Ori and the blind forest
  9 / 11    
I have just bought the Definitive Edition for 5€. I will try it when I download it. With my slow speed, having work tomorrow and somewhere to go on Saturday.... maybe on Sunday, or a bit later. I expect that hopefully at least some of the already fixed shaders will work, or that they will have a different hash as their name.
I have just bought the Definitive Edition for 5€. I will try it when I download it. With my slow speed, having work tomorrow and somewhere to go on Saturday.... maybe on Sunday, or a bit later.

I expect that hopefully at least some of the already fixed shaders will work, or that they will have a different hash as their name.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 04/28/2016 07:05 PM   
The game doesn't run in exclusive fullscreen! It's a borderless window. I have tried some profiles, like Harry Potter Deathly Hallows Part 1, Max Payne 3, Prototype and 3D Hub Player. None of them enabled 3D Vision. Is there a workaround for this problem in DX11 games? If nothing can be done, this suuuucks. It uses a 32 bit exe, by the way. Edit: OK, fullscreen=1 in 3Dmigoto forces fullscreen :). I'll try the old shaders and stuff. I'll report back. Edit 2: old shaders aren't valid. Alt+tabbing crashes the game. I guess I'll have to do the thing I never do: using a laptop to edit the shader files through the network.
The game doesn't run in exclusive fullscreen! It's a borderless window. I have tried some profiles, like Harry Potter Deathly Hallows Part 1, Max Payne 3, Prototype and 3D Hub Player. None of them enabled 3D Vision.

Is there a workaround for this problem in DX11 games? If nothing can be done, this suuuucks.

It uses a 32 bit exe, by the way.

Edit: OK, fullscreen=1 in 3Dmigoto forces fullscreen :). I'll try the old shaders and stuff. I'll report back.

Edit 2: old shaders aren't valid. Alt+tabbing crashes the game. I guess I'll have to do the thing I never do: using a laptop to edit the shader files through the network.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 04/30/2016 09:54 AM   
[quote="masterotaku"] Edit 2: old shaders aren't valid. Alt+tabbing crashes the game. I guess I'll have to do the thing I never do: using a laptop to edit the shader files through the network.[/quote] Always use this method;) Works best! You don;t have the ALT+TAB (and spend time waiting) + also in some games makes the game act strangely. Way faster and cleaner;) Always use this method for some time;)
masterotaku said:
Edit 2: old shaders aren't valid. Alt+tabbing crashes the game. I guess I'll have to do the thing I never do: using a laptop to edit the shader files through the network.


Always use this method;) Works best!
You don;t have the ALT+TAB (and spend time waiting) + also in some games makes the game act strangely.
Way faster and cleaner;)
Always use this method for some time;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 04/30/2016 10:20 AM   
[quote="helifax"] Always use this method;) Works best![/quote] I know I should. But I don't own a laptop :p. I would have to use my mother's laptop, which is noisy, lol. Anyway, here's a fix I made in the style of the original (shaders are very similar, but they don't have the same code nor hash): https://www.dropbox.com/s/l4mtwce8q1k85uj/ori_definitive_3Dfix_1.7z?dl=0 Fixed: - Haloing at the startup screen. - Light at Ori's feet. - More environment haloing. - Save points haloing. - Wave effect (when you kill an enemy for example) at correct depth. Those are the issues I've found in the first few minutes of gameplay. Most of the original game shader modifications are related to the HUD. I wonder how many more issues remain in the definitive edition. I'll be playing the game to check that. Edit: I've found and fixed some more shaders in the prologue cutscene, so the fix is already obsolete :p.
helifax said:
Always use this method;) Works best!


I know I should. But I don't own a laptop :p. I would have to use my mother's laptop, which is noisy, lol.

Anyway, here's a fix I made in the style of the original (shaders are very similar, but they don't have the same code nor hash):

https://www.dropbox.com/s/l4mtwce8q1k85uj/ori_definitive_3Dfix_1.7z?dl=0

Fixed:

- Haloing at the startup screen.
- Light at Ori's feet.
- More environment haloing.
- Save points haloing.
- Wave effect (when you kill an enemy for example) at correct depth.

