[340.52] World of Warcraft has broken shadows
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So I have the debug.dll installed into WOW and have a couple questions. Is the skybox a VS or PS? Is there a dump-all command? When I ran the game and exited I only had stuff I put into single shaders files Where can I see an example of a skybox fix?
So I have the debug.dll installed into WOW and have a couple questions.

Is the skybox a VS or PS?

Is there a dump-all command? When I ran the game and exited I only had stuff I put into single shaders files

Where can I see an example of a skybox fix?

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#16
Posted 08/21/2014 06:01 AM   
[quote="Arioch1"]So I have the debug.dll installed into WOW and have a couple questions. Is the skybox a VS or PS? Is there a dump-all command? When I ran the game and exited I only had stuff I put into single shaders files Where can I see an example of a skybox fix?[/quote]Great, thanks for taking a look! The skybox will have both VS and PS, but you want the VS as the shader to fix. We want to move the location to deeper in screen. The actual fix depends upon what's wrong with it. You can take a look at the Psychonauts fix for one way to do it. And the AC3 fix has a different style fix for Moon and Stars, which is the same idea. If those don't seem to help enough, post the shader here or in the Helix thread, and we'll take a look. Good luck.
Arioch1 said:So I have the debug.dll installed into WOW and have a couple questions.

Is the skybox a VS or PS?

Is there a dump-all command? When I ran the game and exited I only had stuff I put into single shaders files

Where can I see an example of a skybox fix?
Great, thanks for taking a look!

The skybox will have both VS and PS, but you want the VS as the shader to fix. We want to move the location to deeper in screen.

The actual fix depends upon what's wrong with it.

You can take a look at the Psychonauts fix for one way to do it. And the AC3 fix has a different style fix for Moon and Stars, which is the same idea.

If those don't seem to help enough, post the shader here or in the Helix thread, and we'll take a look.

Good luck.

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#17
Posted 08/21/2014 07:10 AM   
I think this is the shader for the sky, VertexShader_9_CRC32_CC8FA161.txt: def c6, 1, 0, 0.5, 0 dcl_position v0 dcl_normal v1 dcl_texcoord v2 dcl_position o0 dcl_color o1 dcl_color1 o2 dcl_texcoord o3.xy dcl_texcoord1 o4 dcl_texcoord2 o5.xyz dcl_fog o6.x dp3 r0.x, c27, v1 dp3 r0.y, c28, v1 dp3 r0.z, c29, v1 dp3 r0.w, r0, r0 rsq r0.w, r0.w mul o5.xyz, r0.w, r0 mad r0, v0.xyzx, c6.xxxy, c6.yyyx dp4 r1.x, c27, r0 dp4 r1.y, c28, r0 dp4 r1.z, c29, r0 mov r1.w, c6.x dp4 o0.x, c0, r1 dp4 o0.y, c1, r1 dp4 o0.z, c2, r1 dp4 o0.w, c3, r1 mov o4, r1 add r0.x, r1.z, -c26.w mad r0.x, r0.x, c26.x, c26.y max r0.x, r0.x, c6.y pow r1.x, r0.x, c26.z min o6.x, r1.x, c6.x mad r0.xyz, v2.xyxw, c6.xxyw, c6.yyxw dp3 o3.x, c4.xyww, r0 dp3 o3.y, c5.xyww, r0 mov r0, c24 add_sat r0, r0, c25 mul o1, r0, c6.zzzx mov o2, c6.y // approximately 30 instruction slots used I then put a file called CC8FA161.txt in the ShaderOverride folder that if I change the top line to this it seems to push the stars out and make them smaller: def c6, 2, 0.001, 0.1625, 0 Here is a shader that if I disable it, the fog and sky goes away. VertexShader_54_CRC32_33D715C5.txt Not sure what to do with it. I just know that if I put 33D715C5.txt with just vs_3_0 in the ShaderOverride folder, the game doesn't render any fog or cloudss: vs_3_0 dcl_position v0 dcl_color v1 dcl_texcoord v2 dcl_position o0 dcl_color o1 dcl_texcoord o2.xy mul r0, c1, v0.y mad r0, v0.x, c0, r0 mad r0, v0.z, c2, r0 add o0, r0, c3 mov o1, v1 mov o2.xy, v2 // approximately 6 instruction slots used I am about to go to bed so maybe someone else can test it?
I think this is the shader for the sky, VertexShader_9_CRC32_CC8FA161.txt:

