Final Fantasy XIV 3D Vision fix (Possible??)
  8 / 16    
[quote="The_Nephilim"]OK guys it seems using the VS and o0 registers it fixed the night sky perfectly.. I could not believe how good the sky looked it was almost as realistic as a real sky.. I just need to know what is best for clouds in fair skies, I think to set at depth would work best.. but I will try both but was wondering what the experts had too say..[/quote] Yes, set the clouds to depth. For our vision, anything past about 250 meters has no stereo component, they are all at max. You might need to add a *0.99 factor like o0.x += depth*convergence*0.99 to bring them slightly in front of stars or other skybox. Some games draw them in the wrong order, and you get flicker as they fight over the position (called z-fighting).
The_Nephilim said:OK guys it seems using the VS and o0 registers it fixed the night sky perfectly.. I could not believe how good the sky looked it was almost as realistic as a real sky..

I just need to know what is best for clouds in fair skies, I think to set at depth would work best.. but I will try both but was wondering what the experts had too say..

Yes, set the clouds to depth. For our vision, anything past about 250 meters has no stereo component, they are all at max. You might need to add a *0.99 factor like o0.x += depth*convergence*0.99 to bring them slightly in front of stars or other skybox. Some games draw them in the wrong order, and you get flicker as they fight over the position (called z-fighting).

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Posted 08/25/2016 06:59 AM   
OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch?? In other words does the txt file saved under win 7 are they the same in the win 10 game?
OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch??

In other words does the txt file saved under win 7 are they the same in the win 10 game?

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

Posted 08/25/2016 12:50 PM   
// Nameplates to screen depth float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); v0.x+=stereo.x*params.z; OK Quick question bo3b that is the code I am currently using for the clouds but it is not working.. I read your fix I am supposed to add to the existing code so that would be a 4 line of code or remove the 3rd line and replce it with your line " o0.x += depth*convergence*0.99 " so the new line of code looks like this: // Nameplates to screen depth float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o0.x += depth*convergence*0.99; Well I tried a few different combos while I was testing I did notice the clouds seem to be offset in each eye.. and that causes it too look funky.. Even with the original code it did not seem to set anything at depth even tho I am using the VS for the clouds.. Maybe they are not fixable with conventional ways?? I will just omit them for now until I can find a solution thnx again.. ;)
// Nameplates to screen depth
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
v0.x+=stereo.x*params.z;


OK Quick question bo3b that is the code I am currently using for the clouds but it is not working.. I read your fix I am supposed to add to the existing code so that would be a 4 line of code or remove the 3rd line and replce it with your line " o0.x += depth*convergence*0.99 "

so the new line of code looks like this:



// Nameplates to screen depth
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x += depth*convergence*0.99;

Well I tried a few different combos while I was testing I did notice the clouds seem to be offset in each eye.. and that causes it too look funky.. Even with the original code it did not seem to set anything at depth even tho I am using the VS for the clouds..

Maybe they are not fixable with conventional ways?? I will just omit them for now until I can find a solution thnx again.. ;)

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

Posted 08/25/2016 01:26 PM   
[quote="The_Nephilim"]OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch?? In other words does the txt file saved under win 7 are they the same in the win 10 game?[/quote] It depends upon what Windows 10 does to the game. The game might do something different if it sees it running on Win10. However, if it's using the same shaders, they'll have the same CRCs/Hash code, which is the name/number of a given shader. Assuming the Hash is the same, just reusing d3dx.ini and \ShaderFixes will work. Give it a try, it's an easy experiment. For the nameplates, that seems good, you can then choose a different depth based on params.z, and allow people to set what they like. For the clouds, it doesn't make sense to use that, because no one has any desire to move their clouds to different depths, and it just adds unneeded complexity. I like to make the code more clear, rather than this cryptic stereo.x junk, so use this code for example: [code]// Clouds to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o0.x += depth*convergence*0.99; [/code]
The_Nephilim said:OK I se them at depth thank you again.. I was also wonderinf with the Win 10 fix could I just copy the shader folder to the win 10 fix and have that work too or do I need to redo the entire win 10 from scratch??

In other words does the txt file saved under win 7 are they the same in the win 10 game?

It depends upon what Windows 10 does to the game. The game might do something different if it sees it running on Win10. However, if it's using the same shaders, they'll have the same CRCs/Hash code, which is the name/number of a given shader. Assuming the Hash is the same, just reusing d3dx.ini and \ShaderFixes will work. Give it a try, it's an easy experiment.


For the nameplates, that seems good, you can then choose a different depth based on params.z, and allow people to set what they like.

For the clouds, it doesn't make sense to use that, because no one has any desire to move their clouds to different depths, and it just adds unneeded complexity.

I like to make the code more clear, rather than this cryptic stereo.x junk, so use this code for example:

// Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*0.99;

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Posted 08/26/2016 02:30 AM   
Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left?? I also tried a few different numbers it did not seem to do anything??
Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left??

I also tried a few different numbers it did not seem to do anything??

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

Posted 08/26/2016 03:49 AM   
[quote="The_Nephilim"]Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left?? I also tried a few different numbers it did not seem to do anything?? [/quote] Post a picture of what it looks like with no fix installed, so we can see what you are looking at. And post the VS for the clouds. We can't really debug stuff we are just guessing at. I also added some notes that Mike gave me awhile back, look at the SkyBox section for more detail. [url]http://wiki.bo3b.net/index.php?title=Mike_notes[/url]
The_Nephilim said:Well I tried that code but when I look at the clouds they appear shifted.. I look in one eye and see the cloud I look in the left eye and it is not there?? only because it was behind a tree but it was still shifted way left??

I also tried a few different numbers it did not seem to do anything??

Post a picture of what it looks like with no fix installed, so we can see what you are looking at.

And post the VS for the clouds.


We can't really debug stuff we are just guessing at. I also added some notes that Mike gave me awhile back, look at the SkyBox section for more detail. http://wiki.bo3b.net/index.php?title=Mike_notes

