Seven: The Days Long Gone
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Seven: The Days Long Gone: [url]http://seven-game.com/en/[/url] [url]http://store.steampowered.com/app/471010/Seven_The_Days_Long_Gone/[/url] https://www.youtube.com/watch?v=cHdReMjE32w https://www.youtube.com/watch?v=NDIiM8RXvew http://www.youtube.com/watch?v=WcXOFnTDz9g Is going to be released tomorrow. I've been looking forward to this game since it was first announced. Seven: The Days Long Gone is a 3D isometric RPG in which players can freely explore the sandbox world of the Vetrall Empire. Set in a 'beyond post-apocalyptic' environment, the title will redefine how the isometric RPG genre is played. The climbing system implemented allows you to free-traverse obstacles of any height, both horizontally and vertically. On the prison island of Peh, you will experience rich stories of conspiracy, discovery and betrayal, set within an unforgiving world filled with mysterious technology and dark age superstition. As a master thief possessed by an ancient daemon, you are deported to Peh on a mission that could decide the fate of all humanity. It's being developed by ex-witcher 3 devs headed by Witcher 3's senior quest designer, Jakub Rokosz. I think one of the best aspects of the Witcher were it's quests so we're probably in for a treat. The game runs on Unreal Engine so hopefully it can be fixed relatively quickly. DHR seems to be the best at fixing Unreal based games, and DSS new regex scripts will help out a ton.
Seven: The Days Long Gone:
http://seven-game.com/en/
http://store.steampowered.com/app/471010/Seven_The_Days_Long_Gone/





Is going to be released tomorrow. I've been looking forward to this game since it was first announced.

Seven: The Days Long Gone is a 3D isometric RPG in which players can freely explore the sandbox world of the Vetrall Empire.

Set in a 'beyond post-apocalyptic' environment, the title will redefine how the isometric RPG genre is played. The climbing system implemented allows you to free-traverse obstacles of any height, both horizontally and vertically.

On the prison island of Peh, you will experience rich stories of conspiracy, discovery and betrayal, set within an unforgiving world filled with mysterious technology and dark age superstition. As a master thief possessed by an ancient daemon, you are deported to Peh on a mission that could decide the fate of all humanity.

It's being developed by ex-witcher 3 devs headed by Witcher 3's senior quest designer, Jakub Rokosz. I think one of the best aspects of the Witcher were it's quests so we're probably in for a treat.

The game runs on Unreal Engine so hopefully it can be fixed relatively quickly. DHR seems to be the best at fixing Unreal based games, and DSS new regex scripts will help out a ton.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#1
Posted 11/30/2017 05:03 PM   
@sgsrules When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. [b]DON'T REMOVE[/b] the hlsl files. [url]https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip[/url] That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include: - 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights - 1 ShaderRegex for main halo issue - 1 ShaderRegex for Lights shafts - 1 ShaderRegex for 2D Objects/Models - 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files) If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority. Test tomorrow and let me know!
@sgsrules
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. DON'T REMOVE the hlsl files.

https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip

That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)

If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.

Test tomorrow and let me know!

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#2
Posted 11/30/2017 06:16 PM   
[quote="DHR"]@sgsrules When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. [b]DON'T REMOVE[/b] the hlsl files. [url]https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip[/url] That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include: - 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights - 1 ShaderRegex for main halo issue - 1 ShaderRegex for Lights shafts - 1 ShaderRegex for 2D Objects/Models - 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files) If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority. Test tomorrow and let me know![/quote] Thanks DHR! I'll give it a shot later today after I'm done working.
DHR said:@sgsrules
When you have the game installed, download the "Obduction" fix and extract where the .EXE is in this game (......./win64 folder ...not the root game folder). Remove all the .txt files from ShaderFixes folder. DON'T REMOVE the hlsl files.

https://s3.amazonaws.com/dhr/Obduction.3Dfix.zip

That fix include a sets of ShaderRegex i made for UE4 games...is UNIVERSAL. include:
- 3 ShaderRegex for Shadows, Lights, Reflections and CS Tile Lights
- 1 ShaderRegex for main halo issue
- 1 ShaderRegex for Lights shafts
- 1 ShaderRegex for 2D Objects/Models
- 1 ShaderRegex and Custom Shader for 2D Decals (If they change the constant buffer you will need to edit 1 of the .hlsl files)

If devs don't goes crazy and do an extreme change in the # Constant Buffers, this universal fix will fix 90% of the game. In the ShaderRegex i consider some variant of the # Constant Buffer i see in others UE4 games, so should cover the majority.

Test tomorrow and let me know!


Thanks DHR! I'll give it a shot later today after I'm done working.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#3
Posted 12/01/2017 03:55 PM   
I couldn't resist trying it out so i took a break and booted it up. At first 3D Vision was completely busted but that's because i placed the fix in the wrong folder, If you're giving this a shot you need to place it in the Seven The Days Long Gone\Seven\Binaries\Win64 folder like most Unreal based games. Luckily The fix fixes almost everything, except for a few things. The game uses an outline shader around the characters and this is rendered at depth, a quick fix would be to simply disable the shader since it's really not that noticeable. The bigger issue is that all the decals are rendered at depth... and the game uses tons of them. Other minor issues are that the HUD elements are also at depth and the character portraits are rendered with to much convergence. Here are some screenshots, the second screenshot has the convergence cranked up a bit so that you can see the issue with the character outlines. [url=http://www.iforce.co.nz/View.aspx?i=41yndlvp.bdz.jpg][img]http://iforce.co.nz/i/41yndlvp.bdz.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=j3lswrpu.ys2.jpg][img]http://iforce.co.nz/i/j3lswrpu.ys2.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=o4r0m5nz.utu.jpg][img]http://iforce.co.nz/i/o4r0m5nz.utu.jpg[/img][/url] [url=http://www.iforce.co.nz/View.aspx?i=uk4qxsl5.enb.jpg][img]http://iforce.co.nz/i/uk4qxsl5.enb.jpg[/img][/url] Overall the game is playable in 3D Vision with the basic fix if you adjust the convergence so that the characters are at screen depth. I'd say the minimum things that need fixing are the decals and player outlines. The game itself looks great and performs pretty well, i get around 45fps runnning it on epic settings at 1440p with 3D vision on. Even though you play in a overhead view 3D Vision adds a lot to the game because it is extremely vertical, there are tons of building and cliffs, level design is very layered, lot's of jumping and scaling. I only played it for a few minutes so far (I should be working instead ;) ) but it looks really promising. It's an open world RPG with a lot of sneaking and terrain navigation in a post apocalyptic cyber punk fantasy setting, pretty unique.
I couldn't resist trying it out so i took a break and booted it up. At first 3D Vision was completely busted but that's because i placed the fix in the wrong folder, If you're giving this a shot you need to place it in the Seven The Days Long Gone\Seven\Binaries\Win64 folder like most Unreal based games. Luckily The fix fixes almost everything, except for a few things. The game uses an outline shader around the characters and this is rendered at depth, a quick fix would be to simply disable the shader since it's really not that noticeable. The bigger issue is that all the decals are rendered at depth... and the game uses tons of them. Other minor issues are that the HUD elements are also at depth and the character portraits are rendered with to much convergence. Here are some screenshots, the second screenshot has the convergence cranked up a bit so that you can see the issue with the character outlines.

Image
Image
Image
Image

Overall the game is playable in 3D Vision with the basic fix if you adjust the convergence so that the characters are at screen depth. I'd say the minimum things that need fixing are the decals and player outlines. The game itself looks great and performs pretty well, i get around 45fps runnning it on epic settings at 1440p with 3D vision on. Even though you play in a overhead view 3D Vision adds a lot to the game because it is extremely vertical, there are tons of building and cliffs, level design is very layered, lot's of jumping and scaling. I only played it for a few minutes so far (I should be working instead ;) ) but it looks really promising. It's an open world RPG with a lot of sneaking and terrain navigation in a post apocalyptic cyber punk fantasy setting, pretty unique.

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#4
Posted 12/01/2017 04:59 PM   
@sgsrules Great that works!! For the outline shader, hunt the VS and post only the hash # here. For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.
@sgsrules

Great that works!!

For the outline shader, hunt the VS and post only the hash # here.