def c6, 1, 0, 0.5, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_color1 o2
dcl_texcoord o3.xy
dcl_texcoord1 o4
dcl_texcoord2 o5.xyz
dcl_fog o6.x
dp3 r0.x, c27, v1
dp3 r0.y, c28, v1
dp3 r0.z, c29, v1
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul o5.xyz, r0.w, r0
mad r0, v0.xyzx, c6.xxxy, c6.yyyx
dp4 r1.x, c27, r0
dp4 r1.y, c28, r0
dp4 r1.z, c29, r0
mov r1.w, c6.x
dp4 o0.x, c0, r1
dp4 o0.y, c1, r1
dp4 o0.z, c2, r1
dp4 o0.w, c3, r1
mov o4, r1
add r0.x, r1.z, -c26.w
mad r0.x, r0.x, c26.x, c26.y
max r0.x, r0.x, c6.y
pow r1.x, r0.x, c26.z
min o6.x, r1.x, c6.x
mad r0.xyz, v2.xyxw, c6.xxyw, c6.yyxw
dp3 o3.x, c4.xyww, r0
dp3 o3.y, c5.xyww, r0
mov r0, c24
add_sat r0, r0, c25
mul o1, r0, c6.zzzx
mov o2, c6.y

// approximately 30 instruction slots used

I then put a file called CC8FA161.txt in the ShaderOverride folder that if I change the top line to this it seems to push the stars out and make them smaller:
def c6, 2, 0.001, 0.1625, 0

Here is a shader that if I disable it, the fog and sky goes away. VertexShader_54_CRC32_33D715C5.txt
Not sure what to do with it. I just know that if I put 33D715C5.txt with just vs_3_0 in the ShaderOverride folder, the game doesn't render any fog or cloudss:

vs_3_0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mul r0, c1, v0.y
mad r0, v0.x, c0, r0
mad r0, v0.z, c2, r0
add o0, r0, c3
mov o1, v1
mov o2.xy, v2

// approximately 6 instruction slots used

I am about to go to bed so maybe someone else can test it?

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#18
Posted 08/21/2014 08:09 AM   
@ bo3b I read your shader school thread all the way through, and think it's an amazing initiative that I would definitely like to be a part of - but I can't... full time job, wife, 4 kids, and if I have an hour a day to play something I'm lucky! I do have a programming background and love puzzles and have been using and programming PCs since I was 10 years old (quick basic back in the day!) but I don't have experience beyond C so this assembly stuff seems like a big mountain to me too. As time permits I will be casually looking through some lessons and so forth (you know... if it's slow at work LOL) so hopefully eventually I can contribute as well :) Thank very much to anyone for looking at the sky and/or water reflections in WoW!
@ bo3b

I read your shader school thread all the way through, and think it's an amazing initiative that I would definitely like to be a part of - but I can't... full time job, wife, 4 kids, and if I have an hour a day to play something I'm lucky! I do have a programming background and love puzzles and have been using and programming PCs since I was 10 years old (quick basic back in the day!) but I don't have experience beyond C so this assembly stuff seems like a big mountain to me too. As time permits I will be casually looking through some lessons and so forth (you know... if it's slow at work LOL) so hopefully eventually I can contribute as well :)

Thank very much to anyone for looking at the sky and/or water reflections in WoW!

