the Shaderfixes directory? You only need one (preferably the HLSL file). Also I see you have --fix-unity-lighting-ps applied to the HLSL file. But you have --fix-unity-reflection applied to the ASM file.

Try deleting all the ASM files from the Shaderfixes directory. Also remove all the ASM entries from the d3dx.ini file. Such as the one below:

[ShaderOverride_027c750fde1237f5]
hash = 027c750fde1237f5
ps-cb11 = Resource_UnityPerDraw
ps-cb10 = copy Resource_Inverse_MVP



Let me know what your get.

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

Posted 02/23/2017 06:46 PM   
  165 / 167    
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