For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#5
Posted 12/01/2017 07:53 PM   
[quote="DHR"]@sgsrules Great that works!! For the outline shader, hunt the VS and post only the hash # here.[/quote] Outline VS: c8a4c0ac030d1588-vs_replace.txt [code] // ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:48:13 2017 Buffer<float4> t0 : register(t0); cbuffer cb2 : register(b2) { float4 cb2[15]; } cbuffer cb1 : register(b1) { float4 cb1[57]; } cbuffer cb0 : register(b0) { float4 cb0[8]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : ATTRIBUTE0, float3 v1 : ATTRIBUTE1, float4 v2 : ATTRIBUTE2, uint4 v3 : ATTRIBUTE3, float4 v4 : ATTRIBUTE4, float2 v5 : ATTRIBUTE5, float4 v6 : ATTRIBUTE13, out float4 o0 : TEXCOORD10, out float4 o1 : TEXCOORD11, out float4 o2 : COLOR0, out float4 o3 : TEXCOORD0, out float4 o4 : TEXCOORD6, out float4 o5 : SV_POSITION0) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = (int4)v3.xyzw * int4(3,3,3,3); r1.xyzw = t0.Load(r0.y).xyzw; r1.xyzw = v4.yyyy * r1.xyzw; r2.xyzw = t0.Load(r0.x).xyzw; r1.xyzw = v4.xxxx * r2.xyzw + r1.xyzw; r2.xyzw = t0.Load(r0.z).xyzw; r0.xyzw = t0.Load(r0.w).xyzw; r1.xyzw = v4.zzzz * r2.xyzw + r1.xyzw; r0.xyzw = v4.wwww * r0.xyzw + r1.xyzw; r1.xyz = v1.xyz * float3(2,2,2) + float3(-1,-1,-1); r1.w = dot(r0.xyz, r1.xyz); r2.xyzw = mad((int4)v3.xxyy, int4(3,3,3,3), int4(1,2,1,2)); r3.xyzw = t0.Load(r2.z).xyzw; r3.xyzw = v4.yyyy * r3.xyzw; r4.xyzw = t0.Load(r2.x).xyzw; r3.xyzw = v4.xxxx * r4.xyzw + r3.xyzw; r4.xyzw = mad((int4)v3.zzww, int4(3,3,3,3), int4(1,2,1,2)); r5.xyzw = t0.Load(r4.x).xyzw; r3.xyzw = v4.zzzz * r5.xyzw + r3.xyzw; r5.xyzw = t0.Load(r4.z).xyzw; r3.xyzw = v4.wwww * r5.xyzw + r3.xyzw; r2.x = dot(r3.xyz, r1.xyz); r5.xyz = cb2[14].yyy * cb2[1].xyz; r6.xyz = r5.xyz * r2.xxx; r7.xyz = cb2[14].xxx * cb2[0].xyz; r6.xyz = r1.www * r7.xyz + r6.xyz; r8.xyzw = t0.Load(r2.w).xyzw; r2.xyzw = t0.Load(r2.y).xyzw; r8.xyzw = v4.yyyy * r8.xyzw; r2.xyzw = v4.xxxx * r2.xyzw + r8.xyzw; r8.xyzw = t0.Load(r4.y).xyzw; r4.xyzw = t0.Load(r4.w).xyzw; r2.xyzw = v4.zzzz * r8.xyzw + r2.xyzw; r2.xyzw = v4.wwww * r4.xyzw + r2.xyzw; r1.x = dot(r2.xyz, r1.xyz); r1.yzw = cb2[14].zzz * cb2[2].xyz; o0.xyz = r1.xxx * r1.yzw + r6.xyz; o0.w = 0; r4.xyzw = v2.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1); r1.x = dot(r3.xyz, r4.xyz); r5.xyz = r1.xxx * r5.xyz; r1.x = dot(r0.xyz, r4.xyz); r5.xyz = r1.xxx * r7.xyz + r5.xyz; r1.x = dot(r2.xyz, r4.xyz); o1.w = cb2[9].w * r4.w; o1.xyz = r1.xxx * r1.yzw + r5.xyz; o2.xyzw = v6.xyzw; o3.xy = v5.xy; r1.xyz = v0.xyz * cb0[7].xyz + cb0[6].xyz; r1.w = 1; r3.x = dot(r3.xyzw, r1.xyzw); r3.xyz = cb2[1].xyz * r3.xxx; r0.x = dot(r0.xyzw, r1.xyzw); r0.y = dot(r2.xyzw, r1.xyzw); r0.xzw = cb2[0].xyz * r0.xxx + r3.xyz; r0.xyz = cb2[2].xyz * r0.yyy + r0.xzw; r1.xyz = cb2[3].xyz + cb1[56].xyz; r0.xyz = r1.xyz + r0.xyz; o4.xyz = r0.xyz; o4.w = 1; r1.xyzw = cb1[1].xyzw * r0.yyyy; r1.xyzw = r0.xxxx * cb1[0].xyzw + r1.xyzw; r0.xyzw = r0.zzzz * cb1[2].xyzw + r1.xyzw; o5.xyzw = cb1[3].xyzw + r0.xyzw; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.67 on Fri Dec 01 14:48:13 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // ATTRIBUTE 0 xyzw 0 NONE float xyz // ATTRIBUTE 1 xyz 1 NONE float xyz // ATTRIBUTE 2 xyzw 2 NONE float xyzw // ATTRIBUTE 3 xyzw 3 NONE uint xyzw // ATTRIBUTE 4 xyzw 4 NONE float xyzw // ATTRIBUTE 5 xy 5 NONE float xy // ATTRIBUTE 13 xyzw 6 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 10 xyzw 0 NONE float xyzw // TEXCOORD 11 xyzw 1 NONE float xyzw // COLOR 0 xyzw 2 NONE float xyzw // TEXCOORD 0 xy 3 NONE float xy // TEXCOORD 6 xyzw 4 NONE float xyzw // SV_POSITION 0 xyzw 5 POS float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[8], immediateIndexed dcl_constantbuffer cb1[57], immediateIndexed dcl_constantbuffer cb2[15], immediateIndexed dcl_resource_buffer (float,float,float,float) t0 dcl_input v0.xyz dcl_input v1.xyz dcl_input v2.xyzw dcl_input v3.xyzw dcl_input v4.xyzw dcl_input v5.xy dcl_input v6.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xy dcl_output o4.xyzw dcl_output_siv o5.xyzw, position dcl_temps 9 imul null, r0.xyzw, v3.xyzw, l(3, 3, 3, 3) ld_indexable(buffer)(float,float,float,float) r1.xyzw, r0.yyyy, t0.xyzw mul r1.xyzw, r1.xyzw, v4.yyyy ld_indexable(buffer)(float,float,float,float) r2.xyzw, r0.xxxx, t0.xyzw mad r1.xyzw, v4.xxxx, r2.xyzw, r1.xyzw ld_indexable(buffer)(float,float,float,float) r2.xyzw, r0.zzzz, t0.xyzw ld_indexable(buffer)(float,float,float,float) r0.xyzw, r0.wwww, t0.xyzw mad r1.xyzw, v4.zzzz, r2.xyzw, r1.xyzw mad r0.xyzw, v4.wwww, r0.xyzw, r1.xyzw mad r1.xyz, v1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000) dp3 r1.w, r0.xyzx, r1.xyzx imad r2.xyzw, v3.xxyy, l(3, 3, 3, 3), l(1, 2, 1, 2) ld_indexable(buffer)(float,float,float,float) r3.xyzw, r2.zzzz, t0.xyzw mul r3.xyzw, r3.xyzw, v4.yyyy ld_indexable(buffer)(float,float,float,float) r4.xyzw, r2.xxxx, t0.xyzw mad r3.xyzw, v4.xxxx, r4.xyzw, r3.xyzw imad r4.xyzw, v3.zzww, l(3, 3, 3, 3), l(1, 2, 1, 2) ld_indexable(buffer)(float,float,float,float) r5.xyzw, r4.xxxx, t0.xyzw mad r3.xyzw, v4.zzzz, r5.xyzw, r3.xyzw ld_indexable(buffer)(float,float,float,float) r5.xyzw, r4.zzzz, t0.xyzw mad r3.xyzw, v4.wwww, r5.xyzw, r3.xyzw dp3 r2.x, r3.xyzx, r1.xyzx mul r5.xyz, cb2[1].xyzx, cb2[14].yyyy mul r6.xyz, r2.xxxx, r5.xyzx mul r7.xyz, cb2[0].xyzx, cb2[14].xxxx mad r6.xyz, r1.wwww, r7.xyzx, r6.xyzx ld_indexable(buffer)(float,float,float,float) r8.xyzw, r2.wwww, t0.xyzw ld_indexable(buffer)(float,float,float,float) r2.xyzw, r2.yyyy, t0.xyzw mul r8.xyzw, r8.xyzw, v4.yyyy mad r2.xyzw, v4.xxxx, r2.xyzw, r8.xyzw ld_indexable(buffer)(float,float,float,float) r8.xyzw, r4.yyyy, t0.xyzw ld_indexable(buffer)(float,float,float,float) r4.xyzw, r4.wwww, t0.xyzw mad r2.xyzw, v4.zzzz, r8.xyzw, r2.xyzw mad r2.xyzw, v4.wwww, r4.xyzw, r2.xyzw dp3 r1.x, r2.xyzx, r1.xyzx mul r1.yzw, cb2[2].xxyz, cb2[14].zzzz mad o0.xyz, r1.xxxx, r1.yzwy, r6.xyzx mov o0.w, l(0) mad r4.xyzw, v2.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000) dp3 r1.x, r3.xyzx, r4.xyzx mul r5.xyz, r5.xyzx, r1.xxxx dp3 r1.x, r0.xyzx, r4.xyzx mad r5.xyz, r1.xxxx, r7.xyzx, r5.xyzx dp3 r1.x, r2.xyzx, r4.xyzx mul o1.w, r4.w, cb2[9].w mad o1.xyz, r1.xxxx, r1.yzwy, r5.xyzx mov o2.xyzw, v6.xyzw mov o3.xy, v5.xyxx mad r1.xyz, v0.xyzx, cb0[7].xyzx, cb0[6].xyzx mov r1.w, l(1.000000) dp4 r3.x, r3.xyzw, r1.xyzw mul r3.xyz, r3.xxxx, cb2[1].xyzx dp4 r0.x, r0.xyzw, r1.xyzw dp4 r0.y, r2.xyzw, r1.xyzw mad r0.xzw, cb2[0].xxyz, r0.xxxx, r3.xxyz mad r0.xyz, cb2[2].xyzx, r0.yyyy, r0.xzwx add r1.xyz, cb1[56].xyzx, cb2[3].xyzx add r0.xyz, r0.xyzx, r1.xyzx mov o4.xyz, r0.xyzx mov o4.w, l(1.000000) mul r1.xyzw, r0.yyyy, cb1[1].xyzw mad r1.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw mad r0.xyzw, r0.zzzz, cb1[2].xyzw, r1.xyzw add o5.xyzw, r0.xyzw, cb1[3].xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] posted the whole thing just in case. [quote="DHR"]For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.[/quote] Here are two shaders for broken decals: cb167bda2e059048-ps_replace.txt [code] // ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:50:08 2017 Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb2 : register(b2) { float4 cb2[6]; } cbuffer cb1 : register(b1) { float4 cb1[9]; } cbuffer cb0 : register(b0) { float4 cb0[13]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xy = cb1[3].zw * v0.xy; r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x; r1.xyzw = cb0[1].xyzw * v0.yyyy; r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw; r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; r0.xyz = r0.xyz / r0.www; r1.xyz = float3(1,1,1) + r0.xyz; r1.xyz = cmp(r1.xyz < float3(0,0,0)); r0.w = (int)r1.y | (int)r1.x; r0.w = (int)r1.z | (int)r0.w; if (r0.w != 0) discard; r1.xyz = float3(1,1,1) + -r0.xyz; r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); r1.xyz = cmp(r1.xyz < float3(0,0,0)); r0.w = (int)r1.y | (int)r1.x; r0.w = (int)r1.z | (int)r0.w; if (r0.w != 0) discard; r0.x = r0.x * 2 + -1; r1.xyzw = t0.Sample(s0_s, r0.zy).wxyz; r0.x = saturate(-abs(r0.x) * 4 + 4); r1.x = saturate(r1.x); r0.yzw = cb2[5].xxx * r1.yzw; o3.xyz = saturate(cb2[3].xyz * r0.yzw); r0.x = r1.x * r0.x; r0.w = cb0[12].x * r0.x; o0.w = r0.w; o0.xyz = max(float3(0,0,0), cb2[2].xyz); r0.x = 0; r0.z = cb1[8].x; o2.xyzw = r0.xxzw; o3.w = r0.w; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.67 on Fri Dec 01 14:50:08 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[13], immediateIndexed dcl_constantbuffer cb1[9], immediateIndexed dcl_constantbuffer cb2[6], 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_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 2 mul r0.xy, v0.xyxx, cb1[3].zwzz sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000) mul r1.xyzw, v0.yyyy, cb0[1].xyzw mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw div r0.xyz, r0.xyzx, r0.wwww add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.y, r1.x or r0.w, r1.z, r0.w discard_nz r0.w add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.y, r1.x or r0.w, r1.z, r0.w discard_nz r0.w mad r0.x, r0.x, l(2.000000), l(-1.000000) sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.zyzz, t0.wxyz, s0 mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000) mov_sat r1.x, r1.x mul r0.yzw, r1.yyzw, cb2[5].xxxx mul_sat o3.xyz, r0.yzwy, cb2[3].xyzx mul r0.x, r0.x, r1.x mul r0.w, r0.x, cb0[12].x mov o0.w, r0.w max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mov r0.x, l(0) mov r0.z, cb1[8].x mov o2.xyzw, r0.xxzw mov o3.w, r0.w ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] fc0013a0125b66ea-ps_replace.txt [code] // ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:50:41 2017 Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb2 : register(b2) { float4 cb2[6]; } cbuffer cb1 : register(b1) { float4 cb1[9]; } cbuffer cb0 : register(b0) { float4 cb0[13]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.xy = cb1[3].zw * v0.xy; r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x; r1.xyzw = cb0[1].xyzw * v0.yyyy; r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw; r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; r0.xyz = r0.xyz / r0.www; r1.xyz = float3(1,1,1) + r0.xyz; r1.xyz = cmp(r1.xyz < float3(0,0,0)); r0.w = (int)r1.y | (int)r1.x; r0.w = (int)r1.z | (int)r0.w; if (r0.w != 0) discard; r1.xyz = float3(1,1,1) + -r0.xyz; r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); r1.xyz = cmp(r1.xyz < float3(0,0,0)); r0.w = (int)r1.y | (int)r1.x; r0.w = (int)r1.z | (int)r0.w; if (r0.w != 0) discard; r0.x = r0.x * 2 + -1; r1.xyzw = t0.Sample(s0_s, r0.zy).wxyz; r0.x = saturate(-abs(r0.x) * 4 + 4); r1.x = saturate(r1.x); r0.yzw = cb2[5].xxx * r1.yzw; o3.xyz = saturate(cb2[3].xyz * r0.yzw); r0.x = r1.x * r0.x; r0.x = cb0[12].x * r0.x; o0.w = r0.x; o0.xyz = max(float3(0,0,0), cb2[2].xyz); o2.w = r0.x; o3.w = r0.x; o2.z = cb1[8].y * 0.5 + cb1[8].x; o2.xy = float2(0,0); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.67 on Fri Dec 01 14:50:41 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[13], immediateIndexed dcl_constantbuffer cb1[9], immediateIndexed dcl_constantbuffer cb2[6], 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_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 2 mul r0.xy, v0.xyxx, cb1[3].zwzz sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000) mul r1.xyzw, v0.yyyy, cb0[1].xyzw mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw div r0.xyz, r0.xyzx, r0.wwww add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.y, r1.x or r0.w, r1.z, r0.w discard_nz r0.w add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.y, r1.x or r0.w, r1.z, r0.w discard_nz r0.w mad r0.x, r0.x, l(2.000000), l(-1.000000) sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.zyzz, t0.wxyz, s0 mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000) mov_sat r1.x, r1.x mul r0.yzw, r1.yyzw, cb2[5].xxxx mul_sat o3.xyz, r0.yzwy, cb2[3].xyzx mul r0.x, r0.x, r1.x mul r0.x, r0.x, cb0[12].x mov o0.w, r0.x max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mov o2.w, r0.x mov o3.w, r0.x mad o2.z, cb1[8].y, l(0.500000), cb1[8].x mov o2.xy, l(0,0,0,0) ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Thanks for the help!
DHR said:@sgsrules

Great that works!!

For the outline shader, hunt the VS and post only the hash # here.