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Posted 08/26/2016 09:18 AM   
here is one VS for the clouds. this is during the day and trhe bigger chunk of clouds.. the uploader at NVidia live was not working I will try and get a screenshot later as for now it seems broke.. [code]// ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 21:16:24 2016 cbuffer g_CameraParameter : register(b0) { struct { row_major float3x4 m_ViewMatrix; row_major float3x4 m_InverseViewMatrix; row_major float4x4 m_ViewProjectionMatrix; row_major float4x4 m_InverseViewProjectionMatrix; row_major float4x4 m_InverseProjectionMatrix; row_major float4x4 m_ProjectionMatrix; row_major float4x4 m_MainViewToProjectionMatrix; float3 m_EyePosition; float3 m_LookAtVector; } g_CameraParameter : packoffset(c0); } cbuffer g_WorldMatrix : register(b1) { row_major float3x4 g_WorldMatrix : packoffset(c0); } cbuffer g_VSParam : register(b2) { float4 g_VSParam[5] : packoffset(c0); } cbuffer g_PSParam : register(b3) { float4 g_PSParam[5] : packoffset(c0); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD4, out float4 o3 : TEXCOORD5, out float4 o4 : TEXCOORD6, out float4 o5 : TEXCOORD7) { float4 r0,r1,r2,r3; uint4 bitmask, uiDest; float4 fDest; r0.w = 1; r1.xyz = v0.xyz; r1.w = 1; r0.x = dot(g_WorldMatrix._m00_m01_m02_m03, r1.xyzw); r0.y = dot(g_WorldMatrix._m10_m11_m12_m13, r1.xyzw); r0.z = dot(g_WorldMatrix._m20_m21_m22_m23, r1.xyzw); r1.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m30_m31_m32_m33, r0.xyzw); r1.y = 0.999998987 * r1.x; o0.w = r1.x; r1.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m20_m21_m22_m23, r0.xyzw); o0.z = min(r1.x, r1.y); o0.x = dot(g_CameraParameter.g_CameraParameter.m_ViewProjectionMatrix._m00_m01_m02_m03, r0.xyzw); o0.y = dot(g_CameraParameter.m_ViewProjectionMatrix._m10_m11_m12_m13, r0.xyzw); r0.xyz = g_VSParam[4].xyz + -r0.xyz; r1.xyzw = v1.xyxy * float4(0.5,0.5,0.5,0.5) + float4(0.5,0.5,0.5,0.5); r2.xyzw = g_VSParam[0].zwzw + r1.xyzw; o1.xyzw = g_VSParam[0].xyxy * r2.xyzw; r0.w = dot(r0.xyz, r0.xyz); r0.w = rsqrt(r0.w); r2.xyz = r0.xyz * r0.www; r0.xyz = -r0.xyz * r0.www + float3(0,-1,0); r0.xyz = g_PSParam[0].www * r0.xyz + r2.xyz; o2.w = dot(g_VSParam[3].xyz, -r0.xyz); o2.z = dot(v0.xz, v0.xz); o2.xy = v0.xz; r0.w = -g_VSParam[3].y + r0.y; r0.y = dot(r0.xzw, r0.xzw); r0.y = rsqrt(r0.y); r2.xyz = r0.xwz * r0.yyy; r0.x = -r0.w * r0.y + 1; r0.x = r0.x + r0.x; r0.x = sqrt(r0.x); o3.xyz = r2.xyz; o3.w = 0; r0.yz = float2(0,-1) * r2.yx; r0.yzw = r2.yzy * float3(0,-1,0) + -r0.zyz; r0.yzw = r0.yzw / r0.xxx; r0.x = 0.5 * r0.x; r1.xy = r0.wz + r0.wz; r0.yzw = r1.xyy * r0.yzw; r1.xy = r1.xy * r0.xx; o4.y = -r1.x; o5.y = r1.y; r2.xy = g_VSParam[1].xz; r3.xy = g_VSParam[1].yw + -r2.xy; r2.zw = g_VSParam[2].xz; r3.zw = g_VSParam[2].yw + -r2.zw; r2.xyzw = r1.zzzz * r3.xyzw + r2.xyzw; r1.xy = r2.yw + -r2.xz; r1.xy = r1.ww * r1.xy + r2.xz; o4.w = r1.x; o5.w = r1.y; o4.xz = -r0.yw * float2(-1,1) + float2(-1,0); o5.xz = -r0.wz * float2(1,-1) + float2(0,-1); // Clouds day to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o0.x += depth*convergence*.97; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.43 on Wed Aug 24 21:16:24 2016 // // // Buffer Definitions: // // cbuffer g_CameraParameter // { // // struct CameraParameter // { // // row_major float3x4 m_ViewMatrix;// Offset: 0 // row_major float3x4 m_InverseViewMatrix;// Offset: 48 // row_major float4x4 m_ViewProjectionMatrix;// Offset: 96 // row_major float4x4 m_InverseViewProjectionMatrix;// Offset: 160 // row_major float4x4 m_InverseProjectionMatrix;// Offset: 224 // row_major float4x4 m_ProjectionMatrix;// Offset: 288 // row_major float4x4 m_MainViewToProjectionMatrix;// Offset: 352 // float3 m_EyePosition; // Offset: 416 // float3 m_LookAtVector; // Offset: 432 // // } g_CameraParameter; // Offset: 0 Size: 444 // // } // // cbuffer g_WorldMatrix // { // // row_major float3x4 g_WorldMatrix; // Offset: 0 Size: 48 // // } // // cbuffer g_VSParam // { // // float4 g_VSParam[5]; // Offset: 0 Size: 80 // // } // // cbuffer g_PSParam // { // // float4 g_PSParam[5]; // Offset: 0 Size: 80 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // g_CameraParameter cbuffer NA NA 0 1 // g_WorldMatrix cbuffer NA NA 1 1 // g_VSParam cbuffer NA NA 2 1 // g_PSParam cbuffer NA NA 3 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyz // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 4 xyzw 2 NONE float xyzw // TEXCOORD 5 xyzw 3 NONE float xyzw // TEXCOORD 6 xyzw 4 NONE float xyzw // TEXCOORD 7 xyzw 5 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[10], immediateIndexed dcl_constantbuffer cb1[3], immediateIndexed dcl_constantbuffer cb2[5], immediateIndexed dcl_constantbuffer cb3[1], immediateIndexed dcl_input v0.xyz dcl_input v1.xy dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xyzw dcl_output o5.xyzw dcl_temps 4 mov r0.w, l(1.000000) mov r1.xyz, v0.xyzx mov r1.w, l(1.000000) dp4 r0.x, cb1[0].xyzw, r1.xyzw dp4 r0.y, cb1[1].xyzw, r1.xyzw dp4 r0.z, cb1[2].xyzw, r1.xyzw dp4 r1.x, cb0[9].xyzw, r0.xyzw mul r1.y, r1.x, l(0.999999) mov o0.w, r1.x dp4 r1.x, cb0[8].xyzw, r0.xyzw min o0.z, r1.y, r1.x dp4 o0.x, cb0[6].xyzw, r0.xyzw dp4 o0.y, cb0[7].xyzw, r0.xyzw add r0.xyz, -r0.xyzx, cb2[4].xyzx mad r1.xyzw, v1.xyxy, l(0.500000, 0.500000, 0.500000, 0.500000), l(0.500000, 0.500000, 0.500000, 0.500000) add r2.xyzw, r1.xyzw, cb2[0].zwzw mul o1.xyzw, r2.xyzw, cb2[0].xyxy dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mul r2.xyz, r0.wwww, r0.xyzx mad r0.xyz, -r0.xyzx, r0.wwww, l(0.000000, -1.000000, 0.000000, 0.000000) mad r0.xyz, cb3[0].wwww, r0.xyzx, r2.xyzx dp3 o2.w, cb2[3].xyzx, -r0.xyzx dp2 o2.z, v0.xzxx, v0.xzxx mov o2.xy, v0.xzxx add r0.w, r0.y, -cb2[3].y dp3 r0.y, r0.xzwx, r0.xzwx rsq r0.y, r0.y mul r2.xyz, r0.yyyy, r0.xwzx mad r0.x, -r0.w, r0.y, l(1.000000) add r0.x, r0.x, r0.x sqrt r0.x, r0.x mov o3.xyz, r2.xyzx mov o3.w, l(0) mul r0.yz, r2.yyxy, l(0.000000, 0.000000, -1.000000, 0.000000) mad r0.yzw, r2.yyzy, l(0.000000, 0.000000, -1.000000, 0.000000), -r0.zzyz div r0.yzw, r0.yyzw, r0.xxxx mul r0.x, r0.x, l(0.500000) add r1.xy, r0.wzww, r0.wzww mul r0.yzw, r0.yyzw, r1.xxyy mul r1.xy, r0.xxxx, r1.xyxx mov o4.y, -r1.x mov o5.y, r1.y mov r2.xy, cb2[1].xzxx add r3.xy, -r2.xyxx, cb2[1].ywyy mov r2.zw, cb2[2].xxxz add r3.zw, -r2.zzzw, cb2[2].yyyw mad r2.xyzw, r1.zzzz, r3.xyzw, r2.xyzw add r1.xy, -r2.xzxx, r2.ywyy mad r1.xy, r1.wwww, r1.xyxx, r2.xzxx mov o4.w, r1.x mov o5.w, r1.y mad o4.xz, -r0.yywy, l(-1.000000, 0.000000, 1.000000, 0.000000), l(-1.000000, 0.000000, 0.000000, 0.000000) mad o5.xz, -r0.wwzw, l(1.000000, 0.000000, -1.000000, 0.000000), l(0.000000, 0.000000, -1.000000, 0.000000) ret // Approximately 55 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
here is one VS for the clouds. this is during the day and trhe bigger chunk of clouds.. the uploader at NVidia live was not working I will try and get a screenshot later as for now it seems broke..


// ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 21:16:24 2016

cbuffer g_CameraParameter : register(b0)
{

struct
{
row_major float3x4 m_ViewMatrix;
row_major float3x4 m_InverseViewMatrix;
row_major float4x4 m_ViewProjectionMatrix;
row_major float4x4 m_InverseViewProjectionMatrix;
row_major float4x4 m_InverseProjectionMatrix;
row_major float4x4 m_ProjectionMatrix;
row_major float4x4 m_MainViewToProjectionMatrix;
float3 m_EyePosition;
float3 m_LookAtVector;
} g_CameraParameter : packoffset(c0);