Those are the issues I've found in the first few minutes of gameplay.

Most of the original game shader modifications are related to the HUD. I wonder how many more issues remain in the definitive edition. I'll be playing the game to check that.

Edit: I've found and fixed some more shaders in the prologue cutscene, so the fix is already obsolete :p.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 04/30/2016 10:43 AM   
There are the same issues than the original game....great masterotaku! When you're ready i can update in the blog....or if you like you can make a new post for this version In the original game i pop-out the HUD, is more confortable....there are a lot of shdaers related.
There are the same issues than the original game....great masterotaku!
When you're ready i can update in the blog....or if you like you can make a new post for this version

In the original game i pop-out the HUD, is more confortable....there are a lot of shdaers related.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 04/30/2016 11:37 AM   
[quote="DHR"]There are the same issues than the original game....great masterotaku![/quote] But thank you first! The way you fixed haloing is different from what I would have tried for a while. [quote="DHR"] When you're ready i can update in the blog....or if you like you can make a new post for this version[/quote] You can update your post, I guess, because lately I don't have much free time. Here is the new link (upload it to amazon aws if you want, in case something happens to my dropbox account): https://www.dropbox.com/s/e8rus1bv7qe839v/ori_definitive_3Dfix_2.7z?dl=0 [quote="DHR"]In the original game i pop-out the HUD, is more confortable....there are a lot of shdaers related. [/quote] Out of your 102 shaders, 92 have "//HUD" as the first line, so I guess 10 shaders fix problems. I have fixed 10 shaders now, and I also left there the water vertex shader. When I reach a big water zone, I'll try to make 3D reflecions instead of flat surface reflections. There is a lot of game left to play, so I may find more, or maybe not. Edit: heh, found and fixed another one. Better wait at least until Monday to upload the definitive edition fix in the blog. Edit 2: and another. By the way, here is the water reflections vertex shader code: [code]//Water VS. // ---- Created with 3Dmigoto v1.2.36 on Sat Apr 30 13:09:56 2016 Texture2D<float4> t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb3 : register(b3) { float4 cb3[5]; } cbuffer cb2 : register(b2) { float4 cb2[16]; } cbuffer cb1 : register(b1) { float4 cb1[6]; } cbuffer cb0 : register(b0) { float4 cb0[12]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : TANGENT0, float3 v2 : NORMAL0, float4 v3 : TEXCOORD0, float4 v4 : TEXCOORD1, float4 v5 : TEXCOORD2, float4 v6 : TEXCOORD3, float4 v7 : COLOR0, out float4 o0 : SV_POSITION0, out float4 o1 : TEXCOORD0, out float3 o2 : TEXCOORD1, out float p2 : TEXCOORD5, out float2 o3 : TEXCOORD2, out float p3 : TEXCOORD4) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; float4 stereo = StereoParams.Load(0); float separation = stereo.x; float convergence = stereo.y; r0.x = v3.x; r0.y = cb0[6].w; r0.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw; r0.y = cmp(0 < r0.x); r0.z = cmp(r0.x < 0); r0.y = (int)-r0.y + (int)r0.z; r0.y = (int)r0.y; r0.z = log2(abs(cb0[6].x)); r0.x = abs(r0.x) * r0.z; r0.x = exp2(r0.x); r0.x = -r0.x * cb0[6].z + cb0[6].z; r0.x = r0.y * r0.x; r0.y = saturate(-v3.y * cb0[11].z + 1); r0.x = r0.x * r0.y; r0.x = cb0[6].y * r0.x; r0.y = cb0[7].y * r0.x; r0.xzw = float3(0,0,0); r0.xyzw = v0.xyzw + r0.xyzw; r1.xyz = cb2[1].xyw * r0.yyy; r1.xyz = cb2[0].xyw * r0.xxx + r1.xyz; r0.xyz = cb2[2].xyw * r0.zzz + r1.xyz; r0.xyz = cb2[3].xyw * r0.www + r0.xyz; r1.xyzw = cb2[13].zxyz * v0.yyyy; r1.xyzw = cb2[12].zxyz * v0.xxxx + r1.xyzw; r1.xyzw = cb2[14].zxyz * v0.zzzz + r1.xyzw; r2.xy = cb2[15].yz * v0.ww + r1.zw; r1.xyzw = cb2[15].zxyz * v0.wwww + r1.xyzw; r0.w = cmp(cb1[4].y < r2.x); r2.xy = float2(-0.0500000007,0.550000012) + r2.yy; r0.w = r0.w ? r2.y : r2.x; r0.w = 200 + r0.w; r0.w = 0.000833333354 * r0.w; o0.z = r0.w * r0.z; o0.xyw = r0.xyz; r2.xyz = float3(0.5,0.5,0.5) * r0.xyz; o1.w = r0.z; r2.w = cb1[5].x * r2.y; o1.xy = r2.xw + r2.zz; r0.x = cb2[5].z * v0.y; r0.x = cb2[4].z * v0.x + r0.x; r0.x = cb2[6].z * v0.z + r0.x; r0.x = cb2[7].z * v0.w + r0.x; o1.z = -r0.x; r0.xyz = cb1[4].xzy + -r1.ywz; r0.w = dot(r0.xyz, r0.xyz); r0.w = rsqrt(r0.w); o2.xyz = r0.xyz * r0.www; r0.x = cb0[8].x + cb0[8].x; r0.x = r1.x / r0.x; p2.x = 0.5 + r0.x; r0.xyzw = cb2[1].xyzw * v0.yyyy; r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw; r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw; r0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw; r0.x = dot(r0.xyzw, r0.xyzw); r0.x = sqrt(r0.x); r0.yz = float2(0.200000003,4.05999994) * cb3[4].ww; r0.z = floor(r0.z); r0.z = 1 + -r0.z; r0.y = r0.y * r0.z; r0.x = r0.x * r0.y; r0.x = exp2(-abs(r0.x)); p3.x = -r0.x * r0.x + 1; o3.xy = v3.xy; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.36 on Sat Apr 30 13:09:56 2016 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // TANGENT 0 xyzw 1 NONE float // NORMAL 0 xyz 2 NONE float // TEXCOORD 0 xyzw 3 NONE float xy // TEXCOORD 1 xyzw 4 NONE float // TEXCOORD 2 xyzw 5 NONE float // TEXCOORD 3 xyzw 6 NONE float // COLOR 0 xyzw 7 NONE float // // // 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 1 xyz 2 NONE float xyz // TEXCOORD 5 w 2 NONE float w // TEXCOORD 2 xy 3 NONE float xy // TEXCOORD 4 z 3 NONE float z // vs_4_0 dcl_constantbuffer cb0[12], immediateIndexed dcl_constantbuffer cb1[6], immediateIndexed dcl_constantbuffer cb2[16], immediateIndexed dcl_constantbuffer cb3[5], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input v0.xyzw dcl_input v3.xy dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyz dcl_output o2.w dcl_output o3.xy dcl_output o3.z dcl_temps 3 mov r0.x, v3.x mov r0.y, cb0[6].w sample_l r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000) lt r0.y, l(0.000000), r0.x lt r0.z, r0.x, l(0.000000) iadd r0.y, -r0.y, r0.z itof r0.y, r0.y log r0.z, |cb0[6].x| mul r0.x, r0.z, |r0.x| exp r0.x, r0.x mad r0.x, -r0.x, cb0[6].z, cb0[6].z mul r0.x, r0.x, r0.y mad_sat r0.y, -v3.y, cb0[11].z, l(1.000000) mul r0.x, r0.y, r0.x mul r0.x, r0.x, cb0[6].y mul r0.y, r0.x, cb0[7].y mov r0.xzw, l(0,0,0,0) add r0.xyzw, r0.xyzw, v0.xyzw mul r1.xyz, r0.yyyy, cb2[1].xywx mad r1.xyz, cb2[0].xywx, r0.xxxx, r1.xyzx mad r0.xyz, cb2[2].xywx, r0.zzzz, r1.xyzx mad r0.xyz, cb2[3].xywx, r0.wwww, r0.xyzx mul r1.xyzw, v0.yyyy, cb2[13].zxyz mad r1.xyzw, cb2[12].zxyz, v0.xxxx, r1.xyzw mad r1.xyzw, cb2[14].zxyz, v0.zzzz, r1.xyzw mad r2.xy, cb2[15].yzyy, v0.wwww, r1.zwzz mad r1.xyzw, cb2[15].zxyz, v0.wwww, r1.xyzw lt r0.w, cb1[4].y, r2.x add r2.xy, r2.yyyy, l(-0.050000, 0.550000, 0.000000, 0.000000) movc r0.w, r0.w, r2.y, r2.x add r0.w, r0.w, l(200.000000) mul r0.w, r0.w, l(0.000833333354) mul o0.z, r0.z, r0.w mov o0.xyw, r0.xyxz mul r2.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000) mov o1.w, r0.z mul r2.w, r2.y, cb1[5].x add o1.xy, r2.zzzz, r2.xwxx mul r0.x, v0.y, cb2[5].z mad r0.x, cb2[4].z, v0.x, r0.x mad r0.x, cb2[6].z, v0.z, r0.x mad r0.x, cb2[7].z, v0.w, r0.x mov o1.z, -r0.x add r0.xyz, -r1.ywzy, cb1[4].xzyx dp3 r0.w, r0.xyzx, r0.xyzx rsq r0.w, r0.w mul o2.xyz, r0.wwww, r0.xyzx add r0.x, cb0[8].x, cb0[8].x div r0.x, r1.x, r0.x add o2.w, r0.x, l(0.500000) mul r0.xyzw, v0.yyyy, cb2[1].xyzw mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw mad r0.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw dp4 r0.x, r0.xyzw, r0.xyzw sqrt r0.x, r0.x mul r0.yz, cb3[4].wwww, l(0.000000, 0.200000, 4.060000, 0.000000) round_ni r0.z, r0.z add r0.z, -r0.z, l(1.000000) mul r0.y, r0.z, r0.y mul r0.x, r0.y, r0.x exp r0.x, -|r0.x| mad o3.z, -r0.x, r0.x, l(1.000000) mov o3.xy, v3.xyxx ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Has anyone here ever converted flat water reflections into 3D reflections?
DHR said:There are the same issues than the original game....great masterotaku!