Outline VS: c8a4c0ac030d1588-vs_replace.txt
// ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:48:13 2017
Buffer<float4> t0 : register(t0);

cbuffer cb2 : register(b2)
{
float4 cb2[15];
}

cbuffer cb1 : register(b1)
{
float4 cb1[57];
}

cbuffer cb0 : register(b0)
{
float4 cb0[8];
}




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


void main(
float4 v0 : ATTRIBUTE0,
float3 v1 : ATTRIBUTE1,
float4 v2 : ATTRIBUTE2,
uint4 v3 : ATTRIBUTE3,
float4 v4 : ATTRIBUTE4,
float2 v5 : ATTRIBUTE5,
float4 v6 : ATTRIBUTE13,
out float4 o0 : TEXCOORD10,
out float4 o1 : TEXCOORD11,
out float4 o2 : COLOR0,
out float4 o3 : TEXCOORD0,
out float4 o4 : TEXCOORD6,
out float4 o5 : SV_POSITION0)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = (int4)v3.xyzw * int4(3,3,3,3);
r1.xyzw = t0.Load(r0.y).xyzw;
r1.xyzw = v4.yyyy * r1.xyzw;
r2.xyzw = t0.Load(r0.x).xyzw;
r1.xyzw = v4.xxxx * r2.xyzw + r1.xyzw;
r2.xyzw = t0.Load(r0.z).xyzw;
r0.xyzw = t0.Load(r0.w).xyzw;
r1.xyzw = v4.zzzz * r2.xyzw + r1.xyzw;
r0.xyzw = v4.wwww * r0.xyzw + r1.xyzw;
r1.xyz = v1.xyz * float3(2,2,2) + float3(-1,-1,-1);
r1.w = dot(r0.xyz, r1.xyz);
r2.xyzw = mad((int4)v3.xxyy, int4(3,3,3,3), int4(1,2,1,2));
r3.xyzw = t0.Load(r2.z).xyzw;
r3.xyzw = v4.yyyy * r3.xyzw;
r4.xyzw = t0.Load(r2.x).xyzw;
r3.xyzw = v4.xxxx * r4.xyzw + r3.xyzw;
r4.xyzw = mad((int4)v3.zzww, int4(3,3,3,3), int4(1,2,1,2));
r5.xyzw = t0.Load(r4.x).xyzw;
r3.xyzw = v4.zzzz * r5.xyzw + r3.xyzw;
r5.xyzw = t0.Load(r4.z).xyzw;
r3.xyzw = v4.wwww * r5.xyzw + r3.xyzw;
r2.x = dot(r3.xyz, r1.xyz);
r5.xyz = cb2[14].yyy * cb2[1].xyz;
r6.xyz = r5.xyz * r2.xxx;
r7.xyz = cb2[14].xxx * cb2[0].xyz;
r6.xyz = r1.www * r7.xyz + r6.xyz;
r8.xyzw = t0.Load(r2.w).xyzw;
r2.xyzw = t0.Load(r2.y).xyzw;
r8.xyzw = v4.yyyy * r8.xyzw;
r2.xyzw = v4.xxxx * r2.xyzw + r8.xyzw;
r8.xyzw = t0.Load(r4.y).xyzw;
r4.xyzw = t0.Load(r4.w).xyzw;
r2.xyzw = v4.zzzz * r8.xyzw + r2.xyzw;
r2.xyzw = v4.wwww * r4.xyzw + r2.xyzw;
r1.x = dot(r2.xyz, r1.xyz);
r1.yzw = cb2[14].zzz * cb2[2].xyz;
o0.xyz = r1.xxx * r1.yzw + r6.xyz;
o0.w = 0;
r4.xyzw = v2.xyzw * float4(2,2,2,2) + float4(-1,-1,-1,-1);
r1.x = dot(r3.xyz, r4.xyz);
r5.xyz = r1.xxx * r5.xyz;
r1.x = dot(r0.xyz, r4.xyz);
r5.xyz = r1.xxx * r7.xyz + r5.xyz;
r1.x = dot(r2.xyz, r4.xyz);
o1.w = cb2[9].w * r4.w;
o1.xyz = r1.xxx * r1.yzw + r5.xyz;
o2.xyzw = v6.xyzw;
o3.xy = v5.xy;
r1.xyz = v0.xyz * cb0[7].xyz + cb0[6].xyz;
r1.w = 1;
r3.x = dot(r3.xyzw, r1.xyzw);
r3.xyz = cb2[1].xyz * r3.xxx;
r0.x = dot(r0.xyzw, r1.xyzw);
r0.y = dot(r2.xyzw, r1.xyzw);
r0.xzw = cb2[0].xyz * r0.xxx + r3.xyz;
r0.xyz = cb2[2].xyz * r0.yyy + r0.xzw;
r1.xyz = cb2[3].xyz + cb1[56].xyz;
r0.xyz = r1.xyz + r0.xyz;
o4.xyz = r0.xyz;
o4.w = 1;
r1.xyzw = cb1[1].xyzw * r0.yyyy;
r1.xyzw = r0.xxxx * cb1[0].xyzw + r1.xyzw;
r0.xyzw = r0.zzzz * cb1[2].xyzw + r1.xyzw;
o5.xyzw = cb1[3].xyzw + r0.xyzw;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.67 on Fri Dec 01 14:48:13 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE 0 xyzw 0 NONE float xyz
// ATTRIBUTE 1 xyz 1 NONE float xyz
// ATTRIBUTE 2 xyzw 2 NONE float xyzw
// ATTRIBUTE 3 xyzw 3 NONE uint xyzw
// ATTRIBUTE 4 xyzw 4 NONE float xyzw
// ATTRIBUTE 5 xy 5 NONE float xy
// ATTRIBUTE 13 xyzw 6 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 10 xyzw 0 NONE float xyzw
// TEXCOORD 11 xyzw 1 NONE float xyzw
// COLOR 0 xyzw 2 NONE float xyzw
// TEXCOORD 0 xy 3 NONE float xy
// TEXCOORD 6 xyzw 4 NONE float xyzw
// SV_POSITION 0 xyzw 5 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[8], immediateIndexed
dcl_constantbuffer cb1[57], immediateIndexed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_resource_buffer (float,float,float,float) t0
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xy
dcl_input v6.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_output_siv o5.xyzw, position
dcl_temps 9
imul null, r0.xyzw, v3.xyzw, l(3, 3, 3, 3)
ld_indexable(buffer)(float,float,float,float) r1.xyzw, r0.yyyy, t0.xyzw
mul r1.xyzw, r1.xyzw, v4.yyyy
ld_indexable(buffer)(float,float,float,float) r2.xyzw, r0.xxxx, t0.xyzw
mad r1.xyzw, v4.xxxx, r2.xyzw, r1.xyzw
ld_indexable(buffer)(float,float,float,float) r2.xyzw, r0.zzzz, t0.xyzw
ld_indexable(buffer)(float,float,float,float) r0.xyzw, r0.wwww, t0.xyzw
mad r1.xyzw, v4.zzzz, r2.xyzw, r1.xyzw
mad r0.xyzw, v4.wwww, r0.xyzw, r1.xyzw
mad r1.xyz, v1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r1.w, r0.xyzx, r1.xyzx
imad r2.xyzw, v3.xxyy, l(3, 3, 3, 3), l(1, 2, 1, 2)
ld_indexable(buffer)(float,float,float,float) r3.xyzw, r2.zzzz, t0.xyzw
mul r3.xyzw, r3.xyzw, v4.yyyy
ld_indexable(buffer)(float,float,float,float) r4.xyzw, r2.xxxx, t0.xyzw
mad r3.xyzw, v4.xxxx, r4.xyzw, r3.xyzw
imad r4.xyzw, v3.zzww, l(3, 3, 3, 3), l(1, 2, 1, 2)
ld_indexable(buffer)(float,float,float,float) r5.xyzw, r4.xxxx, t0.xyzw
mad r3.xyzw, v4.zzzz, r5.xyzw, r3.xyzw
ld_indexable(buffer)(float,float,float,float) r5.xyzw, r4.zzzz, t0.xyzw
mad r3.xyzw, v4.wwww, r5.xyzw, r3.xyzw
dp3 r2.x, r3.xyzx, r1.xyzx
mul r5.xyz, cb2[1].xyzx, cb2[14].yyyy
mul r6.xyz, r2.xxxx, r5.xyzx
mul r7.xyz, cb2[0].xyzx, cb2[14].xxxx
mad r6.xyz, r1.wwww, r7.xyzx, r6.xyzx
ld_indexable(buffer)(float,float,float,float) r8.xyzw, r2.wwww, t0.xyzw
ld_indexable(buffer)(float,float,float,float) r2.xyzw, r2.yyyy, t0.xyzw
mul r8.xyzw, r8.xyzw, v4.yyyy
mad r2.xyzw, v4.xxxx, r2.xyzw, r8.xyzw
ld_indexable(buffer)(float,float,float,float) r8.xyzw, r4.yyyy, t0.xyzw
ld_indexable(buffer)(float,float,float,float) r4.xyzw, r4.wwww, t0.xyzw
mad r2.xyzw, v4.zzzz, r8.xyzw, r2.xyzw
mad r2.xyzw, v4.wwww, r4.xyzw, r2.xyzw
dp3 r1.x, r2.xyzx, r1.xyzx
mul r1.yzw, cb2[2].xxyz, cb2[14].zzzz
mad o0.xyz, r1.xxxx, r1.yzwy, r6.xyzx
mov o0.w, l(0)
mad r4.xyzw, v2.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-1.000000, -1.000000, -1.000000, -1.000000)
dp3 r1.x, r3.xyzx, r4.xyzx
mul r5.xyz, r5.xyzx, r1.xxxx
dp3 r1.x, r0.xyzx, r4.xyzx
mad r5.xyz, r1.xxxx, r7.xyzx, r5.xyzx
dp3 r1.x, r2.xyzx, r4.xyzx
mul o1.w, r4.w, cb2[9].w
mad o1.xyz, r1.xxxx, r1.yzwy, r5.xyzx
mov o2.xyzw, v6.xyzw
mov o3.xy, v5.xyxx
mad r1.xyz, v0.xyzx, cb0[7].xyzx, cb0[6].xyzx
mov r1.w, l(1.000000)
dp4 r3.x, r3.xyzw, r1.xyzw
mul r3.xyz, r3.xxxx, cb2[1].xyzx
dp4 r0.x, r0.xyzw, r1.xyzw
dp4 r0.y, r2.xyzw, r1.xyzw
mad r0.xzw, cb2[0].xxyz, r0.xxxx, r3.xxyz
mad r0.xyz, cb2[2].xyzx, r0.yyyy, r0.xzwx
add r1.xyz, cb1[56].xyzx, cb2[3].xyzx
add r0.xyz, r0.xyzx, r1.xyzx
mov o4.xyz, r0.xyzx
mov o4.w, l(1.000000)
mul r1.xyzw, r0.yyyy, cb1[1].xyzw
mad r1.xyzw, r0.xxxx, cb1[0].xyzw, r1.xyzw
mad r0.xyzw, r0.zzzz, cb1[2].xyzw, r1.xyzw
add o5.xyzw, r0.xyzw, cb1[3].xyzw
ret
// Approximately 0 instruction slots used

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

posted the whole thing just in case.
DHR said:For the Decals, hunt a PS related to a broken decal and upload the shader here....probably the constant buffer is other....this can be fixed changing 1 value in 1 of the hlsl files.

Here are two shaders for broken decals:
cb167bda2e059048-ps_replace.txt
// ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:50:08 2017
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
float4 cb2[6];
}

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

cbuffer cb0 : register(b0)
{
float4 cb0[13];
}




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


void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = cb1[3].zw * v0.xy;
r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x;
r1.xyzw = cb0[1].xyzw * v0.yyyy;
r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
r0.xyz = r0.xyz / r0.www;
r1.xyz = float3(1,1,1) + r0.xyz;
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r0.w = (int)r1.y | (int)r1.x;
r0.w = (int)r1.z | (int)r0.w;
if (r0.w != 0) discard;
r1.xyz = float3(1,1,1) + -r0.xyz;
r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r0.w = (int)r1.y | (int)r1.x;
r0.w = (int)r1.z | (int)r0.w;
if (r0.w != 0) discard;
r0.x = r0.x * 2 + -1;
r1.xyzw = t0.Sample(s0_s, r0.zy).wxyz;
r0.x = saturate(-abs(r0.x) * 4 + 4);
r1.x = saturate(r1.x);
r0.yzw = cb2[5].xxx * r1.yzw;
o3.xyz = saturate(cb2[3].xyz * r0.yzw);
r0.x = r1.x * r0.x;
r0.w = cb0[12].x * r0.x;
o0.w = r0.w;
o0.xyz = max(float3(0,0,0), cb2[2].xyz);
r0.x = 0;
r0.z = cb1[8].x;
o2.xyzw = r0.xxzw;
o3.w = r0.w;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.67 on Fri Dec 01 14:50:08 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[6], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 2
mul r0.xy, v0.xyxx, cb1[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
mad r0.x, r0.x, l(2.000000), l(-1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.zyzz, t0.wxyz, s0
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
mov_sat r1.x, r1.x
mul r0.yzw, r1.yyzw, cb2[5].xxxx
mul_sat o3.xyz, r0.yzwy, cb2[3].xyzx
mul r0.x, r0.x, r1.x
mul r0.w, r0.x, cb0[12].x
mov o0.w, r0.w
max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov r0.x, l(0)
mov r0.z, cb1[8].x
mov o2.xyzw, r0.xxzw
mov o3.w, r0.w
ret
// Approximately 0 instruction slots used

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

fc0013a0125b66ea-ps_replace.txt
// ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 14:50:41 2017
Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
float4 cb2[6];
}

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

cbuffer cb0 : register(b0)
{
float4 cb0[13];
}




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


void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = cb1[3].zw * v0.xy;
r0.x = t1.SampleLevel(s1_s, r0.xy, 0).x;
r1.xyzw = cb0[1].xyzw * v0.yyyy;
r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
r0.xyz = r0.xyz / r0.www;
r1.xyz = float3(1,1,1) + r0.xyz;
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r0.w = (int)r1.y | (int)r1.x;
r0.w = (int)r1.z | (int)r0.w;
if (r0.w != 0) discard;
r1.xyz = float3(1,1,1) + -r0.xyz;
r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r0.w = (int)r1.y | (int)r1.x;
r0.w = (int)r1.z | (int)r0.w;
if (r0.w != 0) discard;
r0.x = r0.x * 2 + -1;
r1.xyzw = t0.Sample(s0_s, r0.zy).wxyz;
r0.x = saturate(-abs(r0.x) * 4 + 4);
r1.x = saturate(r1.x);
r0.yzw = cb2[5].xxx * r1.yzw;
o3.xyz = saturate(cb2[3].xyz * r0.yzw);
r0.x = r1.x * r0.x;
r0.x = cb0[12].x * r0.x;
o0.w = r0.x;
o0.xyz = max(float3(0,0,0), cb2[2].xyz);
o2.w = r0.x;
o3.w = r0.x;
o2.z = cb1[8].y * 0.5 + cb1[8].x;
o2.xy = float2(0,0);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.67 on Fri Dec 01 14:50:41 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[6], 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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 2
mul r0.xy, v0.xyxx, cb1[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t1.xyzw, s1, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
mad r0.x, r0.x, l(2.000000), l(-1.000000)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.zyzz, t0.wxyz, s0
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
mov_sat r1.x, r1.x
mul r0.yzw, r1.yyzw, cb2[5].xxxx
mul_sat o3.xyz, r0.yzwy, cb2[3].xyzx
mul r0.x, r0.x, r1.x
mul r0.x, r0.x, cb0[12].x
mov o0.w, r0.x
max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o2.w, r0.x
mov o3.w, r0.x
mad o2.z, cb1[8].y, l(0.500000), cb1[8].x
mov o2.xy, l(0,0,0,0)
ret
// Approximately 0 instruction slots used

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


Thanks for the help!