}

cbuffer g_WorldMatrix : register(b1)
{
row_major float3x4 g_WorldMatrix : packoffset(c0);
}

cbuffer g_VSParam : register(b2)
{
float4 g_VSParam[5] : packoffset(c0);
}

cbuffer g_PSParam : register(b3)
{
float4 g_PSParam[5] : packoffset(c0);
}



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


void main(
float4 v0 : POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD4,
out float4 o3 : TEXCOORD5,
out float4 o4 : TEXCOORD6,
out float4 o5 : TEXCOORD7)
{
float4 r0,r1,r2,r3;
uint4 bitmask, uiDest;
float4 fDest;

r0.w = 1;
r1.xyz = v0.xyz;
r1.w = 1;
r0.x = dot(g_WorldMatrix._m00_m01_m02_m03, r1.xyzw);
r0.y = dot(g_WorldMatrix._m10_m11_m12_m13, r1.xyzw);
r0.z = dot(g_WorldMatrix._m20_m21_m22_m23, r1.xyzw);
r1.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m30_m31_m32_m33, r0.xyzw);
r1.y = 0.999998987 * r1.x;
o0.w = r1.x;
r1.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m20_m21_m22_m23, r0.xyzw);
o0.z = min(r1.x, r1.y);
o0.x = dot(g_CameraParameter.g_CameraParameter.m_ViewProjectionMatrix._m00_m01_m02_m03, r0.xyzw);
o0.y = dot(g_CameraParameter.m_ViewProjectionMatrix._m10_m11_m12_m13, r0.xyzw);
r0.xyz = g_VSParam[4].xyz + -r0.xyz;
r1.xyzw = v1.xyxy * float4(0.5,0.5,0.5,0.5) + float4(0.5,0.5,0.5,0.5);
r2.xyzw = g_VSParam[0].zwzw + r1.xyzw;
o1.xyzw = g_VSParam[0].xyxy * r2.xyzw;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
r2.xyz = r0.xyz * r0.www;
r0.xyz = -r0.xyz * r0.www + float3(0,-1,0);
r0.xyz = g_PSParam[0].www * r0.xyz + r2.xyz;
o2.w = dot(g_VSParam[3].xyz, -r0.xyz);
o2.z = dot(v0.xz, v0.xz);
o2.xy = v0.xz;
r0.w = -g_VSParam[3].y + r0.y;
r0.y = dot(r0.xzw, r0.xzw);
r0.y = rsqrt(r0.y);
r2.xyz = r0.xwz * r0.yyy;
r0.x = -r0.w * r0.y + 1;
r0.x = r0.x + r0.x;
r0.x = sqrt(r0.x);
o3.xyz = r2.xyz;
o3.w = 0;
r0.yz = float2(0,-1) * r2.yx;
r0.yzw = r2.yzy * float3(0,-1,0) + -r0.zyz;
r0.yzw = r0.yzw / r0.xxx;
r0.x = 0.5 * r0.x;
r1.xy = r0.wz + r0.wz;
r0.yzw = r1.xyy * r0.yzw;
r1.xy = r1.xy * r0.xx;
o4.y = -r1.x;
o5.y = r1.y;
r2.xy = g_VSParam[1].xz;
r3.xy = g_VSParam[1].yw + -r2.xy;
r2.zw = g_VSParam[2].xz;
r3.zw = g_VSParam[2].yw + -r2.zw;
r2.xyzw = r1.zzzz * r3.xyzw + r2.xyzw;
r1.xy = r2.yw + -r2.xz;
r1.xy = r1.ww * r1.xy + r2.xz;
o4.w = r1.x;
o5.w = r1.y;
o4.xz = -r0.yw * float2(-1,1) + float2(-1,0);
o5.xz = -r0.wz * float2(1,-1) + float2(0,-1);


// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*.97;

return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.43 on Wed Aug 24 21:16:24 2016
//
//
// Buffer Definitions:
//
// cbuffer g_CameraParameter
// {
//
// struct CameraParameter
// {
//
// row_major float3x4 m_ViewMatrix;// Offset: 0
// row_major float3x4 m_InverseViewMatrix;// Offset: 48
// row_major float4x4 m_ViewProjectionMatrix;// Offset: 96
// row_major float4x4 m_InverseViewProjectionMatrix;// Offset: 160
// row_major float4x4 m_InverseProjectionMatrix;// Offset: 224
// row_major float4x4 m_ProjectionMatrix;// Offset: 288
// row_major float4x4 m_MainViewToProjectionMatrix;// Offset: 352
// float3 m_EyePosition; // Offset: 416
// float3 m_LookAtVector; // Offset: 432
//
// } g_CameraParameter; // Offset: 0 Size: 444
//
// }
//
// cbuffer g_WorldMatrix
// {
//
// row_major float3x4 g_WorldMatrix; // Offset: 0 Size: 48
//
// }
//
// cbuffer g_VSParam
// {
//
// float4 g_VSParam[5]; // Offset: 0 Size: 80
//
// }
//
// cbuffer g_PSParam
// {
//
// float4 g_PSParam[5]; // Offset: 0 Size: 80
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_CameraParameter cbuffer NA NA 0 1
// g_WorldMatrix cbuffer NA NA 1 1
// g_VSParam cbuffer NA NA 2 1
// g_PSParam cbuffer NA NA 3 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 4 xyzw 2 NONE float xyzw
// TEXCOORD 5 xyzw 3 NONE float xyzw
// TEXCOORD 6 xyzw 4 NONE float xyzw
// TEXCOORD 7 xyzw 5 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_constantbuffer cb3[1], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 4
mov r0.w, l(1.000000)
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r0.x, cb1[0].xyzw, r1.xyzw
dp4 r0.y, cb1[1].xyzw, r1.xyzw
dp4 r0.z, cb1[2].xyzw, r1.xyzw
dp4 r1.x, cb0[9].xyzw, r0.xyzw
mul r1.y, r1.x, l(0.999999)
mov o0.w, r1.x
dp4 r1.x, cb0[8].xyzw, r0.xyzw
min o0.z, r1.y, r1.x
dp4 o0.x, cb0[6].xyzw, r0.xyzw
dp4 o0.y, cb0[7].xyzw, r0.xyzw
add r0.xyz, -r0.xyzx, cb2[4].xyzx
mad r1.xyzw, v1.xyxy, l(0.500000, 0.500000, 0.500000, 0.500000), l(0.500000, 0.500000, 0.500000, 0.500000)
add r2.xyzw, r1.xyzw, cb2[0].zwzw
mul o1.xyzw, r2.xyzw, cb2[0].xyxy
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r0.xyzx
mad r0.xyz, -r0.xyzx, r0.wwww, l(0.000000, -1.000000, 0.000000, 0.000000)
mad r0.xyz, cb3[0].wwww, r0.xyzx, r2.xyzx
dp3 o2.w, cb2[3].xyzx, -r0.xyzx
dp2 o2.z, v0.xzxx, v0.xzxx
mov o2.xy, v0.xzxx
add r0.w, r0.y, -cb2[3].y
dp3 r0.y, r0.xzwx, r0.xzwx
rsq r0.y, r0.y
mul r2.xyz, r0.yyyy, r0.xwzx
mad r0.x, -r0.w, r0.y, l(1.000000)
add r0.x, r0.x, r0.x
sqrt r0.x, r0.x
mov o3.xyz, r2.xyzx
mov o3.w, l(0)
mul r0.yz, r2.yyxy, l(0.000000, 0.000000, -1.000000, 0.000000)
mad r0.yzw, r2.yyzy, l(0.000000, 0.000000, -1.000000, 0.000000), -r0.zzyz
div r0.yzw, r0.yyzw, r0.xxxx
mul r0.x, r0.x, l(0.500000)
add r1.xy, r0.wzww, r0.wzww
mul r0.yzw, r0.yyzw, r1.xxyy
mul r1.xy, r0.xxxx, r1.xyxx
mov o4.y, -r1.x
mov o5.y, r1.y
mov r2.xy, cb2[1].xzxx
add r3.xy, -r2.xyxx, cb2[1].ywyy
mov r2.zw, cb2[2].xxxz
add r3.zw, -r2.zzzw, cb2[2].yyyw
mad r2.xyzw, r1.zzzz, r3.xyzw, r2.xyzw
add r1.xy, -r2.xzxx, r2.ywyy
mad r1.xy, r1.wwww, r1.xyxx, r2.xzxx
mov o4.w, r1.x
mov o5.w, r1.y
mad o4.xz, -r0.yywy, l(-1.000000, 0.000000, 1.000000, 0.000000), l(-1.000000, 0.000000, 0.000000, 0.000000)
mad o5.xz, -r0.wwzw, l(1.000000, 0.000000, -1.000000, 0.000000), l(0.000000, 0.000000, -1.000000, 0.000000)
ret
// Approximately 55 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
Attachments

ffxiv_dx1110_50.jps

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

Posted 08/26/2016 02:09 PM   
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/70039[/img]
Image

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

Posted 08/26/2016 02:59 PM   
I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right.. then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed?? ' It does not make sence but I am sure it is something easy to fix it..
I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right..

then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..