But thank you first! The way you fixed haloing is different from what I would have tried for a while.

DHR said:
When you're ready i can update in the blog....or if you like you can make a new post for this version


You can update your post, I guess, because lately I don't have much free time. Here is the new link (upload it to amazon aws if you want, in case something happens to my dropbox account): https://www.dropbox.com/s/e8rus1bv7qe839v/ori_definitive_3Dfix_2.7z?dl=0

DHR said:In the original game i pop-out the HUD, is more confortable....there are a lot of shdaers related.


Out of your 102 shaders, 92 have "//HUD" as the first line, so I guess 10 shaders fix problems. I have fixed 10 shaders now, and I also left there the water vertex shader. When I reach a big water zone, I'll try to make 3D reflecions instead of flat surface reflections.

There is a lot of game left to play, so I may find more, or maybe not.

Edit: heh, found and fixed another one. Better wait at least until Monday to upload the definitive edition fix in the blog.

Edit 2: and another. By the way, here is the water reflections vertex shader code:

//Water VS.
// ---- Created with 3Dmigoto v1.2.36 on Sat Apr 30 13:09:56 2016
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb3 : register(b3)
{
float4 cb3[5];
}

cbuffer cb2 : register(b2)
{
float4 cb2[16];
}

cbuffer cb1 : register(b1)
{
float4 cb1[6];
}

cbuffer cb0 : register(b0)
{
float4 cb0[12];
}




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


void main(
float4 v0 : POSITION0,
float4 v1 : TANGENT0,
float3 v2 : NORMAL0,
float4 v3 : TEXCOORD0,
float4 v4 : TEXCOORD1,
float4 v5 : TEXCOORD2,
float4 v6 : TEXCOORD3,
float4 v7 : COLOR0,
out float4 o0 : SV_POSITION0,
out float4 o1 : TEXCOORD0,
out float3 o2 : TEXCOORD1,
out float p2 : TEXCOORD5,
out float2 o3 : TEXCOORD2,
out float p3 : TEXCOORD4)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