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#6
Posted 12/01/2017 08:56 PM   
For the Ouline, copy this at the end of the d3dx.ini: [code][ResourceDummyRenderTarget1] Format = R8G8B8A8_UNORM [ShaderOverrideObjectHighlight1] hash = c8a4c0ac030d1588 ResourceDummyRenderTarget1 = copy_desc oD o0 = ResourceDummyRenderTarget1[/code] And for the Decals, copy and REPLACE this file in the ShaderFixes folder. [url]https://s3.amazonaws.com/dhr/Test/inverse-cs-cb0-1.hlsl[/url] If this is all the issue...i think you will have a 3D ready game (Except for the HUD of course). Let me know
For the Ouline, copy this at the end of the d3dx.ini:

[ResourceDummyRenderTarget1]
Format = R8G8B8A8_UNORM
[ShaderOverrideObjectHighlight1]
hash = c8a4c0ac030d1588
ResourceDummyRenderTarget1 = copy_desc oD
o0 = ResourceDummyRenderTarget1



And for the Decals, copy and REPLACE this file in the ShaderFixes folder.

https://s3.amazonaws.com/dhr/Test/inverse-cs-cb0-1.hlsl


If this is all the issue...i think you will have a 3D ready game (Except for the HUD of course).

Let me know

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#7
Posted 12/01/2017 09:24 PM   
Also edit the d3dx.ini, line 828 I noticed that height resolution is in a constant buffer with 1 digit number. original: [code][ShaderRegexDecals1.Pattern] mul r\d+\.xy, (?P<variable>v\d+)\.xyxx, (?P<cbuffer1>cb[012])\[(?P<number>[0123456789]{3})\]\.zwzz\n[/code] Modify the {3} for {1}, like this: [code]mul r\d+\.xy, (?P<variable>v\d+)\.xyxx, (?P<cbuffer1>cb[012])\[(?P<number>[0123456789]{1})\]\.zwzz\n[/code]
Also edit the d3dx.ini, line 828
I noticed that height resolution is in a constant buffer with 1 digit number.

original:
[ShaderRegexDecals1.Pattern]
mul r\d+\.xy, (?P<variable>v\d+)\.xyxx, (?P<cbuffer1>cb[012])\[(?P<number>[0123456789]{3})\]\.zwzz\n


Modify the {3} for {1}, like this:
mul r\d+\.xy, (?P<variable>v\d+)\.xyxx, (?P<cbuffer1>cb[012])\[(?P<number>[0123456789]{1})\]\.zwzz\n

