Resident Evil 7
  14 / 23    
Devil May Cry 5 will (supposedly) use the same engine as this game. We better get this fixed before that... The last time I tried it, I forgot about Kaimasta's suggestion: loading the save in 2D and enabling 3D after everything has loaded. There are two short fixes I want to finish before trying to fix this seriously: the latest Tekken 7 update (when I stop getting new shaders at fights), and Dead Cells, which will have to be played at low depth to be playable because the inherent depth of some layers or elements don't make a lot of sense compared to the character (you don't want to climb ropes or jump on platforms that are at full depth while you are near screen depth).
Devil May Cry 5 will (supposedly) use the same engine as this game. We better get this fixed before that...

The last time I tried it, I forgot about Kaimasta's suggestion: loading the save in 2D and enabling 3D after everything has loaded.

There are two short fixes I want to finish before trying to fix this seriously: the latest Tekken 7 update (when I stop getting new shaders at fights), and Dead Cells, which will have to be played at low depth to be playable because the inherent depth of some layers or elements don't make a lot of sense compared to the character (you don't want to climb ropes or jump on platforms that are at full depth while you are near screen depth).

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

Posted 06/11/2018 11:21 AM   
@masterotaku I rememeber mike_ar69 and DJ-RK have a WIP....maybe start from there.
@masterotaku
I rememeber mike_ar69 and DJ-RK have a WIP....maybe start from there.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 06/12/2018 04:49 PM   
I saw that mike_ar69 posted a screenshot several pages ago, but he didn't post any files. Maybe I'll have to ask him directly. I have reread DJ-RK's post from last year. What he said, there's a big difficulty in hunting, and the other hurdle is actually getting things rendered on the left eye (I don't know if it's random or if I need to modify the DX10 flags setting after alt+tabbing and not before launching the game. It's a pain). For now I have disabled two vertex shaders that showed haloing when you put your hands in front of you to defend (they seem to be used only to not draw geometry behind the hands to save resources. With them disabled, GPU usage is 2-4% higher when you show your hands), and I've also done a hotkey to disable the barrel distortion effect (it's some kind of zoom in that blurs the image because you get less resolution) and another to disable SMAA. Without that distortion, the game has better image quality, as it should have been since the beginning. I also found a shader about geometry that can be used to fix fake reflections (I didn't fix it yet).
I saw that mike_ar69 posted a screenshot several pages ago, but he didn't post any files. Maybe I'll have to ask him directly.

I have reread DJ-RK's post from last year. What he said, there's a big difficulty in hunting, and the other hurdle is actually getting things rendered on the left eye (I don't know if it's random or if I need to modify the DX10 flags setting after alt+tabbing and not before launching the game. It's a pain). For now I have disabled two vertex shaders that showed haloing when you put your hands in front of you to defend (they seem to be used only to not draw geometry behind the hands to save resources. With them disabled, GPU usage is 2-4% higher when you show your hands), and I've also done a hotkey to disable the barrel distortion effect (it's some kind of zoom in that blurs the image because you get less resolution) and another to disable SMAA.

Without that distortion, the game has better image quality, as it should have been since the beginning.

I also found a shader about geometry that can be used to fix fake reflections (I didn't fix it yet).

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

Posted 06/13/2018 06:34 AM   
You can try using last version of 3Dmigoto....now the way we hook games is totally different and way better, so probably hunting is working better. For the stuff render in one eye, we probably need to try some profile flags or textures override. Will be very nice if mike or DJ-RK can send you the WIP.
You can try using last version of 3Dmigoto....now the way we hook games is totally different and way better, so probably hunting is working better. For the stuff render in one eye, we probably need to try some profile flags or textures override.

Will be very nice if mike or DJ-RK can send you the WIP.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 06/13/2018 12:43 PM   
RE2 Remake will use this engine too, btw. [url]https://www.windowscentral.com/capcom-confirms-resident-evil-2-remake-xbox-one-and-pc[/url]

i9-7900X @ 4,5GHz
Gigabyte X299 UD4-Pro
G.Skill 32Gb DDR4
2 x GTX 1070 FE
bequiet! Straight Power 11 1000W
Acer GN276HL DVI
Win 10 x64

Posted 06/13/2018 01:40 PM   
Sorry to say that I just checked and the RE7 folder is completely absent from my install dirs, so I must have deleted the whole thing at some point, fix WIP along with it. I still have the info on the shadows shader that mike_ar69 sent me in a PM. In case you haven't determined already, it's a world space -> proj space fix after the divide after the matrix multiply using the viewproj matrix available in the shader. Can provide the actual shader data if you'd like. One thing we did narrow down was that some of the one-eye'd rendering issues occurred only in non-SLI configs, running SLI helped some. I also found that changing one of the driver flags helped fix some HUD clipping stuff. Good luck taking this one on, this was probably the toughest game to walk away from, but I can confidently say that it was well beyond my knowledge. Hope you fare better.
Sorry to say that I just checked and the RE7 folder is completely absent from my install dirs, so I must have deleted the whole thing at some point, fix WIP along with it. I still have the info on the shadows shader that mike_ar69 sent me in a PM. In case you haven't determined already, it's a world space -> proj space fix after the divide after the matrix multiply using the viewproj matrix available in the shader. Can provide the actual shader data if you'd like.

One thing we did narrow down was that some of the one-eye'd rendering issues occurred only in non-SLI configs, running SLI helped some. I also found that changing one of the driver flags helped fix some HUD clipping stuff.

Good luck taking this one on, this was probably the toughest game to walk away from, but I can confidently say that it was well beyond my knowledge. Hope you fare better.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 06/14/2018 04:31 AM   
Yes, please. Post that thing you have :). I know that my chances of fixing it are low, but any small improvement will be a step ahead that may help others do another step.
Yes, please. Post that thing you have :). I know that my chances of fixing it are low, but any small improvement will be a step ahead that may help others do another step.