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#19
Posted 08/22/2014 11:29 PM   
Anyone that has the skills to do so willing to take a look at fixing the sky issues in this game? It mainly needs the sky pushed out and clouds and fog effects pushed further out also. Daytime isn't so bad but the stars are really close at night. I can give someone a trail pass to use. I am willing to gift someone a game on Steam or make a donation for something else if you don't want to take a gift directly. The expansion comes out in a couple months and I bet there are other people here that may be ready to jump back in the game soon. Thanks!
Anyone that has the skills to do so willing to take a look at fixing the sky issues in this game? It mainly needs the sky pushed out and clouds and fog effects pushed further out also. Daytime isn't so bad but the stars are really close at night.

I can give someone a trail pass to use. I am willing to gift someone a game on Steam or make a donation for something else if you don't want to take a gift directly. The expansion comes out in a couple months and I bet there are other people here that may be ready to jump back in the game soon.

Thanks!

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#20
Posted 08/24/2014 10:33 PM   
[quote="vaelo"]@ bo3b I read your shader school thread all the way through, and think it's an amazing initiative that I would definitely like to be a part of - but I can't... full time job, wife, 4 kids, and if I have an hour a day to play something I'm lucky! I do have a programming background and love puzzles and have been using and programming PCs since I was 10 years old (quick basic back in the day!) but I don't have experience beyond C so this assembly stuff seems like a big mountain to me too. As time permits I will be casually looking through some lessons and so forth (you know... if it's slow at work LOL) so hopefully eventually I can contribute as well :) Thank very much to anyone for looking at the sky and/or water reflections in WoW![/quote]No problem, I know that everybody is at different points in their lives. I've got more time now than before, you might reach a point where you get more time later. The ASM shader language in particular is not really necessary for the first levels of fixing, only Helix and Mike have the ability to actually read the code. Still, since you have the interest and puzzle skills, maybe just watch the videos as I put them up. 30 minutes or so once a week for awhile. Can't promise they won't put you to sleep, but you'll get more background.
vaelo said:@ bo3b

I read your shader school thread all the way through, and think it's an amazing initiative that I would definitely like to be a part of - but I can't... full time job, wife, 4 kids, and if I have an hour a day to play something I'm lucky! I do have a programming background and love puzzles and have been using and programming PCs since I was 10 years old (quick basic back in the day!) but I don't have experience beyond C so this assembly stuff seems like a big mountain to me too. As time permits I will be casually looking through some lessons and so forth (you know... if it's slow at work LOL) so hopefully eventually I can contribute as well :)

Thank very much to anyone for looking at the sky and/or water reflections in WoW!
No problem, I know that everybody is at different points in their lives. I've got more time now than before, you might reach a point where you get more time later. The ASM shader language in particular is not really necessary for the first levels of fixing, only Helix and Mike have the ability to actually read the code.

Still, since you have the interest and puzzle skills, maybe just watch the videos as I put them up. 30 minutes or so once a week for awhile. Can't promise they won't put you to sleep, but you'll get more background.