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

r0.x = v3.x;
r0.y = cb0[6].w;
r0.xyzw = t0.SampleLevel(s0_s, r0.xy, 0).xyzw;
r0.y = cmp(0 < r0.x);
r0.z = cmp(r0.x < 0);
r0.y = (int)-r0.y + (int)r0.z;
r0.y = (int)r0.y;
r0.z = log2(abs(cb0[6].x));
r0.x = abs(r0.x) * r0.z;
r0.x = exp2(r0.x);
r0.x = -r0.x * cb0[6].z + cb0[6].z;
r0.x = r0.y * r0.x;
r0.y = saturate(-v3.y * cb0[11].z + 1);
r0.x = r0.x * r0.y;
r0.x = cb0[6].y * r0.x;
r0.y = cb0[7].y * r0.x;
r0.xzw = float3(0,0,0);
r0.xyzw = v0.xyzw + r0.xyzw;
r1.xyz = cb2[1].xyw * r0.yyy;
r1.xyz = cb2[0].xyw * r0.xxx + r1.xyz;
r0.xyz = cb2[2].xyw * r0.zzz + r1.xyz;
r0.xyz = cb2[3].xyw * r0.www + r0.xyz;
r1.xyzw = cb2[13].zxyz * v0.yyyy;
r1.xyzw = cb2[12].zxyz * v0.xxxx + r1.xyzw;
r1.xyzw = cb2[14].zxyz * v0.zzzz + r1.xyzw;
r2.xy = cb2[15].yz * v0.ww + r1.zw;
r1.xyzw = cb2[15].zxyz * v0.wwww + r1.xyzw;
r0.w = cmp(cb1[4].y < r2.x);
r2.xy = float2(-0.0500000007,0.550000012) + r2.yy;
r0.w = r0.w ? r2.y : r2.x;
r0.w = 200 + r0.w;
r0.w = 0.000833333354 * r0.w;
o0.z = r0.w * r0.z;
o0.xyw = r0.xyz;
r2.xyz = float3(0.5,0.5,0.5) * r0.xyz;
o1.w = r0.z;
r2.w = cb1[5].x * r2.y;
o1.xy = r2.xw + r2.zz;
r0.x = cb2[5].z * v0.y;
r0.x = cb2[4].z * v0.x + r0.x;
r0.x = cb2[6].z * v0.z + r0.x;
r0.x = cb2[7].z * v0.w + r0.x;
o1.z = -r0.x;
r0.xyz = cb1[4].xzy + -r1.ywz;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
o2.xyz = r0.xyz * r0.www;
r0.x = cb0[8].x + cb0[8].x;
r0.x = r1.x / r0.x;
p2.x = 0.5 + r0.x;
r0.xyzw = cb2[1].xyzw * v0.yyyy;
r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
r0.xyzw = cb2[3].xyzw * v0.wwww + r0.xyzw;
r0.x = dot(r0.xyzw, r0.xyzw);
r0.x = sqrt(r0.x);
r0.yz = float2(0.200000003,4.05999994) * cb3[4].ww;
r0.z = floor(r0.z);
r0.z = 1 + -r0.z;
r0.y = r0.y * r0.z;
r0.x = r0.x * r0.y;
r0.x = exp2(-abs(r0.x));
p3.x = -r0.x * r0.x + 1;
o3.xy = v3.xy;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.36 on Sat Apr 30 13:09:56 2016
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// TANGENT 0 xyzw 1 NONE float
// NORMAL 0 xyz 2 NONE float
// TEXCOORD 0 xyzw 3 NONE float xy
// TEXCOORD 1 xyzw 4 NONE float
// TEXCOORD 2 xyzw 5 NONE float
// TEXCOORD 3 xyzw 6 NONE float
// COLOR 0 xyzw 7 NONE float
//
//
// 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 1 xyz 2 NONE float xyz
// TEXCOORD 5 w 2 NONE float w