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

Posted 06/14/2018 06:15 AM   
I was impatient and fixed the exterior shadows!: [img]https://u.cubeupload.com/masterotaku/re7002.jpg[/img] There's still the bullshit about having to change the StereoFlagsDX10 by alt+tabbing after booting the game, but it's a first step. There are other shaders that used the same formula. I assume they are fixed now, but there is still a lot of work to do. What I did (7f6b40e7e48a8328-ps.txt, in ASM, check what I did with r12 to get the r5 results "ahead of time" to use its ".w" value to bring the shadows to correct position after putting them to full depth first). I left "r25.w" unused after defining it. I'll delete that later (that line is useless). [code] //Shadows PS 2? (dark geometry when skipped) // ---- Created with 3Dmigoto v1.3.11 on Thu Jun 14 18:44:04 2018 // //cbuffer SceneInfo : register(b0) //{ // row_major float4x4 viewProjMat : packoffset(c0); // row_major float4x4 viewMat : packoffset(c4); // row_major float4x4 viewInvMat : packoffset(c8); // row_major float4x4 projMat : packoffset(c12); // row_major float4x4 projInvMat : packoffset(c16); // row_major float4x4 viewProjInvMat : packoffset(c20); // row_major float4x4 prevViewProjMat : packoffset(c24); // float3 prevCameraPos : packoffset(c28); // float cameraNearPlane : packoffset(c28.w); // float3 prevCameraDir : packoffset(c29); // float cameraFarPlane : packoffset(c29.w); // float4 viewFrustum[6] : packoffset(c30); // float3 ZToLinear : packoffset(c36); // float subdivisionLevel : packoffset(c36.w); // float2 screenSize : packoffset(c37); // float2 screenInverseSize : packoffset(c37.z); //} // //cbuffer LightParamaterForNVIDIA : register(b1) //{ // // struct // { // float3 position; // float tolerance; // float3 direction; // float falloff; // float4 attenuation; // float3 color; // float boundingRadius; // uint shadowIndex; // uint iesId; // uint2 reserved; // } LightParameterSRV[256] : packoffset(c0); // // // struct // { // row_major float4x4 viewProjection; // float variance; // uint arrayIndex; // uint mipIndex; // float bias; // } ShadowParameterSRV[256] : packoffset(c1280); // // // struct // { // float4 aabbMax; // float4 aabbMin; // float4 centerIndex; // } IBLCubemapArrayListSRV[128] : packoffset(c2560); // //} // //cbuffer ShadowSamplingRotation : register(b2) //{ // float4 ShadowSamplePoints[8] : packoffset(c0); //} // //cbuffer DirectionalLightParameter : register(b3) //{ // float3 DL_Direction : packoffset(c0); // uint DL_Enable : packoffset(c0.w); // float3 DL_Color : packoffset(c1); // float DL_MinAlpha : packoffset(c1.w); // row_major float4x4 DL_ViewProjection : packoffset(c2); // float DL_Variance : packoffset(c6); // uint DL_ArrayIndex : packoffset(c6.y); // uint DL_MipIndex : packoffset(c6.z); // float DL_Bias : packoffset(c6.w); // float3 Cascade_Translate1 : packoffset(c7); // float Cascade_Bias1 : packoffset(c7.w); // float3 Cascade_Translate2 : packoffset(c8); // float Cascade_Bias2 : packoffset(c8.w); // float3 Cascade_Translate3 : packoffset(c9); // float Cascade_Bias3 : packoffset(c9.w); // float2 Cascade_Scale1 : packoffset(c10); // float2 Cascade_Scale2 : packoffset(c10.z); // float2 Cascade_Scale3 : packoffset(c11); // uint SDSMEnable : packoffset(c11.z); // uint SDSMDebugDraw : packoffset(c11.w); // float4 CascadeDistance : packoffset(c12); //} // //SamplerState BilinearClamp_s : register(s0); //SamplerComparisonState LinearCompare_s : register(s1); //Texture2D<float> ReadonlyDepth : register(t0); //Texture2D<float4> BaseColorMetallicSRV : register(t1); //Texture2D<float4> NormalXNormalYRoughnessMiscSRV : register(t2); // IESLightTableSRV : register(t3); //Texture2DArray<float> ShadowMapSRV : register(t4); //Texture2D<float2> DepthBoundary : register(t5); //Texture3D<uint> ScreenLightGridSRV : register(t6); //StructuredBuffer<IndexListSRV> IndexListSRV : register(t7); //Texture2D<uint> GIDSRV : register(t8); // // //// 3Dmigoto declarations //#define cmp - //Texture1D<float4> IniParams : register(t120); //Texture2D<float4> StereoParams : register(t125); // // //void main( // float4 v0 : SV_Position0, // out float4 o0 : SV_TARGET0, // out float4 o1 : SV_TARGET1) //{ //// Needs manual fix for instruction: //// unknown dcl_: dcl_resource_texture1darray (float,float,float,float) t3 //// Needs manual fix for instruction: //// unknown dcl_: dcl_resource_raw t7 // float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16,r17,r18,r19,r20,r21; // uint4 bitmask, uiDest; // float4 fDest; // // r0.xy = (int2)v0.xy; // r0.zw = float2(0,0); // r1.x = ReadonlyDepth.Load(r0.xyw).x; // r1.y = cmp(0 < r1.x); // if (r1.y != 0) { // r2.xyzw = BaseColorMetallicSRV.Load(r0.xyw).xyzw; // r0.xyz = NormalXNormalYRoughnessMiscSRV.Load(r0.xyz).xyz; // r0.w = saturate(r2.w * 2 + -1); // r0.z = max(0.00999999978, r0.z); // r1.y = saturate(-r2.w * 2 + 1); // r0.xy = r0.xy * float2(2,2) + float2(-1,-1); // r3.xyz = float3(1,1,1) + -abs(r0.xyx); // r4.z = r3.x + -abs(r0.y); // r1.z = cmp(r4.z < 0); // r3.xw = cmp(r0.xy >= float2(0,0)); // r3.xw = r3.xw ? float2(1,1) : float2(-1,-1); // r3.xy = r3.yz * r3.xw; // r4.xy = r1.zz ? r3.xy : r0.xy; // r0.x = dot(r4.xyz, r4.xyz); // r0.x = rsqrt(r0.x); // r3.xyz = r4.xyz * r0.xxx; // r4.x = dot(r3.xyz, viewMat._m00_m01_m02); // r4.y = dot(r3.xyz, viewMat._m10_m11_m12); // r4.z = dot(r3.xyz, viewMat._m20_m21_m22); // r0.x = r0.z * r0.z; // r0.x = r0.x * r0.x; // r3.xy = (uint2)v0.xy; // r3.zw = float2(0,0); // r0.y = ReadonlyDepth.Load(r3.xyw).x; // r1.zw = (uint2)r3.xy; // r1.zw = screenInverseSize.xy * r1.zw; // r1.zw = r1.zw * float2(2,-2) + float2(-1,1); // r5.xyzw = viewProjInvMat._m10_m11_m12_m13 * r1.wwww; // r5.xyzw = r1.zzzz * viewProjInvMat._m00_m01_m02_m03 + r5.xyzw; // r5.xyzw = r0.yyyy * viewProjInvMat._m20_m21_m22_m23 + r5.xyzw; // r5.xyzw = viewProjInvMat._m30_m31_m32_m33 + r5.xyzw; // r5.xyz = r5.zyx / r5.www; // r6.xyz = -viewInvMat._m30_m31_m32 + r5.zyx; // r0.y = dot(r6.xyz, r6.xyz); // r0.y = rsqrt(r0.y); // r7.xyz = r6.xyz * r0.yyy; // r0.z = GIDSRV.Load(r3.xyz).x; // bitmask.z = ((~(-1 << 11)) << 4) & 0xffffffff; r1.z = (((uint)r0.z << 4) & bitmask.z) | ((uint)0 & ~bitmask.z); // r8.x = f16tof32(r1.z); // r1.zw = (uint2)r0.zz >> int2(11,22); // bitmask.z = ((~(-1 << 11)) << 4) & 0xffffffff; r0.z = (((uint)r1.z << 4) & bitmask.z) | ((uint)0 & ~bitmask.z); // r8.y = f16tof32(r0.z); // r0.z = (uint)r1.w << 5; // r8.z = f16tof32(r0.z); // r8.xyz = float3(3.14159274,3.14159274,3.14159274) * r8.xyz; // r0.z = 1 + -r0.w; // r8.xyz = r8.xyz * r0.zzz; // r1.z = dot(v0.xy, float2(0.0671105608,0.00583714992)); // r1.z = frac(r1.z); // r1.z = 52.9829178 * r1.z; // r1.z = frac(r1.z); // r1.z = 6.28318548 * r1.z; // sincos(r1.z, r9.x, r10.x); // if (DL_Enable != 0) { // r1.z = saturate(dot(r4.xyz, DL_Direction.xyz)); // r1.w = 0.25 + -r1.z; // r1.w = r1.y * r1.w + r1.z; // r2.w = cmp(0 < r1.w); // if (r2.w != 0) { // r2.w = cmp(0 < r1.z); // r3.z = max(DL_MinAlpha, r0.x); // r6.xyz = -r6.xyz * r0.yyy + DL_Direction.xyz; // r0.y = dot(r6.xyz, r6.xyz); // r0.y = rsqrt(r0.y); // r6.xyz = r6.xyz * r0.yyy; // r0.y = saturate(dot(DL_Direction.xyz, r6.xyz)); // r3.w = saturate(dot(r4.xyz, r6.xyz)); // r4.w = -8.35000038 * r0.y; // r4.w = exp2(r4.w); // r5.w = r3.w * r3.z + -r3.w; // r3.w = r3.w * r5.w + 1; // r3.w = r3.w * r3.w; // r5.w = -r0.y * r3.z + r0.y; // r0.y = r0.y * r5.w + r3.z; // r0.y = r3.w * r0.y; // r3.w = 0x7ef311c3 + (int)-r0.y; // r0.y = -r3.w * r0.y + 2; // r0.y = r3.w * r0.y; // r6.x = r3.z * r0.y; // r6.y = r6.x * r4.w; // r3.zw = r6.xy * r1.zz; // r3.zw = r2.ww ? r3.zw : 0; // r6.xyz = DL_ViewProjection._m10_m11_m12 * r5.yyy; // r6.xyz = r5.zzz * DL_ViewProjection._m00_m01_m02 + r6.xyz; // r6.xyz = r5.xxx * DL_ViewProjection._m20_m21_m22 + r6.xyz; // r6.xyz = DL_ViewProjection._m30_m31_m32 + r6.xyz; // r9.yz = float2(-0.5,-0.5) + r6.xy; // r0.y = max(abs(r9.y), abs(r9.z)); // r0.y = cmp(r0.y < 0.5); // if (r0.y != 0) { // r9.yz = r6.xy * Cascade_Translate1.zz + Cascade_Translate1.xy; // r11.yw = Cascade_Scale1.xx * DL_Bias; // r12.w = r11.y * 0.5 + r6.z; // r13.w = DL_Bias + r6.z; // r13.x = DL_ArrayIndex; // r11.x = DL_Variance; // r1.z = 0; // } else { // r10.yz = r6.xy * Cascade_Translate1.zz + Cascade_Translate1.xy; // r14.xy = float2(-0.5,-0.5) + r10.yz; // r2.w = max(abs(r14.x), abs(r14.y)); // r2.w = cmp(r2.w < 0.5); // r14.xy = r6.xy * Cascade_Translate2.zz + Cascade_Translate2.xy; // r15.xyzw = Cascade_Scale2.xx * DL_Bias; // r16.xz = r15.zx * float2(0.5,0.5) + r6.zz; // r14.zw = float2(-0.5,-0.5) + r14.xy; // r4.w = max(abs(r14.z), abs(r14.w)); // r4.w = cmp(r4.w < 0.5); // r17.xy = r6.xy * Cascade_Translate3.zz + Cascade_Translate3.xy; // r14.zw = Cascade_Scale3.xx * DL_Bias; // r18.x = r14.z * 0.5 + r6.z; // r15.xz = float2(-0.5,-0.5) + r17.xy; // r5.w = max(abs(r15.x), abs(r15.z)); // r5.w = cmp(r5.w < 0.5); // r7.w = ~(int)r5.w; // r19.xyz = DL_ArrayIndex + int3(1,2,3); // r17.z = r19.z; // r17.w = r14.w; // r6.zw = DL_ArrayIndex; // r20.xyzw = r5.wwww ? r17.xyzw : r6.xyzw; // r18.y = r19.y; // r18.z = r15.y; // r18.w = r17.w; // r21.xy = r20.zw; // r21.zw = float2(0,0); // r21.xyzw = r4.wwww ? r18.yzxw : r21.xyzw; // r6.zw = r4.ww ? r14.xy : r20.xy; // r16.yw = r17.xy; // r18.yz = float2(0,0); // r17.xyz = r4.www ? r16.zyw : r18.xyz; // r6.xy = r2.ww ? r10.yz : r6.zw; // r9.yz = r2.ww ? r14.xy : r17.yz; // r13.w = r2.w ? r16.x : r17.x; // r16.x = r19.x; // r16.yw = r15.wy; // r11.xyzw = r2.wwww ? r16.yxzw : r21.yxzw; // r2.w = (int)r2.w | (int)r4.w; // r1.z = r2.w ? 0 : r7.w; // r0.y = 1; // r13.x = r11.y; // r12.w = r11.z; // } // if (r1.z == 0) { // r12.x = (int)r13.x + 1; // r14.x = r9.x; // r14.y = r10.x; // r1.z = 0; // r2.w = 0; // while (true) { // r4.w = cmp((uint)r2.w >= 3); // if (r4.w != 0) break; // r10.y = dot(ShadowSamplePoints[r2.w].xy, r14.xy); // r4.w = ShadowSamplePoints[r2.w].x * r14.y; // r10.z = ShadowSamplePoints[r2.w].y * r14.x + -r4.w; // r13.yz = r10.yz * r11.xx + r6.xy; // r6.zw = float2(-0.5,-0.5) + r13.yz; // r4.w = max(abs(r6.z), abs(r6.w)); // r4.w = cmp(0.5 < r4.w); // r12.yz = r10.yz * r11.ww + r9.yz; // r15.xyzw = r4.wwww ? r12.yzxw : r13.yzxw; // r15.z = (int)r15.z; // r4.w = ShadowMapSRV.SampleCmpLevelZero(LinearCompare_s, r15.xyz, r15.w).x; // r4.w = -r4.w + r1.z; // r1.z = 1 + r4.w; // r2.w = (int)r2.w + 1; // } // r0.y = 0.333333343 * r1.z; // } // r1.z = r1.w * r0.y; // r3.zw = r3.zw * r0.yy; // r0.y = r1.z * r0.z; // r6.xyz = r2.xyz * r0.www; // r6.xyz = max(float3(0.0399999991,0.0399999991,0.0399999991), r6.xyz); // r8.xyz = DL_Color.xyz * r0.yyy + r8.xyz; // r9.yzw = float3(1,1,1) + -r6.xyz; // r9.yzw = r9.yzw * r3.www; // r6.xyz = r6.xyz * r3.zzz + r9.yzw; // r6.xyz = DL_Color.xyz * r6.xyz; // } else { // r6.xyz = float3(0,0,0); // } // } else { // r6.xyz = float3(0,0,0); // } // r3.xy = (uint2)r3.xy >> int2(5,5); // r1.zw = screenSize.xy * float2(0.03125,0.03125) + float2(-1,-1); // r9.yz = (uint2)r3.xy; // r1.zw = min(r9.yz, r1.zw); // r11.xy = (uint2)r1.zw; // r11.zw = float2(0,0); // r1.zw = DepthBoundary.Load(r11.xyz).xy; // r0.y = r1.x + -r1.z; // r1.x = r1.w + -r1.z; // r0.y = abs(r0.y) / abs(r1.x); // r0.y = 4 * r0.y; // r0.y = exp2(r0.y); // r0.y = -1 + r0.y; // r0.y = 1.06666672 * r0.y; // r0.y = min(15, r0.y); // r3.z = (uint)r0.y; // r3.w = 0; // r0.y = ScreenLightGridSRV.Load(r3.xyzw).x; // r1.x = (int)r0.y & 255; // r0.y = (uint)r0.y >> 6; // r0.y = (int)r0.y & 0x03fffffc; // r2.xyz = r2.xyz * r0.www; // r2.xyz = max(float3(0.0399999991,0.0399999991,0.0399999991), r2.xyz); // r3.xyz = float3(1,1,1) + -r2.xyz; // r9.xz = r9.xx; // r9.yw = r10.xx; // r10.xyz = r8.xyz; // r11.xyz = r6.xyz; // r0.w = r1.x; // while (true) { // if (r0.w == 0) break; // r1.z = firstbitlow((uint)r0.w); // r1.w = 1 << (int)r1.z; // r1.w = ~(int)r1.w; // r0.w = (int)r0.w & (int)r1.w; // r1.zw = (uint2)r1.zz << int2(2,5); // r1.z = (int)r1.z + (int)r0.y; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.z, r1.z, t7.xxxx // r12.xyz = r10.xyz; // r13.xyz = r11.xyz; // r2.w = r1.z; // while (true) { // if (r2.w == 0) break; // r3.w = firstbitlow((uint)r2.w); // r4.w = 1 << (int)r3.w; // r4.w = ~(int)r4.w; // r4.w = (int)r2.w & (int)r4.w; // r3.w = (int)r1.w + (int)r3.w; // r3.w = (int)r3.w * 5; // r14.xyz = LightParameterSRV[r3.w].position.xyz + -r5.zyx; // r5.w = dot(r14.xyz, r14.xyz); // r6.w = rsqrt(r5.w); // r5.w = r6.w * r5.w; // r15.xyz = r14.xyz * r6.www; // r7.w = dot(r15.xyz, LightParameterSRV[r3.w].direction.xyz); // r16.x = r7.w * 0.5 + 0.5; // r7.w = cmp((int5)LightParameterSRV[r3.w].iesId == -1); // r16.y = (uint5)LightParameterSRV[r3.w].iesId; // r8.w = IESLightTableSRV.SampleLevel(BilinearClamp_s, r16.xyxx, 0).x; // r7.w = r7.w ? 