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#21
Posted 08/25/2014 07:13 AM   
[quote="Arioch1"]I think this is the shader for the sky, VertexShader_9_CRC32_CC8FA161.txt: [code]// Skybox def c6, 1, 0, 0.5, 0 dcl_position v0 dcl_normal v1 dcl_texcoord v2 dcl_position o0 dcl_color o1 dcl_color1 o2 dcl_texcoord o3.xy dcl_texcoord1 o4 dcl_texcoord2 o5.xyz dcl_fog o6.x dp3 r0.x, c27, v1 dp3 r0.y, c28, v1 dp3 r0.z, c29, v1 dp3 r0.w, r0, r0 rsq r0.w, r0.w mul o5.xyz, r0.w, r0 mad r0, v0.xyzx, c6.xxxy, c6.yyyx dp4 r1.x, c27, r0 dp4 r1.y, c28, r0 dp4 r1.z, c29, r0 mov r1.w, c6.x dp4 o0.x, c0, r1 dp4 o0.y, c1, r1 dp4 o0.z, c2, r1 dp4 o0.w, c3, r1 mov o4, r1 add r0.x, r1.z, -c26.w mad r0.x, r0.x, c26.x, c26.y max r0.x, r0.x, c6.y pow r1.x, r0.x, c26.z min o6.x, r1.x, c6.x mad r0.xyz, v2.xyxw, c6.xxyw, c6.yyxw dp3 o3.x, c4.xyww, r0 dp3 o3.y, c5.xyww, r0 mov r0, c24 add_sat r0, r0, c25 mul o1, r0, c6.zzzx mov o2, c6.y // approximately 30 instruction slots used [/code] I then put a file called CC8FA161.txt in the ShaderOverride folder that if I change the top line to this it seems to push the stars out and make them smaller: def c6, 2, 0.001, 0.1625, 0[/quote]This seems like you are on the right track. Try playing around with the output parameter of o0, which is the position variable. The skyboxes are often made stupidly small, and we can make them bigger. Try pushing it all out by multiplying o0 by 10000. This is the technique I used in Psychonauts, and has the effect of puffing up all dimensions of the skybox. At the top, add another constant: [code]def c100, 10000, 0, 0, 0[/code] In the middle of the file, change the output lines: [code]// Push skybox to infinity dp4 r100.x, c0, r1 dp4 r100.y, c1, r1 dp4 r100.z, c2, r1 dp4 r100.w, c3, r1 mul o0, r100, c100.x[/code] That will multiply x,y,z,w by 10000. Worth a try. If that doesn't work, we can try the stereoization techniques.
Arioch1 said:I think this is the shader for the sky, VertexShader_9_CRC32_CC8FA161.txt:

// Skybox
def c6, 1, 0, 0.5, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_color1 o2
dcl_texcoord o3.xy
dcl_texcoord1 o4
dcl_texcoord2 o5.xyz
dcl_fog o6.x
dp3 r0.x, c27, v1
dp3 r0.y, c28, v1
dp3 r0.z, c29, v1
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul o5.xyz, r0.w, r0
mad r0, v0.xyzx, c6.xxxy, c6.yyyx
dp4 r1.x, c27, r0
dp4 r1.y, c28, r0
dp4 r1.z, c29, r0
mov r1.w, c6.x
dp4 o0.x, c0, r1
dp4 o0.y, c1, r1
dp4 o0.z, c2, r1
dp4 o0.w, c3, r1
mov o4, r1
add r0.x, r1.z, -c26.w
mad r0.x, r0.x, c26.x, c26.y
max r0.x, r0.x, c6.y
pow r1.x, r0.x, c26.z
min o6.x, r1.x, c6.x
mad r0.xyz, v2.xyxw, c6.xxyw, c6.yyxw
dp3 o3.x, c4.xyww, r0
dp3 o3.y, c5.xyww, r0
mov r0, c24
add_sat r0, r0, c25
mul o1, r0, c6.zzzx
mov o2, c6.y

// approximately 30 instruction slots used


I then put a file called CC8FA161.txt in the ShaderOverride folder that if I change the top line to this it seems to push the stars out and make them smaller:
def c6, 2, 0.001, 0.1625, 0
This seems like you are on the right track.

Try playing around with the output parameter of o0, which is the position variable.

The skyboxes are often made stupidly small, and we can make them bigger.

Try pushing it all out by multiplying o0 by 10000. This is the technique I used in Psychonauts, and has the effect of puffing up all dimensions of the skybox.

At the top, add another constant:
def c100, 10000, 0, 0, 0


In the middle of the file, change the output lines:

// Push skybox to infinity
dp4 r100.x, c0, r1
dp4 r100.y, c1, r1
dp4 r100.z, c2, r1
dp4 r100.w, c3, r1
mul o0, r100, c100.x


That will multiply x,y,z,w by 10000. Worth a try. If that doesn't work, we can try the stereoization techniques.

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#22
Posted 08/25/2014 07:21 AM   
Thanks! Got a long weekend and will mess around with all this then.
Thanks! Got a long weekend and will mess around with all this then.