// TEXCOORD 2 xy 3 NONE float xy
// TEXCOORD 4 z 3 NONE float z
//
vs_4_0
dcl_constantbuffer cb0[12], immediateIndexed
dcl_constantbuffer cb1[6], immediateIndexed
dcl_constantbuffer cb2[16], immediateIndexed
dcl_constantbuffer cb3[5], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xyzw
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_output o2.w
dcl_output o3.xy
dcl_output o3.z
dcl_temps 3
mov r0.x, v3.x
mov r0.y, cb0[6].w
sample_l r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
lt r0.y, l(0.000000), r0.x
lt r0.z, r0.x, l(0.000000)
iadd r0.y, -r0.y, r0.z
itof r0.y, r0.y
log r0.z, |cb0[6].x|
mul r0.x, r0.z, |r0.x|
exp r0.x, r0.x
mad r0.x, -r0.x, cb0[6].z, cb0[6].z
mul r0.x, r0.x, r0.y
mad_sat r0.y, -v3.y, cb0[11].z, l(1.000000)
mul r0.x, r0.y, r0.x
mul r0.x, r0.x, cb0[6].y
mul r0.y, r0.x, cb0[7].y
mov r0.xzw, l(0,0,0,0)
add r0.xyzw, r0.xyzw, v0.xyzw
mul r1.xyz, r0.yyyy, cb2[1].xywx
mad r1.xyz, cb2[0].xywx, r0.xxxx, r1.xyzx
mad r0.xyz, cb2[2].xywx, r0.zzzz, r1.xyzx
mad r0.xyz, cb2[3].xywx, r0.wwww, r0.xyzx
mul r1.xyzw, v0.yyyy, cb2[13].zxyz
mad r1.xyzw, cb2[12].zxyz, v0.xxxx, r1.xyzw
mad r1.xyzw, cb2[14].zxyz, v0.zzzz, r1.xyzw
mad r2.xy, cb2[15].yzyy, v0.wwww, r1.zwzz
mad r1.xyzw, cb2[15].zxyz, v0.wwww, r1.xyzw
lt r0.w, cb1[4].y, r2.x
add r2.xy, r2.yyyy, l(-0.050000, 0.550000, 0.000000, 0.000000)
movc r0.w, r0.w, r2.y, r2.x
add r0.w, r0.w, l(200.000000)
mul r0.w, r0.w, l(0.000833333354)
mul o0.z, r0.z, r0.w
mov o0.xyw, r0.xyxz
mul r2.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
mov o1.w, r0.z
mul r2.w, r2.y, cb1[5].x
add o1.xy, r2.zzzz, r2.xwxx
mul r0.x, v0.y, cb2[5].z
mad r0.x, cb2[4].z, v0.x, r0.x
mad r0.x, cb2[6].z, v0.z, r0.x
mad r0.x, cb2[7].z, v0.w, r0.x
mov o1.z, -r0.x
add r0.xyz, -r1.ywzy, cb1[4].xzyx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o2.xyz, r0.wwww, r0.xyzx
add r0.x, cb0[8].x, cb0[8].x
div r0.x, r1.x, r0.x
add o2.w, r0.x, l(0.500000)
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
mad r0.xyzw, cb2[3].xyzw, v0.wwww, r0.xyzw
dp4 r0.x, r0.xyzw, r0.xyzw
sqrt r0.x, r0.x
mul r0.yz, cb3[4].wwww, l(0.000000, 0.200000, 4.060000, 0.000000)
round_ni r0.z, r0.z
add r0.z, -r0.z, l(1.000000)
mul r0.y, r0.z, r0.y
mul r0.x, r0.y, r0.x
exp r0.x, -|r0.x|
mad o3.z, -r0.x, r0.x, l(1.000000)
mov o3.xy, v3.xyxx
ret
// Approximately 0 instruction slots used