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

Posted 08/27/2016 01:10 PM   
[quote="The_Nephilim"]I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right.. then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed?? ' It does not make sence but I am sure it is something easy to fix it..[/quote] Yes, the problem with the cloud right there is that it is at screen-depth. Compare its location with the mini-map top left for example. It can sometimes be hard to see, but if you look for it relative to stuff like the HUD, it becomes more clear. That one is a little weird because of the warped book effect there too, which may be impacting it somehow. As a general rule, fixing a screen-depth cloud like this should be straightforward, and use the code we specified above. For the o0 there, I don't see anything weird happening with the location, so I'd expect that work. You said that it seems shifted way left behind the trees, which suggests that the skybox is probably at a stupid low depth instead of infinity like it should be. Try using some of the other techniques in Mike's notes there to see what might work. We don't always get to use normal techniques, because games tend to be hacked together by insane people, not people who like things to make sense. In particular, try to use the first one, of o0.x += depth*0.80; or something.
The_Nephilim said:I have a similar issue with a light from the torches. it looks to be the light from the torch on the ground.. if you look at the cloud above look at the pic on the right notice where the cloud is in reference to the Lance on my character the cloud is shifted to the right..

then look at the image on the left and note the cloud is touching the lance.. that makes it look funky in 3D. I was wondering why it wourld shift the image like that.. I think the stars did the same thing or similar but they got fixed??
'
It does not make sence but I am sure it is something easy to fix it..

Yes, the problem with the cloud right there is that it is at screen-depth. Compare its location with the mini-map top left for example. It can sometimes be hard to see, but if you look for it relative to stuff like the HUD, it becomes more clear.

That one is a little weird because of the warped book effect there too, which may be impacting it somehow.


As a general rule, fixing a screen-depth cloud like this should be straightforward, and use the code we specified above.

For the o0 there, I don't see anything weird happening with the location, so I'd expect that work. You said that it seems shifted way left behind the trees, which suggests that the skybox is probably at a stupid low depth instead of infinity like it should be.

Try using some of the other techniques in Mike's notes there to see what might work. We don't always get to use normal techniques, because games tend to be hacked together by insane people, not people who like things to make sense.

In particular, try to use the first one, of o0.x += depth*0.80; or something.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 08/28/2016 01:54 AM   
Well that is the thing no matter what I do it does not seem to move off screendepth.. I tried this code but am confused about Mikes code.. here is what I tried first: // Clouds day to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o0.x += depth*convergence*1.0; I also added that last line like you said to use also like this: // Clouds day to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o0.x += depth*0.80; now Mikes code I have no idea what to do with that. but would I do this to what he stated to use: // Clouds day to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; r10.x += stereoParams.x * .95; now of those 3 none seemed to have done anything.. I also tried different variables on the last digit.. I tried .75,.80,.85,.95 and 1?? it did not seem to move the clouds at all.. I will keep trying different but it seems pointless as I am not even getting a result.. As for the screenshot don't mine the warping that is nThusim doing somethong funky to the screenshot try and look past that.. when I say it looks funkly that is probally because it is at screen depth and the rest is not.. ;)
Well that is the thing no matter what I do it does not seem to move off screendepth.. I tried this code but am confused about Mikes code.. here is what I tried first:


// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*1.0;


I also added that last line like you said to use also like this:


// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*0.80;



now Mikes code I have no idea what to do with that. but would I do this to what he stated to use:

// Clouds day to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
r10.x += stereoParams.x * .95;


now of those 3 none seemed to have done anything.. I also tried different variables on the last digit.. I tried .75,.80,.85,.95 and 1?? it did not seem to move the clouds at all.. I will keep trying different but it seems pointless as I am not even getting a result..

As for the screenshot don't mine the warping that is nThusim doing somethong funky to the screenshot try and look past that.. when I say it looks funkly that is probally because it is at screen depth and the rest is not.. ;)

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

Posted 08/28/2016 04:57 PM   
Ah, OK, the reason this is not working is because there is a syntax error in the code. That makes it not load, and of course nothing happens to change the image. When you are trying these out, the best way to do it is to use the F10 key to reload the ShaderFixes from the folder. So, you can edit the file while the game is running, and then when ready hit F10 in game to have it recompile everything. This makes it easy to incrementally try things and experiment, without having to relaunch all the time. Now when you hit F10, in this case, you should have heard a low 'boop' sound, indicated it failed. A high 'beep' sound indicates that it succeeded. Also, these errors will be logged. Again, if you get some weird problem like this, be sure to check the log first. When you get weird problems like these, it's also worth checking with other stuff disabled like nThusim. It's not supposed to matter of course, except when it does. As a way to debug a problem like this, you can also inject deliberate syntax errors. Like, just put asdfasdf into a line the code, knowing that it will fail. That's how you know whether it's loading at all or not. If you can tell it's loading, then try simple stuff first, like o0=0; to kill the effect altogether. If that doesn't work, then it's clearly not being executed for whatever reason. We don't get these with 3Dmigoto, because we put in other help like the sound effects and good logging. On HelixMod you can get silent failures, so you have to some back and forth like that to narrow down a problem. On line 69, there is a "g_CameraParameter.g_CameraParameter" which is wrong, it cannot be doubled like that, it needs to be just "g_CameraParameter.". When I change it to that, the file compiles with FXC. Make that change, and experiment with that. For Mikes code, you'll need to translate a bit, not copy verbatim. The stereoParams.x == stereo.x == depth. We used stereoParams as the variable name long ago, then shortened it to stereo. It's whatever is set from the StereoParams.Load(0) command.
Ah, OK, the reason this is not working is because there is a syntax error in the code. That makes it not load, and of course nothing happens to change the image.

When you are trying these out, the best way to do it is to use the F10 key to reload the ShaderFixes from the folder. So, you can edit the file while the game is running, and then when ready hit F10 in game to have it recompile everything. This makes it easy to incrementally try things and experiment, without having to relaunch all the time.

Now when you hit F10, in this case, you should have heard a low 'boop' sound, indicated it failed. A high 'beep' sound indicates that it succeeded.


Also, these errors will be logged. Again, if you get some weird problem like this, be sure to check the log first.

When you get weird problems like these, it's also worth checking with other stuff disabled like nThusim. It's not supposed to matter of course, except when it does.


As a way to debug a problem like this, you can also inject deliberate syntax errors. Like, just put asdfasdf into a line the code, knowing that it will fail. That's how you know whether it's loading at all or not. If you can tell it's loading, then try simple stuff first, like o0=0; to kill the effect altogether. If that doesn't work, then it's clearly not being executed for whatever reason.

We don't get these with 3Dmigoto, because we put in other help like the sound effects and good logging. On HelixMod you can get silent failures, so you have to some back and forth like that to narrow down a problem.


On line 69, there is a "g_CameraParameter.g_CameraParameter" which is wrong, it cannot be doubled like that, it needs to be just "g_CameraParameter.". When I change it to that, the file compiles with FXC.

Make that change, and experiment with that.


For Mikes code, you'll need to translate a bit, not copy verbatim. The stereoParams.x == stereo.x == depth. We used stereoParams as the variable name long ago, then shortened it to stereo. It's whatever is set from the StereoParams.Load(0) command.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 08/28/2016 05:27 PM   
Hi yes I am getting better at this but I did not write that code on line 69 3D migoto wrote it or it was an error from the developer.. I would of never of found that as I don't fully understand all that code yet.. I am wanting to understand it all a bit better but it is gonna trake some time and I appreciate your Patience in all these dumb questions I pose.. I am still unsure which one to remove as after the CameraParamater is a Letter one has a G the other has an M. now which one am I supposed to omit and what is more important how would I know which one to omit?? From what I can tell the Camera "M" Seems to be repeated a few times in the code as I would think to keep the M Paramater?? IF I got it then it was part luck but either way I will try both and do the reload trick like you said thnx for that info will cut down on the log in every time .. As for the code part I just copied as I don't get it yet and have no idea about what to write in.. I am willing to leasrn and just thought If I was given the code just to copy that into the file.. I have read mikes notes that you linked.. I did not fully understand what to write in as it looked kinda cryptic too me.. Rememeber I am a Gamer not a coder at all.. I had a very basic introduction into codein a few years ago and only did the initial couple of code writing.. I was not getting any help and with code it is best to have a mentor or at least that is what I read in the book I bought.. Now of course it also pays to keep writing and reading but when I don't understand fully that makes it difficult to understand what to do.. Thank you for all your help and I will get to some more reading but is there somewhere I can read on what codes I should be familiar with for fixing skyboxes and clouds and such.. I would love to fix the shadows in this game too but as you are propally aware that is a bit more difficult.. But I will just concentrate on the code for cluds and nameplates.. This is really cool and I feel I am actually doing something useful for a change ;)
Hi yes I am getting better at this but I did not write that code on line 69 3D migoto wrote it or it was an error from the developer.. I would of never of found that as I don't fully understand all that code yet.. I am wanting to understand it all a bit better but it is gonna trake some time and I appreciate your Patience in all these dumb questions I pose..