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#23
Posted 08/28/2014 06:31 AM   
Hmmm, tried messing with it some but had no noticeable effect. Will mess around more when I am off this weekend.
Hmmm, tried messing with it some but had no noticeable effect. Will mess around more when I am off this weekend.

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#24
Posted 08/28/2014 07:01 AM   
What do you do when you have two shader files with the same name? I have VertexShader_22_CRC32_33D715C5.txt which appears to disable the fog and I also have VertexShader_53_CRC32_33D715C5.txt whixh disables the moon. The both have the same following information in it: vs_3_0 dcl_position v0 dcl_color v1 dcl_texcoord v2 dcl_position o0 dcl_color o1 dcl_texcoord o2.xy mul r0, c1, v0.y mad r0, v0.x, c0, r0 mad r0, v0.z, c2, r0 add o0, r0, c3 mov o1, v1 mov o2.xy, v2 // approximately 6 instruction slots used
What do you do when you have two shader files with the same name?

I have VertexShader_22_CRC32_33D715C5.txt which appears to disable the fog and I also have
VertexShader_53_CRC32_33D715C5.txt whixh disables the moon.

The both have the same following information in it:
vs_3_0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mul r0, c1, v0.y
mad r0, v0.x, c0, r0
mad r0, v0.z, c2, r0
add o0, r0, c3
mov o1, v1
mov o2.xy, v2

// approximately 6 instruction slots used

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#25
Posted 08/29/2014 07:09 AM   
Hi Arioch1. The vertex shader 33D715C5 controls both the fog & the moon (and possibly more things). You ultimately may have to separate the textures within the shader. But try this & let me know what you get: [code]//fog & moon vs_3_0 def c100, 10000, 0, 0, 0 //new dcl_position v0 dcl_color v1 dcl_texcoord v2 dcl_position o0 dcl_color o1 dcl_texcoord o2.xy mul r0, c1, v0.y mad r0, v0.x, c0, r0 mul r0, r0.x, c100.x //new mad r0, v0.z, c2, r0 add o0, r0, c3 mov o1, v1 mov o2.xy, v2[/code]
Hi Arioch1. The vertex shader 33D715C5 controls both the fog & the moon (and possibly more things).
You ultimately may have to separate the textures within the shader. But try this & let me know what you get:


//fog & moon
vs_3_0
def c100, 10000, 0, 0, 0 //new
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
mul r0, c1, v0.y
mad r0, v0.x, c0, r0
mul r0, r0.x, c100.x //new
mad r0, v0.z, c2, r0
add o0, r0, c3
mov o1, v1
mov o2.xy, v2

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#26
Posted 08/29/2014 08:28 AM   
Hello 4everAwake. I tried that and it turned the moon into a big long thick white line in the game. Thanks for giving me something to try!
Hello 4everAwake. I tried that and it turned the moon into a big long thick white line in the game.

Thanks for giving me something to try!

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#27
Posted 08/29/2014 08:54 AM   
I'm not sure I put the modified lines into the skybox file correctly or it just didn't work. Thanks for helping out b03b. vs_3_0 def c100, 10000, 0, 0, 0 def c6, 1, 0, 0.5, 0 dcl_position v0 dcl_normal v1 dcl_texcoord v2 dcl_position o0 dcl_color o1 dcl_color1 o2 dcl_texcoord o3.xy dcl_texcoord1 o4 dcl_texcoord2 o5.xyz dcl_fog o6.x dp3 r0.x, c27, v1 dp3 r0.y, c28, v1 dp3 r0.z, c29, v1 dp3 r0.w, r0, r0 rsq r0.w, r0.w mul o5.xyz, r0.w, r0 mad r0, v0.xyzx, c6.xxxy, c6.yyyx dp4 r1.x, c27, r0 dp4 r1.y, c28, r0 dp4 r1.z, c29, r0 mov r1.w, c6.x dp4 r100.x, c0, r1 dp4 r100.y, c1, r1 dp4 r100.z, c2, r1 dp4 r100.w, c3, r1 mul o0, r100, c100.x mov o4, r1 add r0.x, r1.z, -c26.w mad r0.x, r0.x, c26.x, c26.y max r0.x, r0.x, c6.y pow r1.x, r0.x, c26.z min o6.x, r1.x, c6.x mad r0.xyz, v2.xyxw, c6.xxyw, c6.yyxw dp3 o3.x, c4.xyww, r0 dp3 o3.y, c5.xyww, r0 mov r0, c24 add_sat r0, r0, c25 mul o1, r0, c6.zzzx mov o2, c6.y // approximately 30 instruction slots used
I'm not sure I put the modified lines into the skybox file correctly or it just didn't work. Thanks for helping out b03b.