1 : r8.w; // r8.w = r5.w * LightParameterSRV[r3.w].attenuation.x + 1; // r8.w = r8.w * r8.w; // r10.w = 0x7ef311c3 + (int)-r8.w; // r8.w = -r10.w * r8.w + 2; // r8.w = saturate(r10.w * r8.w + -LightParameterSRV[r3.w].tolerance); // r10.w = -LightParameterSRV[r3.w].tolerance + 1; // r10.w = rcp(r10.w); // r8.w = r10.w * r8.w; // r10.w = dot(-LightParameterSRV[r3.w].direction.xyz, r15.xyz); // r10.w = saturate(r10.w * LightParameterSRV[r3.w].attenuation.w + LightParameterSRV[r3.w].attenuation.z); // r11.w = 1 / LightParameterSRV[r3.w].falloff; // r10.w = saturate(r11.w * r10.w); // r11.w = r10.w * -2 + 3; // r10.w = r10.w * r10.w; // r10.w = r11.w * r10.w; // r8.w = saturate(r10.w * r8.w); // r7.w = r8.w * r7.w; // r5.w = cmp(r5.w < LightParameterSRV[r3.w].boundingRadius); // r8.w = cmp(0 < r7.w); // r5.w = r5.w ? r8.w : 0; // if (r5.w != 0) { // r5.w = saturate(dot(r4.xyz, r15.xyz)); // r8.w = 0.25 + -r5.w; // r8.w = r1.y * r8.w + r5.w; // r8.w = r8.w * r7.w; // r10.w = max(LightParameterSRV[r3.w].attenuation.y, r0.x); // r14.xyz = r14.xyz * r6.www + -r7.xyz; // r6.w = dot(r14.xyz, r14.xyz); // r6.w = rsqrt(r6.w); // r14.xyz = r14.xyz * r6.www; // r6.w = saturate(dot(r15.xyz, r14.xyz)); // r11.w = saturate(dot(r4.xyz, r14.xyz)); // r12.w = -8.35000038 * r6.w; // r12.w = exp2(r12.w); // r13.w = r11.w * r10.w + -r11.w; // r11.w = r11.w * r13.w + 1; // r11.w = r11.w * r11.w; // r13.w = -r6.w * r10.w + r6.w; // r6.w = r6.w * r13.w + r10.w; // r6.w = r11.w * r6.w; // r11.w = 0x7ef311c3 + (int)-r6.w; // r6.w = -r11.w * r6.w + 2; // r6.w = r11.w * r6.w; // r14.x = r10.w * r6.w; // r14.y = r14.x * r12.w; // r14.xy = r14.xy * r5.ww; // r14.xy = r14.xy * r7.ww; // } else { // r14.xy = float2(0,0); // r8.w = 0; // } // r5.w = cmp(0 >= r8.w); // if (r5.w != 0) { // r2.w = r4.w; // continue; // } // r5.w = cmp((uint11)LightParameterSRV[r3.w].shadowIndex < 256); // if (r5.w != 0) { // if (LightParameterSRV[r3.w].reserved.x == 0) { // r5.w = (int11)LightParameterSRV[r3.w].shadowIndex * 5; // r15.xyzw = ShadowParameterSRV[LightParameterSRV[r3.w].d]._m10_m11_m12_m13 * r5.yyyy; // r15.xyzw = r5.zzzz * ShadowParameterSRV[LightParameterSRV[r3.w].d]._m00_m01_m02_m03 + r15.xyzw; // r15.xyzw = r5.xxxx * ShadowParameterSRV[LightParameterSRV[r3.w].d]._m20_m21_m22_m23 + r15.xyzw; // r15.xyzw = ShadowParameterSRV[LightParameterSRV[r3.w].d]._m30_m31_m32_m33 + r15.xyzw; // r15.xyz = r15.xyz / r15.www; // r6.w = ShadowParameterSRV[LightParameterSRV[r3.w].d] + r15.z; // r14.zw = r15.xy * float2(2,2) + float2(-1,-1); // r14.zw = cmp(float2(1,1) < abs(r14.zw)); // r7.w = (int)r14.w | (int)r14.z; // r10.w = cmp(r15.w < 0); // r7.w = (int)r7.w | (int)r10.w; // r10.w = cmp(r6.w < 0); // r7.w = (int)r7.w | (int)r10.w; // if (r7.w == 0) { // r16.z = (uint2)ShadowParameterSRV[LightParameterSRV[r3.w].d]; // r7.w = 0; // r10.w = 0; // while (true) { // r11.w = cmp((uint)r10.w >= 3); // if (r11.w != 0) break; // r14.zw = ShadowSamplePoints[r10.w].xy * ShadowParameterSRV[LightParameterSRV[r3.w].d]; // r17.x = dot(r14.zw, r9.xy); // r11.w = r14.z * r9.w; // r17.y = r14.w * r9.z + -r11.w; // r16.xy = r17.xy + r15.xy; // r11.w = ShadowMapSRV.SampleCmpLevelZero(LinearCompare_s, r16.xyz, r6.w).x; // r11.w = -r11.w + r7.w; // r7.w = 1 + r11.w; // r10.w = (int)r10.w + 1; // } // r5.w = 0.333333343 * r7.w; // } else { // r5.w = 1; // } // } else { // r6.w = cmp((int)LightParameterSRV[r3.w].reserved.x == 1); // if (r6.w != 0) { // r6.w = (int11)LightParameterSRV[r3.w].shadowIndex * 5; // r15.xyz = -LightParameterSRV[r3.w].position.zyx + r5.xyz; // r10.w = max(abs(r15.z), abs(r15.y)); // r10.w = max(r10.w, abs(r15.x)); // r16.xyz = cmp(abs(r15.xxy) >= abs(r15.zyz)); // r11.w = r16.y ? r16.x : 0; // r16.xyw = cmp(r15.xyz < float3(0,0,0)); // r14.zw = r16.xy ? float2(5,3) : float2(4,2); // r12.w = r16.w ? 1.000000 : 0; // r12.w = r16.z ? r14.w : r12.w; // r11.w = r11.w ? r14.z : r12.w; // r11.w = (int)r11.w; // r12.w = (uint)r11.w >> 1; // r13.w = cmp((int)r12.w == 1); // r14.zw = r13.ww ? r15.xz : r15.zy; // r14.zw = r12.ww ? r14.zw : r15.yx; // r12.w = (int)r11.w & 1; // r14.zw = r12.ww ? r14.zw : r14.wz; // r15.xyzw = ShadowParameterSRV[r6.w/4]._m10_m11_m12_m13 * r14.wwww; // r15.xyzw = r14.zzzz * ShadowParameterSRV[r6.w/4]._m00_m01_m02_m03 + r15.xyzw; // r15.xyzw = -r10.wwww * ShadowParameterSRV[r6.w/4]._m20_m21_m22_m23 + r15.xyzw; // r15.xyzw = ShadowParameterSRV[r6.w/4]._m30_m31_m32_m33 + r15.xyzw; // r15.xyz = r15.xyz / r15.www; // r10.w = ShadowParameterSRV[r6.w].bias + r15.z; // r12.w = cmp(1 < r10.w); // if (r12.w != 0) { // r5.w = 1; // } // if (r12.w == 0) { // r11.w = (int10)ShadowParameterSRV[r6.w].arrayIndex + (int)r11.w; // r16.z = (int)r11.w; // r11.w = 0; // r12.w = 0; // while (true) { // r13.w = cmp((uint)r12.w >= 3); // if (r13.w != 0) break; // r14.zw = ShadowSamplePoints[r12.w].xy * ShadowParameterSRV[r6.w].variance; // r17.x = dot(r14.zw, r9.zw); // r13.w = r14.z * r9.w; // r17.y = r14.w * r9.z + -r13.w; // r16.xy = r17.xy + r15.xy; // r13.w = ShadowMapSRV.SampleCmpLevelZero(LinearCompare_s, r16.xyz, r10.w).x; // r13.w = -r13.w + r11.w; // r11.w = 1 + r13.w; // r12.w = (int)r12.w + 1; // } // r5.w = 0.333333343 * r11.w; // } // } else { // r5.w = 1; // } // } // r15.xyz = LightParameterSRV[r3.w].color.xyz * r5.www; // } else { // r15.xyz = LightParameterSRV[r3.w].color.xyz; // } // r3.w = r8.w * r0.z; // r12.xyz = r15.xyz * r3.www + r12.xyz; // r14.yzw = r14.yyy * r3.xyz; // r14.xyz = r2.xyz * r14.xxx + r14.yzw; // r13.xyz = r15.xyz * r14.xyz + r13.xyz; // r2.w = r4.w; // } // r10.xyz = r12.xyz; // r11.xyz = r13.xyz; // } // o1.xyz = float3(0.318309873,0.318309873,0.318309873) * r10.xyz; // o0.xyz = float3(0.0795774683,0.0795774683,0.0795774683) * r11.xyz; // o0.w = 0; // o1.w = 0; // } else { // o0.xyzw = float4(0,0,0,0); // o1.xyzw = float4(0,0,0,0); // } // return; //} // ///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.3.11 on Thu Jun 14 18:44:04 2018 // // // Buffer Definitions: // // cbuffer SceneInfo // { // // row_major float4x4 viewProjMat; // Offset: 0 Size: 64 [unused] // row_major float4x4 viewMat; // Offset: 64 Size: 64 // row_major float4x4 viewInvMat; // Offset: 128 Size: 64 // row_major float4x4 projMat; // Offset: 192 Size: 64 [unused] // row_major float4x4 projInvMat; // Offset: 256 Size: 64 [unused] // row_major float4x4 viewProjInvMat; // Offset: 320 Size: 64 // row_major float4x4 prevViewProjMat;// Offset: 384 Size: 64 [unused] // float3 prevCameraPos; // Offset: 448 Size: 12 [unused] // float cameraNearPlane; // Offset: 460 Size: 4 [unused] // float3 prevCameraDir; // Offset: 464 Size: 12 [unused] // float cameraFarPlane; // Offset: 476 Size: 4 [unused] // float4 viewFrustum[6]; // Offset: 480 Size: 96 [unused] // float3 ZToLinear; // Offset: 576 Size: 12 [unused] // float subdivisionLevel; // Offset: 588 Size: 4 [unused] // float2 screenSize; // Offset: 592 Size: 8 // float2 screenInverseSize; // Offset: 600 Size: 8 // // } // // cbuffer LightParamaterForNVIDIA // { // // struct LightParameter // { // // float3 position; // Offset: 0 // float tolerance; // Offset: 12 // float3 direction; // Offset: 16 // float falloff; // Offset: 28 // float4 attenuation; // Offset: 32 // float3 color; // Offset: 48 // float boundingRadius; // Offset: 60 // uint shadowIndex; // Offset: 64 // uint iesId; // Offset: 68 // uint2 reserved; // Offset: 72 // // } LightParameterSRV[256]; // Offset: 0 Size: 20480 // // struct ShadowParameter // { // // row_major float4x4 viewProjection;// Offset: 20480 // float variance; // Offset: 20544 // uint arrayIndex; // Offset: 20548 // uint mipIndex; // Offset: 20552 // float bias; // Offset: 20556 // // } ShadowParameterSRV[256]; // Offset: 20480 Size: 20480 // // struct IBLCubemapArrayInfo // { // // float4 aabbMax; // Offset: 40960 // float4 aabbMin; // Offset: 40976 // float4 centerIndex; // Offset: 40992 // // } IBLCubemapArrayListSRV[128]; // Offset: 40960 Size: 6144 [unused] // // } // // cbuffer ShadowSamplingRotation // { // // float4 ShadowSamplePoints[8]; // Offset: 0 Size: 128 // // } // // cbuffer DirectionalLightParameter // { // // float3 DL_Direction; // Offset: 0 Size: 12 // uint DL_Enable; // Offset: 12 Size: 4 // float3 DL_Color; // Offset: 16 Size: 12 // float DL_MinAlpha; // Offset: 28 Size: 4 // row_major float4x4 DL_ViewProjection;// Offset: 32 Size: 64 // float DL_Variance; // Offset: 96 Size: 4 // uint DL_ArrayIndex; // Offset: 100 Size: 4 // uint DL_MipIndex; // Offset: 104 Size: 4 [unused] // float DL_Bias; // Offset: 108 Size: 4 // float3 Cascade_Translate1; // Offset: 112 Size: 12 // float Cascade_Bias1; // Offset: 124 Size: 4 [unused] // float3 Cascade_Translate2; // Offset: 128 Size: 12 // float Cascade_Bias2; // Offset: 140 Size: 4 [unused] // float3 Cascade_Translate3; // Offset: 144 Size: 12 // float Cascade_Bias3; // Offset: 156 Size: 4 [unused] // float2 Cascade_Scale1; // Offset: 160 Size: 8 // float2 Cascade_Scale2; // Offset: 168 Size: 8 // float2 Cascade_Scale3; // Offset: 176 Size: 8 // uint SDSMEnable; // Offset: 184 Size: 4 [unused] // uint SDSMDebugDraw; // Offset: 188 Size: 4 [unused] // float4 CascadeDistance; // Offset: 192 Size: 16 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // BilinearClamp sampler NA NA 0 1 // LinearCompare sampler_c NA NA 1 1 // ReadonlyDepth texture float 2d 0 1 // BaseColorMetallicSRV texture float4 2d 1 1 // NormalXNormalYRoughnessMiscSRV texture float4 2d 2 1 // IESLightTableSRV texture float 1darray 3 1 // ShadowMapSRV texture float 2darray 4 1 // DepthBoundary texture float2 2d 5 1 // ScreenLightGridSRV texture uint 3d 6 1 // IndexListSRV texture byte r/o 7 1 // GIDSRV texture uint 2d 8 1 // SceneInfo cbuffer NA NA 0 1 // LightParamaterForNVIDIA cbuffer NA NA 1 1 // ShadowSamplingRotation cbuffer NA NA 2 1 // DirectionalLightParameter cbuffer NA NA 3 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // SV_TARGET 1 xyzw 1 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[38], immediateIndexed dcl_constantbuffer cb1[2560], dynamicIndexed dcl_constantbuffer cb2[4], dynamicIndexed dcl_constantbuffer cb3[12], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_comparison dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_texture1darray (float,float,float,float) t3 dcl_resource_texture2darray (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture3d (uint,uint,uint,uint) t6 dcl_resource_raw t7 dcl_resource_texture2d (uint,uint,uint,uint) t8 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_output o1.xyzw //dcl_temps 22 dcl_temps 30 //StereoParams: dcl_resource_texture2d (float,float,float,float) t125 ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw ftoi r0.xy, v0.xyxx mov r0.zw, l(0,0,0,0) ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t0.xyzw lt r1.y, l(0.000000), r1.x if_nz r1.y ld_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyww, t1.xyzw ld_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyzw, t2.xyzw mad_sat r0.w, r2.w, l(2.000000), l(-1.000000) max r0.z, r0.z, l(0.010000) mad_sat r1.y, -r2.w, l(2.000000), l(1.000000) mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) add r3.xyz, -|r0.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000) add r4.z, -|r0.y|, r3.x lt r1.z, r4.z, l(0.000000) ge r3.xw, r0.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000) movc r3.xw, r3.xxxw, l(1.000000,0,0,1.000000), l(-1.000000,0,0,-1.000000) mul r3.xy, r3.xwxx, r3.yzyy movc r4.xy, r1.zzzz, r3.xyxx, r0.xyxx dp3 r0.x, r4.xyzx, r4.xyzx rsq r0.x, r0.x mul r3.xyz, r0.xxxx, r4.xyzx dp3 r4.x, r3.xyzx, cb0[4].xyzx dp3 r4.y, r3.xyzx, cb0[5].xyzx dp3 r4.z, r3.xyzx, cb0[6].xyzx mul r0.x, r0.z, r0.z mul r0.x, r0.x, r0.x ftou r3.xy, v0.xyxx mov r3.zw, l(0,0,0,0) ld_indexable(texture2d)(float,float,float,float) r0.y, r3.xyww, t0.yxzw utof r1.zw, r3.xxxy mul r1.zw, r1.zzzw, cb0[37].zzzw mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 2.000000, -2.000000), l(0.000000, 0.000000, -1.000000, 1.000000) mul r5.xyzw, r1.wwww, cb0[21].xyzw mad r12.xyzw, r1.zzzz, cb0[20].xyzw, r5.xyzw mad r12.xyzw, r0.yyyy, cb0[22].xyzw, r12.xyzw add r12.xyzw, r12.xyzw, cb0[23].xyzw //div r12.xyz, r12.zyxz, r12.wwww add r1.z, -r25.x, r1.z add r25.w, r12.w, -r25.y mul r26.w, r25.x, r25.y mad r1.z, r26.w, r12.w, r1.z mad r5.xyzw, r1.zzzz, cb0[20].xyzw, r5.xyzw mad r5.xyzw, r0.yyyy, cb0[22].xyzw, r5.xyzw add r5.xyzw, r5.xyzw, cb0[23].xyzw div r5.xyz, r5.zyxz, r5.wwww add r6.xyz, r5.zyxz, -cb0[11].xyzx dp3 r0.y, r6.xyzx, r6.xyzx rsq r0.y, r0.y mul r7.xyz, r0.yyyy, r6.xyzx ld_indexable(texture2d)(uint,uint,uint,uint) r0.z, r3.xyzw, t8.yzxw bfi r1.z, l(11), l(4), r0.z, l(0) f16tof32 r8.x, r1.z ushr r1.zw, r0.zzzz, l(0, 0, 11, 22) bfi r0.z, l(11), l(4), r1.z, l(0) f16tof32 r8.y, r0.z ishl r0.z, r1.w, l(5) f16tof32 r8.z, r0.z mul r8.xyz, r8.xyzx, l(3.14159274, 3.14159274, 3.14159274, 0.000000) add r0.z, -r0.w, l(1.000000) mul r8.xyz, r0.zzzz, r8.xyzx dp2 r1.z, v0.xyxx, l(0.0671105608, 0.00583714992, 0.000000, 0.000000) frc r1.z, r1.z mul r1.z, r1.z, l(52.982918) frc r1.z, r1.z mul r1.z, r1.z, l(6.28318548) sincos r9.x, r10.x, r1.z if_nz cb3[0].w dp3_sat r1.z, r4.xyzx, cb3[0].xyzx add r1.w, -r1.z, l(0.250000) mad r1.w, r1.y, r1.w, r1.z lt r2.w, l(0.000000), r1.w if_nz r2.w lt r2.w, l(0.000000), r1.z max r3.z, r0.x, cb3[1].w mad r6.xyz, -r6.xyzx, r0.yyyy, cb3[0].xyzx dp3 r0.y, r6.xyzx, r6.xyzx rsq r0.y, r0.y mul r6.xyz, r0.yyyy, r6.xyzx dp3_sat r0.y, cb3[0].xyzx, r6.xyzx dp3_sat r3.w, r4.xyzx, r6.xyzx mul r4.w, r0.y, l(-8.350000) exp r4.w, r4.w mad r5.w, r3.w, r3.z, -r3.w mad r3.w, r3.w, r5.w, l(1.000000) mul r3.w, r3.w, r3.w mad r5.w, -r0.y, r3.z, r0.y mad r0.y, r0.y, r5.w, r3.z mul r0.y, r0.y, r3.w iadd r3.w, l(0x7ef311c3), -r0.y mad r0.y, -r3.w, r0.y, l(2.000000) mul r0.y, r0.y, r3.w mul r6.x, r0.y, r3.z mul r6.y, r4.w, r6.x mul r3.zw, r1.zzzz, r6.xxxy and r3.zw, r2.wwww, r3.zzzw mul r6.xyz, r5.yyyy, cb3[3].xyzx mad r6.xyz, r5.zzzz, cb3[2].xyzx, r6.xyzx mad r6.xyz, r5.xxxx, cb3[4].xyzx, r6.xyzx add r6.xyz, r6.xyzx, cb3[5].xyzx add r9.yz, r6.