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#8
Posted 12/01/2017 10:13 PM   
Great! that fixed the outline shader, and a lot of the decals but i found 3 more that are broken: 05bb5ecd89771d2e-ps_replace.txt [code] // Road in intro screen---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 16:34:31 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); Texture3D<float4> t0 : register(t0); SamplerState s6_s : register(s6); SamplerState s5_s : register(s5); SamplerState s4_s : register(s4); SamplerState 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[4]; } cbuffer cb2 : register(b2) { float4 cb2[9]; } cbuffer cb1 : register(b1) { float4 cb1[57]; } cbuffer cb0 : register(b0) { float4 cb0[13]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11; uint4 bitmask, uiDest; float4 fDest; r0.xy = cb2[3].zw * v0.xy; r0.x = t6.SampleLevel(s6_s, r0.xy, 0).x; r1.xyzw = cb0[1].xyzw * v0.yyyy; r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw; r1.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw; r1.xyzw = cb0[3].xyzw + r1.xyzw; r0.yzw = r1.xyz / r1.www; r1.xyz = float3(1,1,1) + r0.yzw; r1.xyz = cmp(r1.xyz < float3(0,0,0)); r1.x = (int)r1.y | (int)r1.x; r1.x = (int)r1.z | (int)r1.x; if (r1.x != 0) discard; r1.xyz = float3(1,1,1) + -r0.yzw; r1.xyz = cmp(r1.xyz < float3(0,0,0)); r1.x = (int)r1.y | (int)r1.x; r1.x = (int)r1.z | (int)r1.x; if (r1.x != 0) discard; r1.xyzw = cb1[37].xyzw * v0.yyyy; r1.xyzw = v0.xxxx * cb1[36].xyzw + r1.xyzw; r1.xyzw = r0.xxxx * cb1[38].xyzw + r1.xyzw; r1.xyzw = cb1[39].xyzw + r1.xyzw; r1.xyz = r1.xyz / r1.www; r1.xyz = -cb1[56].xyz + r1.xyz; r0.xyz = r0.yzw * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); r2.xyzw = float4(0.00249999994,0.00249999994,0.00499999989,0.00499999989) * r1.xyxy; r3.xyz = t1.Sample(s1_s, r2.xy).xyz; r4.xyzw = t2.Sample(s2_s, r2.zw).xyzw; r0.w = 1 + -r0.y; r0.w = r0.y * r0.w; r0.y = t3.Sample(s5_s, r0.zy).x; r0.y = r0.w * r0.y; r0.z = max(9.99999997e-007, abs(r0.y)); r0.z = r0.z * r0.z; r0.yw = float2(2.5,5) * r0.yz; r0.z = r0.z * 15 + 0.569999993; r5.xyz = float3(0.0500000007,0.0500000007,0.0500000007) * r1.xyz; r6.xyz = r5.xyz; r1.zw = float2(0,1); r2.z = 0; while (true) { r2.w = cmp((uint)r2.z >= 6); if (r2.w != 0) break; r7.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r6.xyz; r7.xyz = frac(r7.xyz); r8.xyz = float3(15,15,15) * r7.xyz; r9.xyz = frac(r8.xyz); r7.xyz = r7.xyz * float3(15,15,15) + -r9.xyz; r10.xyz = r9.xyz * r9.xyz; r10.xyz = r10.xyz * r9.xyz; r11.xyz = r9.xyz * float3(6,6,6) + float3(-15,-15,-15); r9.xyz = r9.xyz * r11.xyz + float3(10,10,10); r7.xyz = r10.xyz * r9.xyz + r7.xyz; r7.xyz = r7.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125); r7.xyzw = t0.SampleLevel(s0_s, r7.xyz, 0).xyzw; r7.xyzw = r7.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127); r2.w = dot(r8.xyz, r7.xyz); r2.w = r2.w + -r7.w; r1.z = abs(r2.w) * r1.w + r1.z; r6.xyz = float3(3,3,3) * r6.xyz; r1.w = 0.333333343 * r1.w; r2.z = (int)r2.z + 1; } r0.z = r1.z * 0.5 + r0.z; r0.z = -1 + r0.z; r1.z = r0.z + r0.z; r1.w = min(1, r0.w); r1.w = r4.w * r1.w; r1.z = r1.z * r1.w; r1.xyz = float3(0.00166666671,0.00166666671,50) * r1.xyz; r1.z = max(9.99999997e-007, abs(r1.z)); r1.z = r1.z * r1.z; r1.z = min(0.699999988, r1.z); r4.xyz = r4.xyz + -r3.xyz; r3.xyz = r1.zzz * r4.xyz + r3.xyz; r1.xyw = t4.Sample(s3_s, r1.xy).xyz; r1.xyw = saturate(float3(0.699999988,0.699999988,0.699999988) + r1.xyw); r2.xyzw = t5.Sample(s4_s, r2.xy).xyzw; r0.y = max(9.99999997e-007, abs(r0.y)); r0.y = r0.y * r0.y; r0.y = r0.y * r0.y; r0.y = r2.w * r0.y; r0.y = r0.z * r0.y; r0.y = 16 * r0.y; r0.y = max(9.99999997e-007, abs(r0.y)); r0.y = log2(r0.y); r0.y = 1.29999995 * r0.y; r0.y = exp2(r0.y); r0.y = min(1, r0.y); r1.xyw = r1.xyw * r2.xyz + -r3.xyz; r1.xyw = r0.yyy * r1.xyw + r3.xyz; o3.xyz = saturate(cb3[3].xyz * r1.xyw); r0.z = r0.z * r0.w; r0.z = 30 * r0.z; r0.z = max(9.99999997e-007, abs(r0.z)); r0.z = min(1, r0.z); r0.z = r0.z + r1.z; r0.y = r0.z + r0.y; r0.y = min(1, r0.y); o0.xyz = max(float3(0,0,0), cb3[2].xyz); r0.x = r0.x * 2 + -1; r0.x = saturate(-abs(r0.x) * 4 + 4); r0.x = r0.y * r0.x; r0.x = cb0[12].x * r0.x; o2.z = cb2[8].y * 0.5 + cb2[8].x; o0.w = r0.x; o2.xy = float2(0,0); o2.w = r0.x; o3.w = r0.x; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.67 on Fri Dec 01 16:34:31 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[13], immediateIndexed dcl_constantbuffer cb1[57], immediateIndexed dcl_constantbuffer cb2[9], immediateIndexed dcl_constantbuffer cb3[4], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_sampler s6, mode_default dcl_resource_texture3d (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_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 12 mul r0.xy, v0.xyxx, cb2[3].zwzz sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t6.xyzw, s6, l(0.000000) mul r1.xyzw, v0.yyyy, cb0[1].xyzw mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw mad r1.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw add r1.xyzw, r1.xyzw, cb0[3].xyzw div r0.yzw, r1.xxyz, r1.wwww add r1.xyz, r0.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r1.x, r1.y, r1.x or r1.x, r1.z, r1.x discard_nz r1.x add r1.xyz, -r0.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r1.x, r1.y, r1.x or r1.x, r1.z, r1.x discard_nz r1.x mul r1.xyzw, v0.yyyy, cb1[37].xyzw mad r1.xyzw, v0.xxxx, cb1[36].xyzw, r1.xyzw mad r1.xyzw, r0.xxxx, cb1[38].xyzw, r1.xyzw add r1.xyzw, r1.xyzw, cb1[39].xyzw div r1.xyz, r1.xyzx, r1.wwww add r1.xyz, r1.xyzx, -cb1[56].xyzx mad r0.xyz, r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) mul r2.xyzw, r1.xyxy, l(0.002500, 0.002500, 0.005000, 0.005000) sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t1.xyzw, s1 sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r2.zwzz, t2.xyzw, s2 add r0.w, -r0.y, l(1.000000) mul r0.w, r0.w, r0.y sample_indexable(texture2d)(float,float,float,float) r0.y, r0.zyzz, t3.yxzw, s5 mul r0.y, r0.y, r0.w max r0.z, |r0.y|, l(0.000001) mul r0.z, r0.z, r0.z mul r0.yw, r0.yyyz, l(0.000000, 2.500000, 0.000000, 5.000000) mad r0.z, r0.z, l(15.000000), l(0.570000) mul r5.xyz, r1.xyzx, l(0.050000, 0.050000, 0.050000, 0.000000) mov r6.xyz, r5.xyzx mov r1.zw, l(0,0,0,1.000000) mov r2.z, l(0) loop uge r2.w, r2.z, l(6) breakc_nz r2.w mul r7.xyz, r6.xyzx, l(0.0666666701, 0.0666666701, 0.0666666701, 0.000000) frc r7.xyz, r7.xyzx mul r8.xyz, r7.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000) frc r9.xyz, r8.xyzx mad r7.xyz, r7.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r9.xyzx mul r10.xyz, r9.xyzx, r9.xyzx mul r10.xyz, r9.xyzx, r10.xyzx mad r11.xyz, r9.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000) mad r9.xyz, r9.xyzx, r11.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000) mad r7.xyz, r10.xyzx, r9.xyzx, r7.xyzx mad r7.xyz, r7.xyzx, l(0.062500, 0.062500, 0.062500, 0.000000), l(0.031250, 0.031250, 0.031250, 0.000000) sample_l_indexable(texture3d)(float,float,float,float) r7.xyzw, r7.xyzx, t0.xyzw, s0, l(0.000000) mad r7.xyzw, r7.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000) dp3 r2.w, r8.xyzx, r7.xyzx add r2.w, -r7.w, r2.w mad r1.z, |r2.w|, r1.w, r1.z mul r6.xyz, r6.xyzx, l(3.000000, 3.000000, 3.000000, 0.000000) mul r1.w, r1.w, l(0.333333343) iadd r2.z, r2.z, l(1) endloop mad r0.z, r1.z, l(0.500000), r0.z add r0.z, r0.z, l(-1.000000) add r1.z, r0.z, r0.z min r1.w, r0.w, l(1.000000) mul r1.w, r1.w, r4.w mul r1.z, r1.w, r1.z mul r1.xyz, r1.xyzx, l(0.00166666671, 0.00166666671, 50.000000, 0.000000) max r1.z, |r1.z|, l(0.000001) mul r1.z, r1.z, r1.z min r1.z, r1.z, l(0.700000) add r4.xyz, -r3.xyzx, r4.xyzx mad r3.xyz, r1.zzzz, r4.xyzx, r3.xyzx sample_indexable(texture2d)(float,float,float,float) r1.xyw, r1.xyxx, t4.xywz, s3 add_sat r1.xyw, r1.xyxw, l(0.700000, 0.700000, 0.000000, 0.700000) sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.xyxx, t5.xyzw, s4 max r0.y, |r0.y|, l(0.000001) mul r0.y, r0.y, r0.y mul r0.y, r0.y, r0.y mul r0.y, r0.y, r2.w mul r0.y, r0.y, r0.z mul r0.y, r0.y, l(16.000000) max r0.y, |r0.y|, l(0.000001) log r0.y, r0.y mul r0.y, r0.y, l(1.300000) exp r0.y, r0.y min r0.y, r0.y, l(1.000000) mad r1.xyw, r1.xyxw, r2.xyxz, -r3.xyxz mad r1.xyw, r0.yyyy, r1.xyxw, r3.xyxz mul_sat o3.xyz, r1.xywx, cb3[3].xyzx mul r0.z, r0.w, r0.z mul r0.z, r0.z, l(30.000000) max r0.z, |r0.z|, l(0.000001) min r0.z, r0.z, l(1.000000) add r0.z, r1.z, r0.z add r0.y, r0.y, r0.z min r0.y, r0.y, l(1.000000) max o0.xyz, cb3[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mad r0.x, r0.x, l(2.000000), l(-1.000000) mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000) mul r0.x, r0.x, r0.y mul r0.x, r0.x, cb0[12].x mad o2.z, cb2[8].y, l(0.500000), cb2[8].x mov o0.w, r0.x mov o2.xy, l(0,0,0,0) mov o2.w, r0.x mov o3.w, r0.x ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] 6f74ea49f892e38b-ps_replace.txt [code] // footsteps ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 16:38:11 2017 Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb2 : register(b2) { float4 cb2[6]; } cbuffer cb1 : register(b1) { float4 cb1[9]; } cbuffer cb0 : register(b0) { float4 cb0[13]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xy = cb1[3].zw * v0.xy; r0.x = t2.SampleLevel(s2_s, r0.xy, 0).x; r1.xyzw = cb0[1].xyzw * v0.yyyy; r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw; r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; r0.xyz = r0.zyx / r0.www; r1.xyz = float3(1,1,1) + r0.zyx; r1.xyz = cmp(r1.xyz < float3(0,0,0)); r0.w = (int)r1.y | (int)r1.x; r0.w = (int)r1.z | (int)r0.w; if (r0.w != 0) discard; r1.xyz = float3(1,1,1) + -r0.zyx; r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); r1.xyz = cmp(r1.xyz < float3(0,0,0)); r0.w = (int)r1.y | (int)r1.x; r0.w = (int)r1.z | (int)r0.w; if (r0.w != 0) discard; r1.xy = cb2[5].xy * r0.xy; r1.xyzw = t1.Sample(s1_s, r1.xy).wxyz; r1.x = saturate(r1.x); r1.yzw = cb2[5].zzz * r1.yzw; r2.xyz = r0.xyz * float3(2,2,2) + float3(0.100000001,0.100000001,-1); r0.z = saturate(-abs(r2.z) * 4 + 4); r2.xyz = t0.Sample(s0_s, r2.xy).xyz; r0.z = r1.x * r0.z; r0.z = cb0[12].x * r0.z; o0.w = r0.z; o0.xyz = max(float3(0,0,0), cb2[2].xyz); o2.w = r0.z; o3.w = r0.z; o2.z = cb1[8].y + cb1[8].x; o2.xy = float2(0,0); r0.zw = r0.xy + r0.xy; r3.xyz = t0.Sample(s0_s, r0.zw).xyz; r0.zw = float2(6,6) * r0.xy; r0.xy = r0.xy * float2(6,6) + float2(0.200000003,-0.200000003); r4.xyz = t0.Sample(s0_s, r0.xy).xyz; r2.xyz = r4.xyz + r2.xyz; r2.xyz = max(float3(9.99999997e-007,9.99999997e-007,9.99999997e-007), abs(r2.xyz)); r0.xyz = t0.Sample(s0_s, r0.zw).xyz; r0.xyz = r3.xyz + r0.xyz; r0.xyz = max(float3(9.99999997e-007,9.99999997e-007,9.99999997e-007), abs(r0.xyz)); r3.xyz = r0.xyz * r0.xyz; r3.xyz = r3.xyz * r3.xyz; r0.xyz = -r0.xyz * r3.xyz + float3(1,1,1); r0.xyz = max(float3(0,0,0), r0.xyz); r0.xyz = min(float3(0.200000003,0.200000003,0.200000003), r0.xyz); r0.xyz = float3(1,1,1) + r0.xyz; r3.xyz = r2.xyz * r2.xyz; r3.xyz = r3.xyz * r3.xyz; r2.xyz = r3.xyz * r2.xyz; r2.xyz = max(float3(0.800000012,0.800000012,0.800000012), r2.xyz); r2.xyz = min(float3(1,1,1), r2.xyz); r0.xyz = r2.xyz * r0.xyz; r0.xyz = r0.xyz * r1.yzw; o3.xyz = saturate(cb2[3].xyz * r0.xyz); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.67 on Fri Dec 01 16:38:11 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[13], immediateIndexed dcl_constantbuffer cb1[9], immediateIndexed dcl_constantbuffer cb2[6], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, 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_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 5 mul r0.xy, v0.xyxx, cb1[3].zwzz sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2, l(0.000000) mul r1.xyzw, v0.yyyy, cb0[1].xyzw mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw div r0.xyz, r0.zyxz, r0.wwww add r1.xyz, r0.zyxz, l(1.000000, 1.000000, 1.000000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.y, r1.x or r0.w, r1.z, r0.w discard_nz r0.w add r1.xyz, -r0.zyxz, l(1.000000, 1.000000, 1.000000, 0.000000) mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.y, r1.x or r0.w, r1.z, r0.w discard_nz r0.w mul r1.xy, r0.xyxx, cb2[5].xyxx sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t1.wxyz, s1 mov_sat r1.x, r1.x mul r1.yzw, r1.yyzw, cb2[5].zzzz mad r2.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(0.100000, 0.100000, -1.000000, 0.000000) mad_sat r0.z, -|r2.z|, l(4.000000), l(4.000000) sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s0 mul r0.z, r0.z, r1.x mul r0.z, r0.z, cb0[12].x mov o0.w, r0.z max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mov o2.w, r0.z mov o3.w, r0.z add o2.z, cb1[8].x, cb1[8].y mov o2.xy, l(0,0,0,0) add r0.zw, r0.xxxy, r0.xxxy sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.zwzz, t0.xyzw, s0 mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 6.000000, 6.000000) mad r0.xy, r0.xyxx, l(6.000000, 6.000000, 0.000000, 0.000000), l(0.200000, -0.200000, 0.000000, 0.000000) sample_indexable(texture2d)(float,float,float,float) r4.xyz, r0.xyxx, t0.xyzw, s0 add r2.xyz, r2.xyzx, r4.xyzx max r2.xyz, |r2.xyzx|, l(0.000001, 0.000001, 0.000001, 0.000000) sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s0 add r0.xyz, r0.xyzx, r3.xyzx max r0.xyz, |r0.xyzx|, l(0.000001, 0.000001, 0.000001, 0.000000) mul r3.xyz, r0.xyzx, r0.xyzx mul r3.xyz, r3.xyzx, r3.xyzx mad r0.xyz, -r0.xyzx, r3.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) min r0.xyz, r0.xyzx, l(0.200000, 0.200000, 0.200000, 0.000000) add r0.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r3.xyz, r2.xyzx, r2.xyzx mul r3.xyz, r3.xyzx, r3.xyzx mul r2.xyz, r2.xyzx, r3.xyzx max r2.xyz, r2.xyzx, l(0.800000, 0.800000, 0.800000, 0.000000) min r2.xyz, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r0.xyz, r0.xyzx, r2.xyzx mul r0.xyz, r1.yzwy, r0.xyzx mul_sat o3.xyz, r0.xyzx, cb2[3].xyzx ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] 8ffc960d1161b02a-ps_replace.txt [code] // trash decal ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 16:36:44 2017 Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb3 : register(b3) { float4 cb3[6]; } cbuffer cb2 : register(b2) { float4 cb2[9]; } cbuffer cb1 : register(b1) { float4 cb1[57]; } cbuffer cb0 : register(b0) { float4 cb0[13]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = cb0[1].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw; r1.xy = cb2[3].zw * v0.xy; r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x; r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; r0.xyz = r0.xyz / r0.www; r1.yzw = float3(1,1,1) + r0.xyz; r1.yzw = cmp(r1.yzw < float3(0,0,0)); r0.w = (int)r1.z | (int)r1.y; r0.w = (int)r1.w | (int)r0.w; if (r0.w != 0) discard; r1.yzw = float3(1,1,1) + -r0.xyz; r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); r1.yzw = cmp(r1.yzw < float3(0,0,0)); r0.w = (int)r1.z | (int)r1.y; r0.w = (int)r1.w | (int)r0.w; if (r0.w != 0) discard; r2.xyzw = cb1[37].xyzw * v0.yyyy; r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw; r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw; r1.xyzw = cb1[39].xyzw + r1.xyzw; r1.xyz = r1.xyz / r1.www; r1.xyz = -cb1[56].xyz + r1.xyz; r1.xyz = cb1[53].xyz + -r1.xyz; r0.w = dot(r1.xyz, r1.xyz); r0.w = rsqrt(r0.w); r1.xyz = r1.xyz * r0.www; r2.xy = t0.Sample(s0_s, r0.zy).xy; r2.xy = r2.xy * float2(2,2) + float2(-1,-1); r0.w = dot(r2.xy, r2.xy); r0.w = 1 + -r0.w; r0.w = max(0, r0.w); r2.z = sqrt(r0.w); r0.w = dot(r2.xyz, r1.xyz); r0.w = max(0, r0.w); r0.w = 1 + -r0.w; r0.w = max(9.99999997e-007, abs(r0.w)); r1.x = r0.w * r0.w; r0.w = r1.x * r0.w; r0.w = r0.w * 0.949999988 + 0.0500000007; r1.x = r0.w * r0.w; r0.w = r1.x * r0.w; r0.w = min(0.0500000007, r0.w); r0.w = 1 + r0.w; r0.yz = t1.Sample(s1_s, r0.zy).xy; r0.x = r0.x * 2 + -1; r0.x = saturate(-abs(r0.x) * 4 + 4); r0.z = dot(r0.zz, r0.ww); r0.y = max(9.99999997e-007, abs(r0.y)); r0.y = r0.y * r0.y; r0.y = r0.y * r0.y; r0.y = min(0.5, r0.y); r0.y = 1 + -r0.y; r0.y = saturate(-r0.z * r0.y + 1); r0.x = r0.y * r0.x; r0.x = cb0[12].x * r0.x; o0.w = r0.x; o0.xyz = max(float3(0,0,0), cb3[2].xyz); o2.w = r0.x; o3.w = r0.x; o2.z = cb2[8].y * 0.5 + cb2[8].x; o2.xy = float2(0,0); o3.xyz = saturate(cb3[5].xyz); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.67 on Fri Dec 01 16:36:44 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[13], immediateIndexed dcl_constantbuffer cb1[57], immediateIndexed dcl_constantbuffer cb2[9], immediateIndexed dcl_constantbuffer cb3[6], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, 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_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 3 mul r0.xyzw, v0.yyyy, cb0[1].xyzw mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw mul r1.xy, v0.xyxx, cb2[3].zwzz sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2, l(0.000000) mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw div r0.xyz, r0.xyzx, r0.wwww add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000) lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.z, r1.y or r0.w, r1.w, r0.w discard_nz r0.w add r1.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000) mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000) lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000) or r0.w, r1.z, r1.y or r0.w, r1.w, r0.w discard_nz r0.w mul r2.xyzw, v0.yyyy, cb1[37].xyzw mad r2.xyzw, v0.xxxx, cb1[36].xyzw, r2.xyzw mad r1.xyzw, r1.xxxx, cb1[38].xyzw, r2.xyzw add r1.xyzw, r1.xyzw, cb1[39].xyzw div r1.xyz, r1.xyzx, r1.wwww add r1.xyz, r1.xyzx, -cb1[56].xyzx add r1.xyz, -r1.xyzx, cb1[53].xyzx dp3 r0.w, r1.xyzx, r1.xyzx rsq r0.w, r0.w mul r1.xyz, r0.wwww, r1.xyzx sample_indexable(texture2d)(float,float,float,float) r2.xy, r0.zyzz, t0.xyzw, s0 mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) dp2 r0.w, r2.xyxx, r2.xyxx add r0.w, -r0.w, l(1.000000) max r0.w, r0.w, l(0.000000) sqrt r2.z, r0.w dp3 r0.w, r2.xyzx, r1.xyzx max r0.w, r0.w, l(0.000000) add r0.w, -r0.w, l(1.000000) max r0.w, |r0.w|, l(0.000001) mul r1.x, r0.w, r0.w mul r0.w, r0.w, r1.x mad r0.w, r0.w, l(0.950000), l(0.050000) mul r1.x, r0.w, r0.w mul r0.w, r0.w, r1.x min r0.w, r0.w, l(0.050000) add r0.w, r0.w, l(1.000000) sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.zyzz, t1.zxyw, s1 mad r0.x, r0.x, l(2.000000), l(-1.000000) mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000) dp2 r0.z, r0.zzzz, r0.wwww max r0.y, |r0.y|, l(0.000001) mul r0.y, r0.y, r0.y mul r0.y, r0.y, r0.y min r0.y, r0.y, l(0.500000) add r0.y, -r0.y, l(1.000000) mad_sat r0.y, -r0.z, r0.y, l(1.000000) mul r0.x, r0.x, r0.y mul r0.x, r0.x, cb0[12].x mov o0.w, r0.x max o0.xyz, cb3[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) mov o2.w, r0.x mov o3.w, r0.x mad o2.z, cb2[8].y, l(0.500000), cb2[8].x mov o2.xy, l(0,0,0,0) mov_sat o3.xyz, cb3[5].xyzx ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
Great! that fixed the outline shader, and a lot of the decals but i found 3 more that are broken:

05bb5ecd89771d2e-ps_replace.txt
// Road in intro screen---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 16:34:31 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);

Texture3D<float4> t0 : register(t0);

SamplerState s6_s : register(s6);

SamplerState s5_s : register(s5);

SamplerState s4_s : register(s4);

SamplerState 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[4];
}

cbuffer cb2 : register(b2)
{
float4 cb2[9];
}

cbuffer cb1 : register(b1)
{
float4 cb1[57];
}

cbuffer cb0 : register(b0)
{
float4 cb0[13];
}




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


void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = cb2[3].zw * v0.xy;
r0.x = t6.SampleLevel(s6_s, r0.xy, 0).x;
r1.xyzw = cb0[1].xyzw * v0.yyyy;
r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
r1.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
r1.xyzw = cb0[3].xyzw + r1.xyzw;
r0.yzw = r1.xyz / r1.www;
r1.xyz = float3(1,1,1) + r0.yzw;
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r1.x = (int)r1.y | (int)r1.x;
r1.x = (int)r1.z | (int)r1.x;
if (r1.x != 0) discard;
r1.xyz = float3(1,1,1) + -r0.yzw;
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r1.x = (int)r1.y | (int)r1.x;
r1.x = (int)r1.z | (int)r1.x;
if (r1.x != 0) discard;
r1.xyzw = cb1[37].xyzw * v0.yyyy;
r1.xyzw = v0.xxxx * cb1[36].xyzw + r1.xyzw;
r1.xyzw = r0.xxxx * cb1[38].xyzw + r1.xyzw;
r1.xyzw = cb1[39].xyzw + r1.xyzw;
r1.xyz = r1.xyz / r1.www;
r1.xyz = -cb1[56].xyz + r1.xyz;
r0.xyz = r0.yzw * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
r2.xyzw = float4(0.00249999994,0.00249999994,0.00499999989,0.00499999989) * r1.xyxy;
r3.xyz = t1.Sample(s1_s, r2.xy).xyz;
r4.xyzw = t2.Sample(s2_s, r2.zw).xyzw;
r0.w = 1 + -r0.y;
r0.w = r0.y * r0.w;
r0.y = t3.Sample(s5_s, r0.zy).x;
r0.y = r0.w * r0.y;
r0.z = max(9.99999997e-007, abs(r0.y));
r0.z = r0.z * r0.z;
r0.yw = float2(2.5,5) * r0.yz;
r0.z = r0.z * 15 + 0.569999993;
r5.xyz = float3(0.0500000007,0.0500000007,0.0500000007) * r1.xyz;
r6.xyz = r5.xyz;
r1.zw = float2(0,1);
r2.z = 0;
while (true) {
r2.w = cmp((uint)r2.z >= 6);
if (r2.w != 0) break;
r7.xyz = float3(0.0666666701,0.0666666701,0.0666666701) * r6.xyz;
r7.xyz = frac(r7.xyz);
r8.xyz = float3(15,15,15) * r7.xyz;
r9.xyz = frac(r8.xyz);
r7.xyz = r7.xyz * float3(15,15,15) + -r9.xyz;
r10.xyz = r9.xyz * r9.xyz;
r10.xyz = r10.xyz * r9.xyz;
r11.xyz = r9.xyz * float3(6,6,6) + float3(-15,-15,-15);
r9.xyz = r9.xyz * r11.xyz + float3(10,10,10);
r7.xyz = r10.xyz * r9.xyz + r7.xyz;
r7.xyz = r7.xyz * float3(0.0625,0.0625,0.0625) + float3(0.03125,0.03125,0.03125);
r7.xyzw = t0.SampleLevel(s0_s, r7.xyz, 0).xyzw;
r7.xyzw = r7.xyzw * float4(2.00787401,2.00787401,2.00787401,255) + float4(-1,-1,-1,-127);
r2.w = dot(r8.xyz, r7.xyz);
r2.w = r2.w + -r7.w;
r1.z = abs(r2.w) * r1.w + r1.z;
r6.xyz = float3(3,3,3) * r6.xyz;
r1.w = 0.333333343 * r1.w;
r2.z = (int)r2.z + 1;
}
r0.z = r1.z * 0.5 + r0.z;
r0.z = -1 + r0.z;
r1.z = r0.z + r0.z;
r1.w = min(1, r0.w);
r1.w = r4.w * r1.w;
r1.z = r1.z * r1.w;
r1.xyz = float3(0.00166666671,0.00166666671,50) * r1.xyz;
r1.z = max(9.99999997e-007, abs(r1.z));
r1.z = r1.z * r1.z;
r1.z = min(0.699999988, r1.z);
r4.xyz = r4.xyz + -r3.xyz;
r3.xyz = r1.zzz * r4.xyz + r3.xyz;
r1.xyw = t4.Sample(s3_s, r1.xy).xyz;
r1.xyw = saturate(float3(0.699999988,0.699999988,0.699999988) + r1.xyw);
r2.xyzw = t5.Sample(s4_s, r2.xy).xyzw;
r0.y = max(9.99999997e-007, abs(r0.y));
r0.y = r0.y * r0.y;
r0.y = r0.y * r0.y;
r0.y = r2.w * r0.y;
r0.y = r0.z * r0.y;
r0.y = 16 * r0.y;
r0.y = max(9.99999997e-007, abs(r0.y));
r0.y = log2(r0.y);
r0.y = 1.29999995 * r0.y;
r0.y = exp2(r0.y);
r0.y = min(1, r0.y);
r1.xyw = r1.xyw * r2.xyz + -r3.xyz;
r1.xyw = r0.yyy * r1.xyw + r3.xyz;
o3.xyz = saturate(cb3[3].xyz * r1.xyw);
r0.z = r0.z * r0.w;
r0.z = 30 * r0.z;
r0.z = max(9.99999997e-007, abs(r0.z));
r0.z = min(1, r0.z);
r0.z = r0.z + r1.z;
r0.y = r0.z + r0.y;
r0.y = min(1, r0.y);
o0.xyz = max(float3(0,0,0), cb3[2].xyz);
r0.x = r0.x * 2 + -1;
r0.x = saturate(-abs(r0.x) * 4 + 4);
r0.x = r0.y * r0.x;
r0.x = cb0[12].x * r0.x;
o2.z = cb2[8].y * 0.5 + cb2[8].x;
o0.w = r0.x;
o2.xy = float2(0,0);
o2.w = r0.x;
o3.w = r0.x;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.67 on Fri Dec 01 16:34:31 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[57], immediateIndexed
dcl_constantbuffer cb2[9], immediateIndexed
dcl_constantbuffer cb3[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_resource_texture3d (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_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 12
mul r0.xy, v0.xyxx, cb2[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t6.xyzw, s6, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r1.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb0[3].xyzw
div r0.yzw, r1.xxyz, r1.wwww
add r1.xyz, r0.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r1.x, r1.y, r1.x
or r1.x, r1.z, r1.x
discard_nz r1.x
add r1.xyz, -r0.yzwy, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r1.x, r1.y, r1.x
or r1.x, r1.z, r1.x
discard_nz r1.x
mul r1.xyzw, v0.yyyy, cb1[37].xyzw
mad r1.xyzw, v0.xxxx, cb1[36].xyzw, r1.xyzw
mad r1.xyzw, r0.xxxx, cb1[38].xyzw, r1.xyzw
add r1.xyzw, r1.xyzw, cb1[39].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, r1.xyzx, -cb1[56].xyzx
mad r0.xyz, r0.yzwy, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mul r2.xyzw, r1.xyxy, l(0.002500, 0.002500, 0.005000, 0.005000)
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r2.xyxx, t1.xyzw, s1
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, r2.zwzz, t2.xyzw, s2
add r0.w, -r0.y, l(1.000000)
mul r0.w, r0.w, r0.y
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.zyzz, t3.yxzw, s5
mul r0.y, r0.y, r0.w
max r0.z, |r0.y|, l(0.000001)
mul r0.z, r0.z, r0.z
mul r0.yw, r0.yyyz, l(0.000000, 2.500000, 0.000000, 5.000000)
mad r0.z, r0.z, l(15.000000), l(0.570000)
mul r5.xyz, r1.xyzx, l(0.050000, 0.050000, 0.050000, 0.000000)
mov r6.xyz, r5.xyzx
mov r1.zw, l(0,0,0,1.000000)
mov r2.z, l(0)
loop
uge r2.w, r2.z, l(6)
breakc_nz r2.w
mul r7.xyz, r6.xyzx, l(0.0666666701, 0.0666666701, 0.0666666701, 0.000000)
frc r7.xyz, r7.xyzx
mul r8.xyz, r7.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000)
frc r9.xyz, r8.xyzx
mad r7.xyz, r7.xyzx, l(15.000000, 15.000000, 15.000000, 0.000000), -r9.xyzx
mul r10.xyz, r9.xyzx, r9.xyzx
mul r10.xyz, r9.xyzx, r10.xyzx
mad r11.xyz, r9.xyzx, l(6.000000, 6.000000, 6.000000, 0.000000), l(-15.000000, -15.000000, -15.000000, 0.000000)
mad r9.xyz, r9.xyzx, r11.xyzx, l(10.000000, 10.000000, 10.000000, 0.000000)
mad r7.xyz, r10.xyzx, r9.xyzx, r7.xyzx
mad r7.xyz, r7.xyzx, l(0.062500, 0.062500, 0.062500, 0.000000), l(0.031250, 0.031250, 0.031250, 0.000000)
sample_l_indexable(texture3d)(float,float,float,float) r7.xyzw, r7.xyzx, t0.xyzw, s0, l(0.000000)
mad r7.xyzw, r7.xyzw, l(2.007874, 2.007874, 2.007874, 255.000000), l(-1.000000, -1.000000, -1.000000, -127.000000)
dp3 r2.w, r8.xyzx, r7.xyzx
add r2.w, -r7.w, r2.w
mad r1.z, |r2.w|, r1.w, r1.z
mul r6.xyz, r6.xyzx, l(3.000000, 3.000000, 3.000000, 0.000000)
mul r1.w, r1.w, l(0.333333343)
iadd r2.z, r2.z, l(1)
endloop
mad r0.z, r1.z, l(0.500000), r0.z
add r0.z, r0.z, l(-1.000000)
add r1.z, r0.z, r0.z
min r1.w, r0.w, l(1.000000)
mul r1.w, r1.w, r4.w
mul r1.z, r1.w, r1.z
mul r1.xyz, r1.xyzx, l(0.00166666671, 0.00166666671, 50.000000, 0.000000)
max r1.z, |r1.z|, l(0.000001)
mul r1.z, r1.z, r1.z
min r1.z, r1.z, l(0.700000)
add r4.xyz, -r3.xyzx, r4.xyzx
mad r3.xyz, r1.zzzz, r4.xyzx, r3.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyw, r1.xyxx, t4.xywz, s3
add_sat r1.xyw, r1.xyxw, l(0.700000, 0.700000, 0.000000, 0.700000)
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r2.xyxx, t5.xyzw, s4
max r0.y, |r0.y|, l(0.000001)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r2.w
mul r0.y, r0.y, r0.z
mul r0.y, r0.y, l(16.000000)
max r0.y, |r0.y|, l(0.000001)
log r0.y, r0.y
mul r0.y, r0.y, l(1.300000)
exp r0.y, r0.y
min r0.y, r0.y, l(1.000000)
mad r1.xyw, r1.xyxw, r2.xyxz, -r3.xyxz
mad r1.xyw, r0.yyyy, r1.xyxw, r3.xyxz
mul_sat o3.xyz, r1.xywx, cb3[3].xyzx
mul r0.z, r0.w, r0.z
mul r0.z, r0.z, l(30.000000)
max r0.z, |r0.z|, l(0.000001)
min r0.z, r0.z, l(1.000000)
add r0.z, r1.z, r0.z
add r0.y, r0.y, r0.z
min r0.y, r0.y, l(1.000000)
max o0.xyz, cb3[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r0.x, r0.x, l(2.000000), l(-1.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, cb0[12].x
mad o2.z, cb2[8].y, l(0.500000), cb2[8].x
mov o0.w, r0.x
mov o2.xy, l(0,0,0,0)
mov o2.w, r0.x
mov o3.w, r0.x
ret
// Approximately 0 instruction slots used