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



Has anyone here ever converted flat water reflections into 3D reflections?

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 04/30/2016 12:22 PM   
3rd version of the fix: https://www.dropbox.com/s/dptsjpcrquzwom3/ori_definitive_3Dfix_3.7z?dl=0 I've fixed a two more haloing issues, and put another wave effect at correct depth. I'm in the middle of the Ginso tree.
3rd version of the fix: https://www.dropbox.com/s/dptsjpcrquzwom3/ori_definitive_3Dfix_3.7z?dl=0


I've fixed a two more haloing issues, and put another wave effect at correct depth. I'm in the middle of the Ginso tree.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 04/30/2016 03:33 PM   
4th version: https://www.dropbox.com/s/wienbii3e466hfy/ori_definitive_3Dfix_4.7z?dl=0 I found a water effect at screen depth (where you destroy a rock and water falls). Now it's at correct depth. I'm at the second tree.
4th version: https://www.dropbox.com/s/wienbii3e466hfy/ori_definitive_3Dfix_4.7z?dl=0

I found a water effect at screen depth (where you destroy a rock and water falls). Now it's at correct depth.

I'm at the second tree.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/01/2016 08:45 AM   
[quote="masterotaku"] Has anyone here ever converted flat water reflections into 3D reflections?[/quote] I remember DarkStarSword making proper 3D reflections in a game, but I can't remember the game nor where he posted this! I know is a detailed post here on the forums on how to do this!
masterotaku said:
Has anyone here ever converted flat water reflections into 3D reflections?


I remember DarkStarSword making proper 3D reflections in a game, but I can't remember the game nor where he posted this! I know is a detailed post here on the forums on how to do this!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 05/01/2016 10:05 AM   
[quote="helifax"] I remember DarkStarSword making proper 3D reflections in a game, but I can't remember the game nor where he posted this! I know is a detailed post here on the forums on how to do this![/quote] Thanks for the info. I'll search a bit or ask in the 3Dmigoto/school for shaderhackers thread. And 5th version of the fix (I found another halo): https://www.dropbox.com/s/nwynl9h5mclo2ap/ori_definitive_3Dfix_5.7z?dl=0
helifax said:
I remember DarkStarSword making proper 3D reflections in a game, but I can't remember the game nor where he posted this! I know is a detailed post here on the forums on how to do this!


Thanks for the info. I'll search a bit or ask in the 3Dmigoto/school for shaderhackers thread.

And 5th version of the fix (I found another halo): https://www.dropbox.com/s/nwynl9h5mclo2ap/ori_definitive_3Dfix_5.7z?dl=0

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/01/2016 11:40 AM   
6th version of the fix: https://www.dropbox.com/s/bbd1qncgq6vmj5g/ori_definitive_3Dfix_6.7z?dl=0 I have fixed two issues in the second temple (I don't remember the actual name :p).
6th version of the fix: https://www.dropbox.com/s/bbd1qncgq6vmj5g/ori_definitive_3Dfix_6.7z?dl=0


I have fixed two issues in the second temple (I don't remember the actual name :p).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

Posted 05/01/2016 10:52 PM   
Thanks alot masterotaku, the game with your fix really shines :)
Thanks alot masterotaku, the game with your fix really shines :)

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 ;)

Posted 05/02/2016 09:33 AM   
[quote="masterotaku"]Alt+tabbing crashes the game.[/quote]The toggle_full_screen option was added as a workaround for this long standing Unity bug - to alt+tab out press F7 -> Alt+Enter -> Alt+Tab. To return to exclusive full screen press F7 -> Alt+Enter. [quote="helifax"][quote="masterotaku"] Has anyone here ever converted flat water reflections into 3D reflections?[/quote] I remember DarkStarSword making proper 3D reflections in a game, but I can't remember the game nor where he posted this! I know is a detailed post here on the forums on how to do this![/quote]That was originally Dreamfall Chapters after the Unity 5 update. The pattern is in my Unity 5 scripts, so if you use one of the autofix scripts it will add the reflection fix to every possibly relevant shader. This includes accurate fixes for reflections on water as well as the more subtle specular highlights on all surfaces (leather has never looked so good ;-). Depending on the game the complete reflection fix may involve thousands of shaders (Dreamfall has had the most of any game I looked at - 6,025 pixel shaders + 535 vertex shaders), so either use the script or only fix the most important reflections. The thread is here, but for some reason the forum has removed all my screenshots (seriously, screw hosting screenshots on this forum in the future): [url]https://forums.geforce.com/default/topic/902840/[/url]
masterotaku said:Alt+tabbing crashes the game.
The toggle_full_screen option was added as a workaround for this long standing Unity bug - to alt+tab out press F7 -> Alt+Enter -> Alt+Tab. To return to exclusive full screen press F7 -> Alt+Enter.

helifax said:
masterotaku said:
Has anyone here ever converted flat water reflections into 3D reflections?