I am still unsure which one to remove as after the CameraParamater is a Letter one has a G the other has an M. now which one am I supposed to omit and what is more important how would I know which one to omit??

From what I can tell the Camera "M" Seems to be repeated a few times in the code as I would think to keep the M Paramater?? IF I got it then it was part luck but either way I will try both and do the reload trick like you said thnx for that info will cut down on the log in every time ..

As for the code part I just copied as I don't get it yet and have no idea about what to write in.. I am willing to leasrn and just thought If I was given the code just to copy that into the file.. I have read mikes notes that you linked..

I did not fully understand what to write in as it looked kinda cryptic too me.. Rememeber I am a Gamer not a coder at all.. I had a very basic introduction into codein a few years ago and only did the initial couple of code writing..

I was not getting any help and with code it is best to have a mentor or at least that is what I read in the book I bought.. Now of course it also pays to keep writing and reading but when I don't understand fully that makes it difficult to understand what to do..

Thank you for all your help and I will get to some more reading but is there somewhere I can read on what codes I should be familiar with for fixing skyboxes and clouds and such..

I would love to fix the shadows in this game too but as you are propally aware that is a bit more difficult.. But I will just concentrate on the code for cluds and nameplates..

This is really cool and I feel I am actually doing something useful for a change ;)

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

Posted 08/28/2016 11:02 PM   
Ahh I had succeded with finding the error code for my Cloud Shader.. here is the message what does it mean. I will also post the code I am using for it.. > reloading *_replace.txt fixes from ShaderFixes >Replacement shader found. Re-Loading replacement HLSL code from 661aff5ef8512fd6-ps_replace.txt Reload source code loaded. Size = 6426 compiling replacement HLSL code with shader model ps_5_0 compile result for replacement HLSL shader: 80004005 --------------------------------------------- BEGIN --------------------------------------------- C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\661aff5ef8512fd6-ps_replace.txt(21,24): error X3000: syntax error: unexpected token '.' ---------------------------------------------- END ---------------------------------------------- > FAILED to reload shaders from ShaderFixes Reloading d3dx.ini (EXPERIMENTAL)... [code]// ---- Created with 3Dmigoto v1.2.43 on Sun Aug 28 20:11:31 2016 //Clouds Clear skies.. cbuffer g_CommonParameter : register(b0) { struct { float4 m_RenderTarget; float4 m_Viewport; float4 m_Misc; float4 m_Misc2; } g_CommonParameter : packoffset(c0); } cbuffer g_PSParam : register(b1) { float4 g_PSParam[5] : packoffset(c0); } SamplerState g_Sampler0.S_s : register(s0); Texture2D<float4> g_Sampler0.T : register(t0); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float4 v1 : TEXCOORD0, float4 v2 : TEXCOORD4, float4 v3 : TEXCOORD5, float4 v4 : TEXCOORD6, float4 v5 : TEXCOORD7, out float4 o0 : SV_TARGET0) { float4 r0,r1,r2,r3; uint4 bitmask, uiDest; float4 fDest; r0.x = dot(v3.xyz, v3.xyz); r0.x = rsqrt(r0.x); r0.xyz = v3.xyz * r0.xxx; r0.w = dot(v4.xyz, v4.xyz); r0.w = rsqrt(r0.w); r1.xyz = v4.xyz * r0.www; r0.w = dot(v5.xyz, v5.xyz); r0.w = rsqrt(r0.w); r2.xyz = v5.xyz * r0.www; r3.xyzw = g_Sampler0.T.Sample(g_Sampler0.S_s, v1.xy).xyzw; r3.xy = r3.xy * float2(2,2) + float2(-1,-1); r2.xyz = r3.yyy * r2.xyz; r1.xyz = r3.xxx * r1.xyz + r2.xyz; r0.w = dot(r3.xy, r3.xy); r0.w = 1 + -r0.w; r0.w = sqrt(r0.w); r0.xyz = r0.www * r0.xyz + r1.xyz; r0.w = dot(r0.xyz, r0.xyz); r0.w = rsqrt(r0.w); r0.xyz = r0.xyz * r0.www; r0.x = dot(g_PSParam[0].xyz, r0.xyz); r0.y = -r0.x; r0.xy = float2(1,1) + r0.xy; r0.z = saturate(v2.w); r1.y = 0.5 * r0.z; r1.x = 1 + -abs(g_PSParam[0].y); r0.zw = r1.xy * r1.xy; r0.w = r0.w * r0.w; r1.xy = g_PSParam[3].zw * r0.zz + g_PSParam[3].xy; r0.z = r0.w * r0.w; r0.w = r1.x * r0.z; r0.z = r1.y * r0.z + -r0.w; r0.z = r3.w * r0.z + r0.w; r0.xy = r3.zz * r0.xy + r0.zz; r0.xy = max(float2(0,0), r0.xy); r0.xy = log2(r0.xy); r0.xy = g_PSParam[1].ww * r0.xy; r0.xy = exp2(r0.xy); r0.yzw = g_PSParam[2].xyz * r0.yyy; r0.xyz = g_PSParam[1].xyz * r0.xxx + r0.yzw; r0.xyz = sqrt(r0.xyz); r0.xyz = g_CommonParameter.m_Misc2.xxx * r0.xyz; r0.w = saturate(v4.w); r0.w = r0.w * r0.w; r0.w = r3.w * r0.w; o0.xyz = r0.xyz * r0.www; o0.w = r0.w; // Clouds to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; v0.x += depth*convergence*0.95; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.43 on Sun Aug 28 20:11:31 2016 // // // Buffer Definitions: // // cbuffer g_CommonParameter // { // // struct CommonParameter // { // // float4 m_RenderTarget; // Offset: 0 // float4 m_Viewport; // Offset: 16 // float4 m_Misc; // Offset: 32 // float4 m_Misc2; // Offset: 48 // // } g_CommonParameter; // Offset: 0 Size: 64 // // } // // cbuffer g_PSParam // { // // float4 g_PSParam[5]; // Offset: 0 Size: 80 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // g_Sampler0.S sampler NA NA 0 1 // g_Sampler0.T texture float4 2d 0 1 // g_CommonParameter cbuffer NA NA 0 1 // g_PSParam cbuffer NA NA 1 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // TEXCOORD 0 xyzw 1 NONE float xy // TEXCOORD 4 xyzw 2 NONE float w // TEXCOORD 5 xyzw 3 NONE float xyz // TEXCOORD 6 xyzw 4 NONE float xyzw // TEXCOORD 7 xyzw 5 NONE float xyz // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[4], immediateIndexed dcl_constantbuffer cb1[4], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input_ps linear v1.xy dcl_input_ps linear v2.w dcl_input_ps linear v3.xyz dcl_input_ps linear v4.xyzw dcl_input_ps linear v5.xyz dcl_output o0.xyzw dcl_temps 4 dp3 r0.x, v3.xyzx, v3.xyzx rsq r0.x, r0.x mul r0.xyz, r0.xxxx, v3.xyzx dp3 r0.w, v4.xyzx, v4.xyzx rsq r0.w, r0.w mul r1.xyz, r0.wwww, v4.xyzx dp3 r0.w, v5.xyzx, v5.xyzx rsq r0.w, r0.w mul r2.xyz, r0.wwww, v5.xyzx sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v1.xyxx, t0.xyzw, s0 mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) mul r2.xyz, r2.xyzx, r3.yyyy mad r1.xyz, r3.xxxx, r1.xyzx, r2.xyzx dp2 r0.w, r3.xyxx, r3.xyxx add r0.w, -r0.w, l(1.000000) sqrt r0.w, r0.w mad r0.xyz, r0.wwww, r0.xyzx, r1.xyzx dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mul r0.xyz, r0.wwww, r0.xyzx dp3 r0.x, cb1[0].xyzx, r0.xyzx mov r0.y, -r0.x add r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000) mov_sat r0.z, v2.w mul r1.y, r0.z, l(0.500000) add r1.x, -|cb1[0].y|, l(1.000000) mul r0.zw, r1.xxxy, r1.xxxy mul r0.w, r0.w, r0.w mad r1.xy, cb1[3].zwzz, r0.zzzz, cb1[3].xyxx mul r0.z, r0.w, r0.w mul r0.w, r0.z, r1.x mad r0.z, r1.y, r0.z, -r0.w mad r0.z, r3.w, r0.z, r0.w mad r0.xy, r3.zzzz, r0.xyxx, r0.zzzz max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) log r0.xy, r0.xyxx mul r0.xy, r0.xyxx, cb1[1].wwww exp r0.xy, r0.xyxx mul r0.yzw, r0.yyyy, cb1[2].xxyz mad r0.xyz, cb1[1].xyzx, r0.xxxx, r0.yzwy sqrt r0.xyz, r0.xyzx mul r0.xyz, r0.xyzx, cb0[3].xxxx mov_sat r0.w, v4.w mul r0.w, r0.w, r0.w mul r0.w, r0.w, r3.w mul o0.xyz, r0.wwww, r0.xyzx mov o0.w, r0.w ret // Approximately 48 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
Ahh I had succeded with finding the error code for my Cloud Shader.. here is the message what does it mean. I will also post the code I am using for it..


> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement HLSL code from 661aff5ef8512fd6-ps_replace.txt
Reload source code loaded. Size = 6426
compiling replacement HLSL code with shader model ps_5_0
compile result for replacement HLSL shader: 80004005
--------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\661aff5ef8512fd6-ps_replace.txt(21,24): error X3000: syntax error: unexpected token '.'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...


// ---- Created with 3Dmigoto v1.2.43 on Sun Aug 28 20:11:31 2016
//Clouds Clear skies..
cbuffer g_CommonParameter : register(b0)
{

struct
{
float4 m_RenderTarget;
float4 m_Viewport;
float4 m_Misc;
float4 m_Misc2;
} g_CommonParameter : packoffset(c0);

}

cbuffer g_PSParam : register(b1)
{
float4 g_PSParam[5] : packoffset(c0);
}

SamplerState g_Sampler0.S_s : register(s0);
Texture2D<float4> g_Sampler0.T : register(t0);


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


void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD0,
float4 v2 : TEXCOORD4,
float4 v3 : TEXCOORD5,
float4 v4 : TEXCOORD6,
float4 v5 : TEXCOORD7,
out float4 o0 : SV_TARGET0)
{
float4 r0,r1,r2,r3;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = dot(v3.xyz, v3.xyz);
r0.x = rsqrt(r0.x);
r0.xyz = v3.xyz * r0.xxx;
r0.w = dot(v4.xyz, v4.xyz);
r0.w = rsqrt(r0.w);
r1.xyz = v4.xyz * r0.www;
r0.w = dot(v5.xyz, v5.xyz);
r0.w = rsqrt(r0.w);
r2.xyz = v5.xyz * r0.www;
r3.xyzw = g_Sampler0.T.Sample(g_Sampler0.S_s, v1.xy).xyzw;
r3.xy = r3.xy * float2(2,2) + float2(-1,-1);
r2.xyz = r3.yyy * r2.xyz;
r1.xyz = r3.xxx * r1.xyz + r2.xyz;
r0.w = dot(r3.xy, r3.xy);
r0.w = 1 + -r0.w;
r0.w = sqrt(r0.w);
r0.xyz = r0.www * r0.xyz + r1.xyz;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
r0.xyz = r0.xyz * r0.www;
r0.x = dot(g_PSParam[0].xyz, r0.xyz);
r0.y = -r0.x;
r0.xy = float2(1,1) + r0.xy;
r0.z = saturate(v2.w);
r1.y = 0.5 * r0.z;
r1.x = 1 + -abs(g_PSParam[0].y);
r0.zw = r1.xy * r1.xy;
r0.w = r0.w * r0.w;
r1.xy = g_PSParam[3].zw * r0.zz + g_PSParam[3].xy;
r0.z = r0.w * r0.w;
r0.w = r1.x * r0.z;
r0.z = r1.y * r0.z + -r0.w;
r0.z = r3.w * r0.z + r0.w;
r0.xy = r3.zz * r0.xy + r0.zz;
r0.xy = max(float2(0,0), r0.xy);
r0.xy = log2(r0.xy);
r0.xy = g_PSParam[1].ww * r0.xy;
r0.xy = exp2(r0.xy);
r0.yzw = g_PSParam[2].xyz * r0.yyy;
r0.xyz = g_PSParam[1].xyz * r0.xxx + r0.yzw;
r0.xyz = sqrt(r0.xyz);
r0.xyz = g_CommonParameter.m_Misc2.xxx * r0.xyz;
r0.w = saturate(v4.w);
r0.w = r0.w * r0.w;
r0.w = r3.w * r0.w;
o0.xyz = r0.xyz * r0.www;
o0.w = r0.w;

// Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
v0.x += depth*convergence*0.95;



return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.43 on Sun Aug 28 20:11:31 2016
//
//
// Buffer Definitions:
//
// cbuffer g_CommonParameter
// {
//
// struct CommonParameter
// {
//
// float4 m_RenderTarget; // Offset: 0
// float4 m_Viewport; // Offset: 16
// float4 m_Misc; // Offset: 32
// float4 m_Misc2; // Offset: 48
//
// } g_CommonParameter; // Offset: 0 Size: 64
//
// }
//
// cbuffer g_PSParam
// {
//
// float4 g_PSParam[5]; // Offset: 0 Size: 80
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_Sampler0.S sampler NA NA 0 1
// g_Sampler0.T texture float4 2d 0 1
// g_CommonParameter cbuffer NA NA 0 1
// g_PSParam cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy
// TEXCOORD 4 xyzw 2 NONE float w
// TEXCOORD 5 xyzw 3 NONE float xyz
// TEXCOORD 6 xyzw 4 NONE float xyzw
// TEXCOORD 7 xyzw 5 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[4], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.w
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyz
dcl_output o0.xyzw
dcl_temps 4
dp3 r0.x, v3.xyzx, v3.xyzx
rsq r0.x, r0.x
mul r0.xyz, r0.xxxx, v3.xyzx
dp3 r0.w, v4.xyzx, v4.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, v4.xyzx
dp3 r0.w, v5.xyzx, v5.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, v5.xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v1.xyxx, t0.xyzw, s0
mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul r2.xyz, r2.xyzx, r3.yyyy
mad r1.xyz, r3.xxxx, r1.xyzx, r2.xyzx
dp2 r0.w, r3.xyxx, r3.xyxx
add r0.w, -r0.w, l(1.000000)
sqrt r0.w, r0.w
mad r0.xyz, r0.wwww, r0.xyzx, r1.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.x, cb1[0].xyzx, r0.xyzx
mov r0.y, -r0.x
add r0.xy, r0.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
mov_sat r0.z, v2.w
mul r1.y, r0.z, l(0.500000)
add r1.x, -|cb1[0].y|, l(1.000000)
mul r0.zw, r1.xxxy, r1.xxxy
mul r0.w, r0.w, r0.w
mad r1.xy, cb1[3].zwzz, r0.zzzz, cb1[3].xyxx
mul r0.z, r0.w, r0.w
mul r0.w, r0.z, r1.x
mad r0.z, r1.y, r0.z, -r0.w
mad r0.z, r3.w, r0.z, r0.w
mad r0.xy, r3.zzzz, r0.xyxx, r0.zzzz
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
log r0.xy, r0.xyxx
mul r0.xy, r0.xyxx, cb1[1].wwww
exp r0.xy, r0.xyxx
mul r0.yzw, r0.yyyy, cb1[2].xxyz
mad r0.xyz, cb1[1].xyzx, r0.xxxx, r0.yzwy
sqrt r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[3].xxxx
mov_sat r0.w, v4.w
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r3.w
mul o0.xyz, r0.wwww, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 48 instruction slots used