vs_3_0
def c100, 10000, 0, 0, 0
def c6, 1, 0, 0.5, 0
dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_color1 o2
dcl_texcoord o3.xy
dcl_texcoord1 o4
dcl_texcoord2 o5.xyz
dcl_fog o6.x
dp3 r0.x, c27, v1
dp3 r0.y, c28, v1
dp3 r0.z, c29, v1
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul o5.xyz, r0.w, r0
mad r0, v0.xyzx, c6.xxxy, c6.yyyx
dp4 r1.x, c27, r0
dp4 r1.y, c28, r0
dp4 r1.z, c29, r0
mov r1.w, c6.x
dp4 r100.x, c0, r1
dp4 r100.y, c1, r1
dp4 r100.z, c2, r1
dp4 r100.w, c3, r1
mul o0, r100, c100.x
mov o4, r1
add r0.x, r1.z, -c26.w
mad r0.x, r0.x, c26.x, c26.y
max r0.x, r0.x, c6.y
pow r1.x, r0.x, c26.z
min o6.x, r1.x, c6.x
mad r0.xyz, v2.xyxw, c6.xxyw, c6.yyxw
dp3 o3.x, c4.xyww, r0
dp3 o3.y, c5.xyww, r0
mov r0, c24
add_sat r0, r0, c25
mul o1, r0, c6.zzzx
mov o2, c6.y

// approximately 30 instruction slots used

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Asus ROG Swift PG278Q | 3D Vision 2

#28
Posted 08/29/2014 10:12 AM   
That seems right to me. Check the LOG.txt file to see if there is some sort of an error assembling it. I often make syntax errors that give me silent failures. BTW: as an aid to comprehension, please add a comment to the lines that you modify, like: [code] // Try to move skybox to infinity dp4 r100.x, c0, r1 // dp4 o0.x, c0, r1 dp4 r100.y, c1, r1 // dp4 o0.y, c1, r1 dp4 r100.z, c2, r1 // dp4 o0.z, c2, r1 dp4 r100.w, c3, r1 // dp4 o0.w, c3, r1 mul o0, r100, c100.x [/code] Otherwise things get very confusing on what is original code, and what are experiments.
That seems right to me. Check the LOG.txt file to see if there is some sort of an error assembling it. I often make syntax errors that give me silent failures.

BTW: as an aid to comprehension, please add a comment to the lines that you modify, like:

// Try to move skybox to infinity
dp4 r100.x, c0, r1 // dp4 o0.x, c0, r1
dp4 r100.y, c1, r1 // dp4 o0.y, c1, r1
dp4 r100.z, c2, r1 // dp4 o0.z, c2, r1
dp4 r100.w, c3, r1 // dp4 o0.w, c3, r1
mul o0, r100, c100.x


Otherwise things get very confusing on what is original code, and what are experiments.

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

#29
Posted 08/29/2014 10:53 AM   
Has anyone tried WOW in compatability mode?
Has anyone tried WOW in compatability mode?

Core i7 920 @ 3.6Ghz, 6GB 3 Channel, SLi GTX670 2GB, SSD

#30
Posted 09/06/2014 04:33 PM   
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