I remember DarkStarSword making proper 3D reflections in a game, but I can't remember the game nor where he posted this! I know is a detailed post here on the forums on how to do this!
That was originally Dreamfall Chapters after the Unity 5 update. The pattern is in my Unity 5 scripts, so if you use one of the autofix scripts it will add the reflection fix to every possibly relevant shader. This includes accurate fixes for reflections on water as well as the more subtle specular highlights on all surfaces (leather has never looked so good ;-). Depending on the game the complete reflection fix may involve thousands of shaders (Dreamfall has had the most of any game I looked at - 6,025 pixel shaders + 535 vertex shaders), so either use the script or only fix the most important reflections.

The thread is here, but for some reason the forum has removed all my screenshots (seriously, screw hosting screenshots on this forum in the future): https://forums.geforce.com/default/topic/902840/

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

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

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

Posted 05/02/2016 11:56 AM   
[quote="DarkStarSword"]The thread is here, but for some reason the forum has removed all my screenshots (seriously, screw hosting screenshots on this forum in the future): [url]https://forums.geforce.com/default/topic/902840/[/url][/quote] Odd, I can't even download the pics, it gives some kind of misdirection and bounces back and forth between the geforce and devtalk forums. This is what Google gives me The forums.geforce.com page isn’t working forums.geforce.com redirected you too many times. ERR_TOO_MANY_REDIRECTS https://forums.geforce.com/cmd/default/download-comment-attachment/67453/ typically, you'd get an option to save by entering that in a browser address bar I see that some pics I posted are still up in the JRPG thread. [url]https://forums.geforce.com/default/topic/901621/3d-vision/japanese-games-jrpg-anime-in-3d/post/4769718/#4769718[/url] Do you think they were taken down for copyright reasons? You can contact cevo_mershon, I think he's in charge of the forum software and head moderator https://forums.geforce.com/member/1884417/
DarkStarSword said:The thread is here, but for some reason the forum has removed all my screenshots (seriously, screw hosting screenshots on this forum in the future): https://forums.geforce.com/default/topic/902840/


Odd, I can't even download the pics, it gives some kind of misdirection and bounces back and forth between the geforce and devtalk forums.

This is what Google gives me

The forums.geforce.com page isn’t working

forums.geforce.com redirected you too many times.
ERR_TOO_MANY_REDIRECTS

https://forums.geforce.com/cmd/default/download-comment-attachment/67453/

typically, you'd get an option to save by entering that in a browser address bar

I see that some pics I posted are still up in the JRPG thread.
https://forums.geforce.com/default/topic/901621/3d-vision/japanese-games-jrpg-anime-in-3d/post/4769718/#4769718

Do you think they were taken down for copyright reasons?

You can contact cevo_mershon, I think he's in charge of the forum software and head moderator

https://forums.geforce.com/member/1884417/

Posted 05/02/2016 12:35 PM   
or try the e-mail forumsupport@cevo.com [quote="cevo_mershon"]We do try to get them down as fast as they come up, but that whole sleep thing gets in the way sometimes. It's encouraged you email spam topics/posts/members to CEVO directly at forumsupport@cevo.com. :)[/quote] [url]https://forums.geforce.com/default/topic/540350/3d-vision/3d-vision-users-help-stop-the-spam/post/3786902/#3786902[/url]
or try the e-mail forumsupport@cevo.com

cevo_mershon said:We do try to get them down as fast as they come up, but that whole sleep thing gets in the way sometimes. It's encouraged you email spam topics/posts/members to CEVO directly at forumsupport@cevo.com. :)


https://forums.geforce.com/default/topic/540350/3d-vision/3d-vision-users-help-stop-the-spam/post/3786902/#3786902

Posted 05/02/2016 12:38 PM   
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