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


6f74ea49f892e38b-ps_replace.txt
// footsteps ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 16:38:11 2017
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb2 : register(b2)
{
float4 cb2[6];
}

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

cbuffer cb0 : register(b0)
{
float4 cb0[13];
}




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


void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xy = cb1[3].zw * v0.xy;
r0.x = t2.SampleLevel(s2_s, r0.xy, 0).x;
r1.xyzw = cb0[1].xyzw * v0.yyyy;
r1.xyzw = v0.xxxx * cb0[0].xyzw + r1.xyzw;
r0.xyzw = r0.xxxx * cb0[2].xyzw + r1.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
r0.xyz = r0.zyx / r0.www;
r1.xyz = float3(1,1,1) + r0.zyx;
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r0.w = (int)r1.y | (int)r1.x;
r0.w = (int)r1.z | (int)r0.w;
if (r0.w != 0) discard;
r1.xyz = float3(1,1,1) + -r0.zyx;
r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
r1.xyz = cmp(r1.xyz < float3(0,0,0));
r0.w = (int)r1.y | (int)r1.x;
r0.w = (int)r1.z | (int)r0.w;
if (r0.w != 0) discard;
r1.xy = cb2[5].xy * r0.xy;
r1.xyzw = t1.Sample(s1_s, r1.xy).wxyz;
r1.x = saturate(r1.x);
r1.yzw = cb2[5].zzz * r1.yzw;
r2.xyz = r0.xyz * float3(2,2,2) + float3(0.100000001,0.100000001,-1);
r0.z = saturate(-abs(r2.z) * 4 + 4);
r2.xyz = t0.Sample(s0_s, r2.xy).xyz;
r0.z = r1.x * r0.z;
r0.z = cb0[12].x * r0.z;
o0.w = r0.z;
o0.xyz = max(float3(0,0,0), cb2[2].xyz);
o2.w = r0.z;
o3.w = r0.z;
o2.z = cb1[8].y + cb1[8].x;
o2.xy = float2(0,0);
r0.zw = r0.xy + r0.xy;
r3.xyz = t0.Sample(s0_s, r0.zw).xyz;
r0.zw = float2(6,6) * r0.xy;
r0.xy = r0.xy * float2(6,6) + float2(0.200000003,-0.200000003);
r4.xyz = t0.Sample(s0_s, r0.xy).xyz;
r2.xyz = r4.xyz + r2.xyz;
r2.xyz = max(float3(9.99999997e-007,9.99999997e-007,9.99999997e-007), abs(r2.xyz));
r0.xyz = t0.Sample(s0_s, r0.zw).xyz;
r0.xyz = r3.xyz + r0.xyz;
r0.xyz = max(float3(9.99999997e-007,9.99999997e-007,9.99999997e-007), abs(r0.xyz));
r3.xyz = r0.xyz * r0.xyz;
r3.xyz = r3.xyz * r3.xyz;
r0.xyz = -r0.xyz * r3.xyz + float3(1,1,1);
r0.xyz = max(float3(0,0,0), r0.xyz);
r0.xyz = min(float3(0.200000003,0.200000003,0.200000003), r0.xyz);
r0.xyz = float3(1,1,1) + r0.xyz;
r3.xyz = r2.xyz * r2.xyz;
r3.xyz = r3.xyz * r3.xyz;
r2.xyz = r3.xyz * r2.xyz;
r2.xyz = max(float3(0.800000012,0.800000012,0.800000012), r2.xyz);
r2.xyz = min(float3(1,1,1), r2.xyz);
r0.xyz = r2.xyz * r0.xyz;
r0.xyz = r0.xyz * r1.yzw;
o3.xyz = saturate(cb2[3].xyz * r0.xyz);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.67 on Fri Dec 01 16:38:11 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 5
mul r0.xy, v0.xyxx, cb1[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t2.xyzw, s2, l(0.000000)
mul r1.xyzw, v0.yyyy, cb0[1].xyzw
mad r1.xyzw, v0.xxxx, cb0[0].xyzw, r1.xyzw
mad r0.xyzw, r0.xxxx, cb0[2].xyzw, r1.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.zyxz, r0.wwww
add r1.xyz, r0.zyxz, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
add r1.xyz, -r0.zyxz, l(1.000000, 1.000000, 1.000000, 0.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.y, r1.x
or r0.w, r1.z, r0.w
discard_nz r0.w
mul r1.xy, r0.xyxx, cb2[5].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, r1.xyxx, t1.wxyz, s1
mov_sat r1.x, r1.x
mul r1.yzw, r1.yyzw, cb2[5].zzzz
mad r2.xyz, r0.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(0.100000, 0.100000, -1.000000, 0.000000)
mad_sat r0.z, -|r2.z|, l(4.000000), l(4.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t0.xyzw, s0
mul r0.z, r0.z, r1.x
mul r0.z, r0.z, cb0[12].x
mov o0.w, r0.z
max o0.xyz, cb2[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o2.w, r0.z
mov o3.w, r0.z
add o2.z, cb1[8].x, cb1[8].y
mov o2.xy, l(0,0,0,0)
add r0.zw, r0.xxxy, r0.xxxy
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r0.zwzz, t0.xyzw, s0
mul r0.zw, r0.xxxy, l(0.000000, 0.000000, 6.000000, 6.000000)
mad r0.xy, r0.xyxx, l(6.000000, 6.000000, 0.000000, 0.000000), l(0.200000, -0.200000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r4.xyz, r0.xyxx, t0.xyzw, s0
add r2.xyz, r2.xyzx, r4.xyzx
max r2.xyz, |r2.xyzx|, l(0.000001, 0.000001, 0.000001, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.zwzz, t0.xyzw, s0
add r0.xyz, r0.xyzx, r3.xyzx
max r0.xyz, |r0.xyzx|, l(0.000001, 0.000001, 0.000001, 0.000000)
mul r3.xyz, r0.xyzx, r0.xyzx
mul r3.xyz, r3.xyzx, r3.xyzx
mad r0.xyz, -r0.xyzx, r3.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
max r0.xyz, r0.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.xyz, r0.xyzx, l(0.200000, 0.200000, 0.200000, 0.000000)
add r0.xyz, r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r3.xyz, r2.xyzx, r2.xyzx
mul r3.xyz, r3.xyzx, r3.xyzx
mul r2.xyz, r2.xyzx, r3.xyzx
max r2.xyz, r2.xyzx, l(0.800000, 0.800000, 0.800000, 0.000000)
min r2.xyz, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.xyz, r0.xyzx, r2.xyzx
mul r0.xyz, r1.yzwy, r0.xyzx
mul_sat o3.xyz, r0.xyzx, cb2[3].xyzx
ret
// Approximately 0 instruction slots used

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


8ffc960d1161b02a-ps_replace.txt
// trash decal ---- Created with 3Dmigoto v1.2.67 on Fri Dec 01 16:36:44 2017
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
float4 cb3[6];
}

cbuffer cb2 : register(b2)
{
float4 cb2[9];
}

cbuffer cb1 : register(b1)
{
float4 cb1[57];
}

cbuffer cb0 : register(b0)
{
float4 cb0[13];
}




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


void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;
r1.xy = cb2[3].zw * v0.xy;
r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x;
r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
r0.xyz = r0.xyz / r0.www;
r1.yzw = float3(1,1,1) + r0.xyz;
r1.yzw = cmp(r1.yzw < float3(0,0,0));
r0.w = (int)r1.z | (int)r1.y;
r0.w = (int)r1.w | (int)r0.w;
if (r0.w != 0) discard;
r1.yzw = float3(1,1,1) + -r0.xyz;
r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
r1.yzw = cmp(r1.yzw < float3(0,0,0));
r0.w = (int)r1.z | (int)r1.y;
r0.w = (int)r1.w | (int)r0.w;
if (r0.w != 0) discard;
r2.xyzw = cb1[37].xyzw * v0.yyyy;
r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw;
r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw;
r1.xyzw = cb1[39].xyzw + r1.xyzw;
r1.xyz = r1.xyz / r1.www;
r1.xyz = -cb1[56].xyz + r1.xyz;
r1.xyz = cb1[53].xyz + -r1.xyz;
r0.w = dot(r1.xyz, r1.xyz);
r0.w = rsqrt(r0.w);
r1.xyz = r1.xyz * r0.www;
r2.xy = t0.Sample(s0_s, r0.zy).xy;
r2.xy = r2.xy * float2(2,2) + float2(-1,-1);
r0.w = dot(r2.xy, r2.xy);
r0.w = 1 + -r0.w;
r0.w = max(0, r0.w);
r2.z = sqrt(r0.w);
r0.w = dot(r2.xyz, r1.xyz);
r0.w = max(0, r0.w);
r0.w = 1 + -r0.w;
r0.w = max(9.99999997e-007, abs(r0.w));
r1.x = r0.w * r0.w;
r0.w = r1.x * r0.w;
r0.w = r0.w * 0.949999988 + 0.0500000007;
r1.x = r0.w * r0.w;
r0.w = r1.x * r0.w;
r0.w = min(0.0500000007, r0.w);
r0.w = 1 + r0.w;
r0.yz = t1.Sample(s1_s, r0.zy).xy;
r0.x = r0.x * 2 + -1;
r0.x = saturate(-abs(r0.x) * 4 + 4);
r0.z = dot(r0.zz, r0.ww);
r0.y = max(9.99999997e-007, abs(r0.y));
r0.y = r0.y * r0.y;
r0.y = r0.y * r0.y;
r0.y = min(0.5, r0.y);
r0.y = 1 + -r0.y;
r0.y = saturate(-r0.z * r0.y + 1);
r0.x = r0.y * r0.x;
r0.x = cb0[12].x * r0.x;
o0.w = r0.x;
o0.xyz = max(float3(0,0,0), cb3[2].xyz);
o2.w = r0.x;
o3.w = r0.x;
o2.z = cb2[8].y * 0.5 + cb2[8].x;
o2.xy = float2(0,0);
o3.xyz = saturate(cb3[5].xyz);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.67 on Fri Dec 01 16:36:44 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[13], immediateIndexed
dcl_constantbuffer cb1[57], immediateIndexed
dcl_constantbuffer cb2[9], immediateIndexed
dcl_constantbuffer cb3[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 3
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw
mul r1.xy, v0.xyxx, cb2[3].zwzz
sample_l_indexable(texture2d)(float,float,float,float) r1.x, r1.xyxx, t2.xyzw, s2, l(0.000000)
mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
div r0.xyz, r0.xyzx, r0.wwww
add r1.yzw, r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
add r1.yzw, -r0.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
lt r1.yzw, r1.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
or r0.w, r1.z, r1.y
or r0.w, r1.w, r0.w
discard_nz r0.w
mul r2.xyzw, v0.yyyy, cb1[37].xyzw
mad r2.xyzw, v0.xxxx, cb1[36].xyzw, r2.xyzw
mad r1.xyzw, r1.xxxx, cb1[38].xyzw, r2.xyzw
add r1.xyzw, r1.xyzw, cb1[39].xyzw
div r1.xyz, r1.xyzx, r1.wwww
add r1.xyz, r1.xyzx, -cb1[56].xyzx
add r1.xyz, -r1.xyzx, cb1[53].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
sample_indexable(texture2d)(float,float,float,float) r2.xy, r0.zyzz, t0.xyzw, s0
mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r0.w, r2.xyxx, r2.xyxx
add r0.w, -r0.w, l(1.000000)
max r0.w, r0.w, l(0.000000)
sqrt r2.z, r0.w
dp3 r0.w, r2.xyzx, r1.xyzx
max r0.w, r0.w, l(0.000000)
add r0.w, -r0.w, l(1.000000)
max r0.w, |r0.w|, l(0.000001)
mul r1.x, r0.w, r0.w
mul r0.w, r0.w, r1.x
mad r0.w, r0.w, l(0.950000), l(0.050000)
mul r1.x, r0.w, r0.w
mul r0.w, r0.w, r1.x
min r0.w, r0.w, l(0.050000)
add r0.w, r0.w, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r0.yz, r0.zyzz, t1.zxyw, s1
mad r0.x, r0.x, l(2.000000), l(-1.000000)
mad_sat r0.x, -|r0.x|, l(4.000000), l(4.000000)
dp2 r0.z, r0.zzzz, r0.wwww
max r0.y, |r0.y|, l(0.000001)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.y
min r0.y, r0.y, l(0.500000)
add r0.y, -r0.y, l(1.000000)
mad_sat r0.y, -r0.z, r0.y, l(1.000000)
mul r0.x, r0.x, r0.y
mul r0.x, r0.x, cb0[12].x
mov o0.w, r0.x
max o0.xyz, cb3[2].xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mov o2.w, r0.x
mov o3.w, r0.x
mad o2.z, cb2[8].y, l(0.500000), cb2[8].x
mov o2.xy, l(0,0,0,0)
mov_sat o3.xyz, cb3[5].xyzx
ret
// Approximately 0 instruction slots used