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

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

Posted 08/29/2016 03:00 AM   
OK Ignore the above ramblings was basically thinking outloud.. I did try a new combo I will input the code into tags and I changed the number up and down the file reloaded fine with F10 I got the high beep and when it loaded the clouds looked the same.. [code] // ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 19:39:15 2016 //clouds at dusk far back remmed out d3dx.ini.. cbuffer g_CameraParameter : register(b0) { struct { row_major float3x4 m_ViewMatrix; row_major float3x4 m_InverseViewMatrix; row_major float4x4 m_ViewProjectionMatrix; row_major float4x4 m_InverseViewProjectionMatrix; row_major float4x4 m_InverseProjectionMatrix; row_major float4x4 m_ProjectionMatrix; row_major float4x4 m_MainViewToProjectionMatrix; float3 m_EyePosition; float3 m_LookAtVector; } g_CameraParameter : packoffset(c0); } cbuffer g_WorldMatrix : register(b1) { row_major float3x4 g_WorldMatrix : packoffset(c0); } cbuffer g_VSParam : register(b2) { float4 g_VSParam[5] : packoffset(c0); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD4, out float4 o3 : TEXCOORD5, out float4 o4 : TEXCOORD6, out float4 o5 : TEXCOORD7) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; r0.x = dot(g_VSParam[1].xy, v0.xz); r0.x = 0.5 + r0.x; r0.xy = -r0.xx * r0.xx + float2(1,0.5); r0.y = 0.5 + -abs(r0.y); r0.y = 5 * r0.y; r0.yz = g_VSParam[1].xy * r0.yy; r0.yz = g_VSParam[1].ww * r0.yz; r0.w = 1 + v0.y; r0.yz = r0.yz * r0.ww; r0.w = r0.w * r0.w; r0.w = r0.w * g_VSParam[4].w + 1; r1.x = 1 + -g_VSParam[1].w; r1.x = g_VSParam[1].w * r0.x + r1.x; r0.x = g_VSParam[1].w * r0.x + g_VSParam[1].z; r1.x = v0.y * r1.x + r0.x; r0.x = 1 + -r1.x; r0.x = r0.x * r0.x + 1; r2.xy = v0.xz * r0.xx; r1.yz = r2.xy * r0.ww + r0.yz; r1.w = 1; r0.x = dot(g_WorldMatrix._m01_m00_m02_m03, r1.xyzw); r0.y = dot(g_WorldMatrix._m11_m10_m12_m13, r1.xyzw); r0.z = dot(g_WorldMatrix._m21_m20_m22_m23, r1.xyzw); r1.x = saturate(r1.x); r1.x = 1 + -r1.x; r1.x = r1.x * r1.x; r2.y = -r1.x * 1.5 + 0.5; o2.xy = r1.yz; r0.w = 1; r1.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m20_m21_m22_m23, r0.xyzw); r1.y = dot(g_CameraParameter.m_ViewProjectionMatrix._m30_m31_m32_m33, r0.xyzw); r1.z = 0.999998987 * r1.y; o0.w = r1.y; o0.z = min(r1.x, r1.z); o0.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m00_m01_m02_m03, r0.xyzw); o0.y = dot(g_CameraParameter.m_ViewProjectionMatrix._m10_m11_m12_m13, r0.xyzw); o1.xyzw = v1.xyxy; r0.x = -r2.y * r2.y + 1; r0.x = sqrt(r0.x); r2.xz = v0.xz * -r0.xx; o2.w = dot(g_VSParam[3].xyz, -r2.xyz); o2.z = 0; o3.xyz = r2.xyz; o3.w = 0; r0.x = dot(g_VSParam[2].xy, v0.xz); r0.x = 0.5 + r0.x; r0.x = g_VSParam[2].z * r0.x + g_VSParam[2].w; o4.w = 1 + -r0.x; o5.w = r0.x; r0.xz = float2(-1,1) * v0.zx; r0.y = 0; o4.xyz = r0.xyz; r1.xyz = r2.zxy * r0.yzx; o5.xyz = r2.yzx * r0.zxy + -r1.xyz; // Clouds to near infinity float4 stereo = StereoParams.Load(0); float depth = stereo.x; float convergence = stereo.y; o0.x += depth*convergence*0.25; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.43 on Wed Aug 24 19:39:15 2016 // // // Buffer Definitions: // // cbuffer g_CameraParameter // { // // struct CameraParameter // { // // row_major float3x4 m_ViewMatrix;// Offset: 0 // row_major float3x4 m_InverseViewMatrix;// Offset: 48 // row_major float4x4 m_ViewProjectionMatrix;// Offset: 96 // row_major float4x4 m_InverseViewProjectionMatrix;// Offset: 160 // row_major float4x4 m_InverseProjectionMatrix;// Offset: 224 // row_major float4x4 m_ProjectionMatrix;// Offset: 288 // row_major float4x4 m_MainViewToProjectionMatrix;// Offset: 352 // float3 m_EyePosition; // Offset: 416 // float3 m_LookAtVector; // Offset: 432 // // } g_CameraParameter; // Offset: 0 Size: 444 // // } // // cbuffer g_WorldMatrix // { // // row_major float3x4 g_WorldMatrix; // Offset: 0 Size: 48 // // } // // cbuffer g_VSParam // { // // float4 g_VSParam[5]; // Offset: 0 Size: 80 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // g_CameraParameter cbuffer NA NA 0 1 // g_WorldMatrix cbuffer NA NA 1 1 // g_VSParam cbuffer NA NA 2 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyz // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 4 xyzw 2 NONE float xyzw // TEXCOORD 5 xyzw 3 NONE float xyzw // TEXCOORD 6 xyzw 4 NONE float xyzw // TEXCOORD 7 xyzw 5 NONE float xyzw // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[10], immediateIndexed dcl_constantbuffer cb1[3], immediateIndexed dcl_constantbuffer cb2[5], immediateIndexed dcl_input v0.xyz dcl_input v1.xy dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xyzw dcl_output o5.xyzw dcl_temps 3 dp2 r0.x, cb2[1].xyxx, v0.xzxx add r0.x, r0.x, l(0.500000) mad r0.xy, -r0.xxxx, r0.xxxx, l(1.000000, 0.500000, 0.000000, 0.000000) add r0.y, -|r0.y|, l(0.500000) mul r0.y, r0.y, l(5.000000) mul r0.yz, r0.yyyy, cb2[1].xxyx mul r0.yz, r0.yyzy, cb2[1].wwww add r0.w, v0.y, l(1.000000) mul r0.yz, r0.wwww, r0.yyzy mul r0.w, r0.w, r0.w mad r0.w, r0.w, cb2[4].w, l(1.000000) add r1.x, -cb2[1].w, l(1.000000) mad r1.x, cb2[1].w, r0.x, r1.x mad r0.x, cb2[1].w, r0.x, cb2[1].z mad r1.x, v0.y, r1.x, r0.x add r0.x, -r1.x, l(1.000000) mad r0.x, r0.x, r0.x, l(1.000000) mul r2.xy, r0.xxxx, v0.xzxx mad r1.yz, r2.xxyx, r0.wwww, r0.yyzy mov r1.w, l(1.000000) dp4 r0.x, cb1[0].yxzw, r1.xyzw dp4 r0.y, cb1[1].yxzw, r1.xyzw dp4 r0.z, cb1[2].yxzw, r1.xyzw mov_sat r1.x, r1.x add r1.x, -r1.x, l(1.000000) mul r1.x, r1.x, r1.x mad r2.y, -r1.x, l(1.500000), l(0.500000) mov o2.xy, r1.yzyy mov r0.w, l(1.000000) dp4 r1.x, cb0[8].xyzw, r0.xyzw dp4 r1.y, cb0[9].xyzw, r0.xyzw mul r1.z, r1.y, l(0.999999) mov o0.w, r1.y min o0.z, r1.z, r1.x dp4 o0.x, cb0[6].xyzw, r0.xyzw dp4 o0.y, cb0[7].xyzw, r0.xyzw mov o1.xyzw, v1.xyxy mad r0.x, -r2.y, r2.y, l(1.000000) sqrt r0.x, r0.x mul r2.xz, -r0.xxxx, v0.xxzx dp3 o2.w, cb2[3].xyzx, -r2.xyzx mov o2.z, l(0) mov o3.xyz, r2.xyzx mov o3.w, l(0) dp2 r0.x, cb2[2].xyxx, v0.xzxx add r0.x, r0.x, l(0.500000) mad r0.x, cb2[2].z, r0.x, cb2[2].w add o4.w, -r0.x, l(1.000000) mov o5.w, r0.x mul r0.xz, v0.zzxz, l(-1.000000, 0.000000, 1.000000, 0.000000) mov r0.y, l(0) mov o4.xyz, r0.xyzx mul r1.xyz, r0.yzxy, r2.zxyz mad o5.xyz, r2.yzxy, r0.zxyz, -r1.xyzx ret // Approximately 55 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
OK Ignore the above ramblings was basically thinking outloud.. I did try a new combo I will input the code into tags and I changed the number up and down the file reloaded fine with F10 I got the high beep and when it loaded the clouds looked the same..


// ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 19:39:15 2016
//clouds at dusk far back remmed out d3dx.ini..
cbuffer g_CameraParameter : register(b0)
{

struct
{
row_major float3x4 m_ViewMatrix;
row_major float3x4 m_InverseViewMatrix;
row_major float4x4 m_ViewProjectionMatrix;
row_major float4x4 m_InverseViewProjectionMatrix;
row_major float4x4 m_InverseProjectionMatrix;
row_major float4x4 m_ProjectionMatrix;
row_major float4x4 m_MainViewToProjectionMatrix;
float3 m_EyePosition;
float3 m_LookAtVector;
} g_CameraParameter : packoffset(c0);

}

cbuffer g_WorldMatrix : register(b1)
{
row_major float3x4 g_WorldMatrix : packoffset(c0);
}

cbuffer g_VSParam : register(b2)
{
float4 g_VSParam[5] : packoffset(c0);
}



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


void main(
float4 v0 : POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD4,
out float4 o3 : TEXCOORD5,
out float4 o4 : TEXCOORD6,
out float4 o5 : TEXCOORD7)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = dot(g_VSParam[1].xy, v0.xz);
r0.x = 0.5 + r0.x;
r0.xy = -r0.xx * r0.xx + float2(1,0.5);
r0.y = 0.5 + -abs(r0.y);
r0.y = 5 * r0.y;
r0.yz = g_VSParam[1].xy * r0.yy;
r0.yz = g_VSParam[1].ww * r0.yz;
r0.w = 1 + v0.y;
r0.yz = r0.yz * r0.ww;
r0.w = r0.w * r0.w;
r0.w = r0.w * g_VSParam[4].w + 1;
r1.x = 1 + -g_VSParam[1].w;
r1.x = g_VSParam[1].w * r0.x + r1.x;
r0.x = g_VSParam[1].w * r0.x + g_VSParam[1].z;
r1.x = v0.y * r1.x + r0.x;
r0.x = 1 + -r1.x;
r0.x = r0.x * r0.x + 1;
r2.xy = v0.xz * r0.xx;
r1.yz = r2.xy * r0.ww + r0.yz;
r1.w = 1;
r0.x = dot(g_WorldMatrix._m01_m00_m02_m03, r1.xyzw);
r0.y = dot(g_WorldMatrix._m11_m10_m12_m13, r1.xyzw);
r0.z = dot(g_WorldMatrix._m21_m20_m22_m23, r1.xyzw);
r1.x = saturate(r1.x);
r1.x = 1 + -r1.x;
r1.x = r1.x * r1.x;
r2.y = -r1.x * 1.5 + 0.5;
o2.xy = r1.yz;
r0.w = 1;
r1.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m20_m21_m22_m23, r0.xyzw);
r1.y = dot(g_CameraParameter.m_ViewProjectionMatrix._m30_m31_m32_m33, r0.xyzw);
r1.z = 0.999998987 * r1.y;
o0.w = r1.y;
o0.z = min(r1.x, r1.z);
o0.x = dot(g_CameraParameter.m_ViewProjectionMatrix._m00_m01_m02_m03, r0.xyzw);
o0.y = dot(g_CameraParameter.m_ViewProjectionMatrix._m10_m11_m12_m13, r0.xyzw);
o1.xyzw = v1.xyxy;
r0.x = -r2.y * r2.y + 1;
r0.x = sqrt(r0.x);
r2.xz = v0.xz * -r0.xx;
o2.w = dot(g_VSParam[3].xyz, -r2.xyz);
o2.z = 0;
o3.xyz = r2.xyz;
o3.w = 0;
r0.x = dot(g_VSParam[2].xy, v0.xz);
r0.x = 0.5 + r0.x;
r0.x = g_VSParam[2].z * r0.x + g_VSParam[2].w;
o4.w = 1 + -r0.x;
o5.w = r0.x;
r0.xz = float2(-1,1) * v0.zx;
r0.y = 0;
o4.xyz = r0.xyz;
r1.xyz = r2.zxy * r0.yzx;
o5.xyz = r2.yzx * r0.zxy + -r1.xyz;


// Clouds to near infinity
float4 stereo = StereoParams.Load(0);
float depth = stereo.x;
float convergence = stereo.y;
o0.x += depth*convergence*0.25;



return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.43 on Wed Aug 24 19:39:15 2016
//
//
// Buffer Definitions:
//
// cbuffer g_CameraParameter
// {
//
// struct CameraParameter
// {
//
// row_major float3x4 m_ViewMatrix;// Offset: 0
// row_major float3x4 m_InverseViewMatrix;// Offset: 48
// row_major float4x4 m_ViewProjectionMatrix;// Offset: 96
// row_major float4x4 m_InverseViewProjectionMatrix;// Offset: 160
// row_major float4x4 m_InverseProjectionMatrix;// Offset: 224
// row_major float4x4 m_ProjectionMatrix;// Offset: 288
// row_major float4x4 m_MainViewToProjectionMatrix;// Offset: 352
// float3 m_EyePosition; // Offset: 416
// float3 m_LookAtVector; // Offset: 432
//
// } g_CameraParameter; // Offset: 0 Size: 444
//
// }
//
// cbuffer g_WorldMatrix
// {
//
// row_major float3x4 g_WorldMatrix; // Offset: 0 Size: 48
//
// }
//
// cbuffer g_VSParam
// {
//
// float4 g_VSParam[5]; // Offset: 0 Size: 80
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// g_CameraParameter cbuffer NA NA 0 1
// g_WorldMatrix cbuffer NA NA 1 1
// g_VSParam cbuffer NA NA 2 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyzw 1 NONE float xyzw
// TEXCOORD 4 xyzw 2 NONE float xyzw
// TEXCOORD 5 xyzw 3 NONE float xyzw
// TEXCOORD 6 xyzw 4 NONE float xyzw
// TEXCOORD 7 xyzw 5 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_constantbuffer cb1[3], immediateIndexed
dcl_constantbuffer cb2[5], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_temps 3
dp2 r0.x, cb2[1].xyxx, v0.xzxx
add r0.x, r0.x, l(0.500000)
mad r0.xy, -r0.xxxx, r0.xxxx, l(1.000000, 0.500000, 0.000000, 0.000000)
add r0.y, -|r0.y|, l(0.500000)
mul r0.y, r0.y, l(5.000000)
mul r0.yz, r0.yyyy, cb2[1].xxyx
mul r0.yz, r0.yyzy, cb2[1].wwww
add r0.w, v0.y, l(1.000000)
mul r0.yz, r0.wwww, r0.yyzy
mul r0.w, r0.w, r0.w
mad r0.w, r0.w, cb2[4].w, l(1.000000)
add r1.x, -cb2[1].w, l(1.000000)
mad r1.x, cb2[1].w, r0.x, r1.x
mad r0.x, cb2[1].w, r0.x, cb2[1].z
mad r1.x, v0.y, r1.x, r0.x
add r0.x, -r1.x, l(1.000000)
mad r0.x, r0.x, r0.x, l(1.000000)
mul r2.xy, r0.xxxx, v0.xzxx
mad r1.yz, r2.xxyx, r0.wwww, r0.yyzy
mov r1.w, l(1.000000)
dp4 r0.x, cb1[0].yxzw, r1.xyzw
dp4 r0.y, cb1[1].yxzw, r1.xyzw
dp4 r0.z, cb1[2].yxzw, r1.xyzw
mov_sat r1.x, r1.x
add r1.x, -r1.x, l(1.000000)
mul r1.x, r1.x, r1.x
mad r2.y, -r1.x, l(1.500000), l(0.500000)
mov o2.xy, r1.yzyy
mov r0.w, l(1.000000)
dp4 r1.x, cb0[8].xyzw, r0.xyzw
dp4 r1.y, cb0[9].xyzw, r0.xyzw
mul r1.z, r1.y, l(0.999999)
mov o0.w, r1.y
min o0.z, r1.z, r1.x
dp4 o0.x, cb0[6].xyzw, r0.xyzw
dp4 o0.y, cb0[7].xyzw, r0.xyzw
mov o1.xyzw, v1.xyxy
mad r0.x, -r2.y, r2.y, l(1.000000)
sqrt r0.x, r0.x
mul r2.xz, -r0.xxxx, v0.xxzx
dp3 o2.w, cb2[3].xyzx, -r2.xyzx
mov o2.z, l(0)
mov o3.xyz, r2.xyzx
mov o3.w, l(0)
dp2 r0.x, cb2[2].xyxx, v0.xzxx
add r0.x, r0.x, l(0.500000)
mad r0.x, cb2[2].z, r0.x, cb2[2].w
add o4.w, -r0.x, l(1.000000)
mov o5.w, r0.x
mul r0.xz, v0.zzxz, l(-1.000000, 0.000000, 1.000000, 0.000000)
mov r0.y, l(0)
mov o4.xyz, r0.xyzx
mul r1.xyz, r0.yzxy, r2.zxyz
mad o5.xyz, r2.yzxy, r0.zxyz, -r1.xyzx
ret
// Approximately 55 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
Attachments

ffxiv_dx1125_50.jps

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

Posted 08/29/2016 03:59 AM   
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