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

Like my work? You can send a donation via Paypal to sgs.rules@gmail.com

Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z

#9
Posted 12/01/2017 10:45 PM   
That's are some variant of the shaders that ShaderRegex don't catch, both cases for decals type. First and Second shader have some change in the swizzle (xyzw) and the third they put in the middle of the matrix multiplication the "SampleLevel".... i fix a lot of variant of swizzle, so let me check others UE4 fixes i made for the correct swizzle. For the 8ffc960d1161b02a-ps_replace.txt use this: [code]// Decals Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb3 : register(b3) { float4 cb3[6]; } cbuffer cb2 : register(b2) { float4 cb2[9]; } cbuffer cb1 : register(b1) { float4 cb1[57]; } cbuffer cb0 : register(b0) { float4 cb0[13]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); #include "matrix.hlsl" void main( float4 v0 : SV_Position0, out float4 o0 : SV_Target0, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = cb0[1].xyzw * v0.yyyy; r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw; r1.xy = cb2[3].zw * v0.xy; r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x; r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; r0.xyz = r0.xyz / r0.www; float4 s = StereoParams.Load(0); matrix m = MATRIX(cb0, 0); matrix im = inverse(m); float4 t = mul(float4(r0.xyz, 1), im); t.x -= s.x * (t.w - s.y) * cb2[3].x / 2; r0.xyz = mul(t, m); r1.yzw = float3(1,1,1) + r0.xyz; r1.yzw = cmp(r1.yzw < float3(0,0,0)); r0.w = (int)r1.z | (int)r1.y; r0.w = (int)r1.w | (int)r0.w; if (r0.w != 0) discard; r1.yzw = float3(1,1,1) + -r0.xyz; r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5); r1.yzw = cmp(r1.yzw < float3(0,0,0)); r0.w = (int)r1.z | (int)r1.y; r0.w = (int)r1.w | (int)r0.w; if (r0.w != 0) discard; r2.xyzw = cb1[37].xyzw * v0.yyyy; r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw; r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw; r1.xyzw = cb1[39].xyzw + r1.xyzw; r1.xyz = r1.xyz / r1.www; r1.xyz = -cb1[56].xyz + r1.xyz; r1.xyz = cb1[53].xyz + -r1.xyz; r0.w = dot(r1.xyz, r1.xyz); r0.w = rsqrt(r0.w); r1.xyz = r1.xyz * r0.www; r2.xy = t0.Sample(s0_s, r0.zy).xy; r2.xy = r2.xy * float2(2,2) + float2(-1,-1); r0.w = dot(r2.xy, r2.xy); r0.w = 1 + -r0.w; r0.w = max(0, r0.w); r2.z = sqrt(r0.w); r0.w = dot(r2.xyz, r1.xyz); r0.w = max(0, r0.w); r0.w = 1 + -r0.w; r0.w = max(9.99999997e-007, abs(r0.w)); r1.x = r0.w * r0.w; r0.w = r1.x * r0.w; r0.w = r0.w * 0.949999988 + 0.0500000007; r1.x = r0.w * r0.w; r0.w = r1.x * r0.w; r0.w = min(0.0500000007, r0.w); r0.w = 1 + r0.w; r0.yz = t1.Sample(s1_s, r0.zy).xy; r0.x = r0.x * 2 + -1; r0.x = saturate(-abs(r0.x) * 4 + 4); r0.z = dot(r0.zz, r0.ww); r0.y = max(9.99999997e-007, abs(r0.y)); r0.y = r0.y * r0.y; r0.y = r0.y * r0.y; r0.y = min(0.5, r0.y); r0.y = 1 + -r0.y; r0.y = saturate(-r0.z * r0.y + 1); r0.x = r0.y * r0.x; r0.x = cb0[12].x * r0.x; o0.w = r0.x; o0.xyz = max(float3(0,0,0), cb3[2].xyz); o2.w = r0.x; o3.w = r0.x; o2.z = cb2[8].y * 0.5 + cb2[8].x; o2.xy = float2(0,0); o3.xyz = saturate(cb3[5].xyz); return; }[/code]
That's are some variant of the shaders that ShaderRegex don't catch, both cases for decals type.

First and Second shader have some change in the swizzle (xyzw) and the third they put in the middle of the matrix multiplication the "SampleLevel"....

i fix a lot of variant of swizzle, so let me check others UE4 fixes i made for the correct swizzle.


For the 8ffc960d1161b02a-ps_replace.txt use this:

// Decals
Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
float4 cb3[6];
}

cbuffer cb2 : register(b2)
{
float4 cb2[9];
}

cbuffer cb1 : register(b1)
{
float4 cb1[57];
}

cbuffer cb0 : register(b0)
{
float4 cb0[13];
}




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

void main(
float4 v0 : SV_Position0,
out float4 o0 : SV_Target0,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = cb0[1].xyzw * v0.yyyy;
r0.xyzw = v0.xxxx * cb0[0].xyzw + r0.xyzw;

r1.xy = cb2[3].zw * v0.xy;
r1.x = t2.SampleLevel(s2_s, r1.xy, 0).x;

r0.xyzw = r1.xxxx * cb0[2].xyzw + r0.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
r0.xyz = r0.xyz / r0.www;

float4 s = StereoParams.Load(0);
matrix m = MATRIX(cb0, 0);
matrix im = inverse(m);
float4 t = mul(float4(r0.xyz, 1), im);
t.x -= s.x * (t.w - s.y) * cb2[3].x / 2;
r0.xyz = mul(t, m);

r1.yzw = float3(1,1,1) + r0.xyz;
r1.yzw = cmp(r1.yzw < float3(0,0,0));
r0.w = (int)r1.z | (int)r1.y;
r0.w = (int)r1.w | (int)r0.w;
if (r0.w != 0) discard;
r1.yzw = float3(1,1,1) + -r0.xyz;
r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
r1.yzw = cmp(r1.yzw < float3(0,0,0));
r0.w = (int)r1.z | (int)r1.y;
r0.w = (int)r1.w | (int)r0.w;
if (r0.w != 0) discard;
r2.xyzw = cb1[37].xyzw * v0.yyyy;
r2.xyzw = v0.xxxx * cb1[36].xyzw + r2.xyzw;
r1.xyzw = r1.xxxx * cb1[38].xyzw + r2.xyzw;
r1.xyzw = cb1[39].xyzw + r1.xyzw;
r1.xyz = r1.xyz / r1.www;
r1.xyz = -cb1[56].xyz + r1.xyz;
r1.xyz = cb1[53].xyz + -r1.xyz;
r0.w = dot(r1.xyz, r1.xyz);
r0.w = rsqrt(r0.w);
r1.xyz = r1.xyz * r0.www;
r2.xy = t0.Sample(s0_s, r0.zy).xy;
r2.xy = r2.xy * float2(2,2) + float2(-1,-1);
r0.w = dot(r2.xy, r2.xy);
r0.w = 1 + -r0.w;
r0.w = max(0, r0.w);
r2.z = sqrt(r0.w);
r0.w = dot(r2.xyz, r1.xyz);
r0.w = max(0, r0.w);
r0.w = 1 + -r0.w;
r0.w = max(9.99999997e-007, abs(r0.w));
r1.x = r0.w * r0.w;
r0.w = r1.x * r0.w;
r0.w = r0.w * 0.949999988 + 0.0500000007;
r1.x = r0.w * r0.w;
r0.w = r1.x * r0.w;
r0.w = min(0.0500000007, r0.w);
r0.w = 1 + r0.w;
r0.yz = t1.Sample(s1_s, r0.zy).xy;
r0.x = r0.x * 2 + -1;
r0.x = saturate(-abs(r0.x) * 4 + 4);
r0.z = dot(r0.zz, r0.ww);
r0.y = max(9.99999997e-007, abs(r0.y));
r0.y = r0.y * r0.y;
r0.y = r0.y * r0.y;
r0.y = min(0.5, r0.y);
r0.y = 1 + -r0.y;
r0.y = saturate(-r0.z * r0.y + 1);
r0.x = r0.y * r0.x;
r0.x = cb0[12].x * r0.x;
o0.w = r0.x;
o0.xyz = max(float3(0,0,0), cb3[2].xyz);
o2.w = r0.x;
o3.w = r0.x;
o2.z = cb2[8].y * 0.5 + cb2[8].x;
o2.xy = float2(0,0);
o3.xyz = saturate(cb3[5].xyz);
return;
}

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#10
Posted 12/02/2017 12:20 AM   
This game could be truly awesome played in 3D, I love the setup, and the fact that Jakub Rokosz is on it, makes it very very interesting indeed... Are there any further progress sgsrules ? Theres no rush, just wanted to show my interest :)
This game could be truly awesome played in 3D, I love the setup, and the fact that Jakub Rokosz is on it, makes it very very interesting indeed...

Are there any further progress sgsrules ?
Theres no rush, just wanted to show my interest :)

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#11
Posted 12/04/2017 07:20 AM   
@sgsrules. Did you had any progress on this. I tried to use the Univeral UE4 Fix with the attached changes shaders, but for me the game still looks pretty busted. In Ruiner the Universal UE4 fix worked good, but here I still have a lot of issues (not really playable). No rush, just wanted to know if still anyone is looking at this.
@sgsrules. Did you had any progress on this. I tried to use the Univeral UE4 Fix with the attached changes shaders, but for me the game still looks pretty busted.
In Ruiner the Universal UE4 fix worked good, but here I still have a lot of issues (not really playable).
No rush, just wanted to know if still anyone is looking at this.

i7-4770k, 16GB RAM, Nvidia 1080 FE, Asus 27" VGHE, LG 65" E6 OLED with EDID, Oculus Rift, Windows 10 Pro 1709

#12
Posted 12/29/2017 02:39 PM   
If you see something different from the screenshots attached by sgsrules, maybe there is something wrong in the setup of the fix.
If you see something different from the screenshots attached by sgsrules, maybe there is something wrong in the setup of the fix.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#13
Posted 12/29/2017 03:53 PM   
You were right, I copied the files to the wrong location. Not the root folder but Seven The Days Long Gone\Seven\Binaries\Win64 is correct. Then the fix works like a charm. Thanks again DHR and sorry for the misleading.
You were right, I copied the files to the wrong location. Not the root folder but Seven The Days Long Gone\Seven\Binaries\Win64 is correct. Then the fix works like a charm. Thanks again DHR and sorry for the misleading.

i7-4770k, 16GB RAM, Nvidia 1080 FE, Asus 27" VGHE, LG 65" E6 OLED with EDID, Oculus Rift, Windows 10 Pro 1709

#14
Posted 12/29/2017 07:51 PM   
Thanks to DHR's universal UE4 fix and some additional decal adjustments, the game is now fixed, and it looks and plays like a dream :) This was only doable because of DHR, so a huge thank you + a donation on the way, I hope that others that finds the fix worth it, will do the same !!! [color="green"]I have disabled a few things like:[/color] Decalls for footsteps, well without snow or rain it actually looked foolish :) A distant fog overlay that reduced background details. 2 different black backgrounds for text, in dialog half of the screen was black, no need for that !! [color="green"]You can enable them again, in the bottom of the ini.[/color] Most of the hud is still in screendepht, but the game requires a lot of convergence, and that makes the hud look ok !! Only hotkey is Z for 2 different convergence settings ! sgrules@ If you still are working on this, I apologize for sqeezing in here, but you have been very silent lately ! If you want to improve the fix, you are more than velcome to do so.. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/74302/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/74303/[/img]
Thanks to DHR's universal UE4 fix and some additional decal adjustments, the game is now fixed, and it looks and plays like a dream :)

This was only doable because of DHR, so a huge thank you + a donation on the way, I hope that others that finds the fix worth it, will do the same !!!

I have disabled a few things like:

Decalls for footsteps, well without snow or rain it actually looked foolish :)
A distant fog overlay that reduced background details.
2 different black backgrounds for text, in dialog half of the screen was black, no need for that !!

You can enable them again, in the bottom of the ini.

Most of the hud is still in screendepht, but the game requires a lot of convergence, and that makes the hud look ok !!

Only hotkey is Z for 2 different convergence settings !

sgrules@ If you still are working on this, I apologize for sqeezing in here, but you have been very silent lately !
If you want to improve the fix, you are more than velcome to do so..

Image

Image

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#15
Posted 12/31/2017 11:15 AM   
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