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000) max r0.y, |r9.z|, |r9.y| lt r0.y, r0.y, l(0.500000) if_nz r0.y mad r9.yz, r6.xxyx, cb3[7].zzzz, cb3[7].xxyx mul r11.yw, cb3[6].wwwx, cb3[10].xxxx mad r12.w, r11.y, l(0.500000), r6.z add r13.w, r6.z, cb3[6].w mov r13.x, cb3[6].y mov r11.x, cb3[6].x mov r1.z, l(0) else mad r10.yz, r6.xxyx, cb3[7].zzzz, cb3[7].xxyx add r14.xy, r10.yzyy, l(-0.500000, -0.500000, 0.000000, 0.000000) max r2.w, |r14.y|, |r14.x| lt r2.w, r2.w, l(0.500000) mad r14.xy, r6.xyxx, cb3[8].zzzz, cb3[8].xyxx mul r15.xyzw, cb3[6].wxwx, cb3[10].zzxx mad r16.xz, r15.zzxz, l(0.500000, 0.000000, 0.500000, 0.000000), r6.zzzz add r14.zw, r14.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000) max r4.w, |r14.w|, |r14.z| lt r4.w, r4.w, l(0.500000) mad r17.xy, r6.xyxx, cb3[9].zzzz, cb3[9].xyxx mul r14.zw, cb3[6].wwwx, cb3[11].xxxx mad r18.x, r14.z, l(0.500000), r6.z add r15.xz, r17.xxyx, l(-0.500000, 0.000000, -0.500000, 0.000000) max r5.w, |r15.z|, |r15.x| lt r5.w, r5.w, l(0.500000) not r7.w, r5.w iadd r19.xyz, cb3[6].yyyy, l(1, 2, 3, 0) mov r17.z, r19.z mov r17.w, r14.w mov r6.zw, cb3[6].yyyx movc r20.xyzw, r5.wwww, r17.xyzw, r6.xyzw mov r18.y, r19.y mov r18.z, r15.y mov r18.w, r17.w mov r21.xy, r20.zwzz mov r21.zw, l(0,0,0,0) movc r21.xyzw, r4.wwww, r18.yzxw, r21.xyzw movc r6.zw, r4.wwww, r14.xxxy, r20.xxxy mov r16.yw, r17.xxxy mov r18.yz, l(0,0,0,0) movc r17.xyz, r4.wwww, r16.zywz, r18.xyzx movc r6.xy, r2.wwww, r10.yzyy, r6.zwzz movc r9.yz, r2.wwww, r14.xxyx, r17.yyzy movc r13.w, r2.w, r16.x, r17.x mov r16.x, r19.x mov r16.yw, r15.wwwy movc r11.xyzw, r2.wwww, r16.yxzw, r21.yxzw or r2.w, r2.w, r4.w movc r1.z, r2.w, l(0), r7.w mov r0.y, l(1.000000) mov r13.x, r11.y mov r12.w, r11.z endif if_z r1.z iadd r12.x, r13.x, l(1) mov r14.x, r9.x mov r14.y, r10.x mov r1.z, l(0) mov r2.w, l(0) loop uge r4.w, r2.w, l(3) breakc_nz r4.w dp2 r10.y, cb2[r2.w + 0].xyxx, r14.xyxx mul r4.w, r14.y, cb2[r2.w + 0].x mad r10.z, cb2[r2.w + 0].y, r14.x, -r4.w mad r13.yz, r10.yyzy, r11.xxxx, r6.xxyx add r6.zw, r13.yyyz, l(0.000000, 0.000000, -0.500000, -0.500000) max r4.w, |r6.w|, |r6.z| lt r4.w, l(0.500000), r4.w mad r12.yz, r10.yyzy, r11.wwww, r9.yyzy movc r15.xyzw, r4.wwww, r12.yzxw, r13.yzxw itof r15.z, r15.z sample_c_lz_indexable(texture2darray)(float,float,float,float) r4.w, r15.xyzx, t4.xxxx, s1, r15.w add r4.w, r1.z, -r4.w add r1.z, r4.w, l(1.000000) iadd r2.w, r2.w, l(1) endloop mul r0.y, r1.z, l(0.333333343) endif mul r1.z, r0.y, r1.w mul r3.zw, r0.yyyy, r3.zzzw mul r0.y, r0.z, r1.z mul r6.xyz, r0.wwww, r2.xyzx max r6.xyz, r6.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000) mad r8.xyz, cb3[1].xyzx, r0.yyyy, r8.xyzx add r9.yzw, -r6.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000) mul r9.yzw, r3.wwww, r9.yyzw mad r6.xyz, r6.xyzx, r3.zzzz, r9.yzwy mul r6.xyz, r6.xyzx, cb3[1].xyzx else mov r6.xyz, l(0,0,0,0) endif else mov r6.xyz, l(0,0,0,0) endif ushr r3.xy, r3.xyxx, l(5, 5, 0, 0) mad r1.zw, cb0[37].xxxy, l(0.000000, 0.000000, 0.031250, 0.031250), l(0.000000, 0.000000, -1.000000, -1.000000) utof r9.yz, r3.xxyx min r1.zw, r1.zzzw, r9.yyyz ftou r11.xy, r1.zwzz mov r11.zw, l(0,0,0,0) ld_indexable(texture2d)(float,float,float,float) r1.zw, r11.xyzw, t5.zwxy add r0.y, -r1.z, r1.x add r1.x, -r1.z, r1.w div r0.y, |r0.y|, |r1.x| mul r0.y, r0.y, l(4.000000) exp r0.y, r0.y add r0.y, r0.y, l(-1.000000) mul r0.y, r0.y, l(1.06666672) min r0.y, r0.y, l(15.000000) ftou r3.z, r0.y mov r3.w, l(0) ld_indexable(texture3d)(uint,uint,uint,uint) r0.y, r3.xyzw, t6.yxzw and r1.x, r0.y, l(255) ushr r0.y, r0.y, l(6) and r0.y, r0.y, l(0x03fffffc) mul r2.xyz, r0.wwww, r2.xyzx max r2.xyz, r2.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000) add r3.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mov r9.xz, r9.xxxx mov r9.yw, r10.xxxx mov r10.xyz, r8.xyzx mov r11.xyz, r6.xyzx mov r0.w, r1.x loop breakc_z r0.w firstbit_lo r1.z, r0.w ishl r1.w, l(1), r1.z not r1.w, r1.w and r0.w, r0.w, r1.w ishl r1.zw, r1.zzzz, l(0, 0, 2, 5) iadd r1.z, r1.z, r0.y ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.z, r1.z, t7.xxxx mov r12.xyz, r10.xyzx mov r13.xyz, r11.xyzx mov r2.w, r1.z loop breakc_z r2.w firstbit_lo r3.w, r2.w ishl r4.w, l(1), r3.w not r4.w, r4.w and r4.w, r2.w, r4.w iadd r3.w, r1.w, r3.w imul null, r3.w, r3.w, l(5) add r14.xyz, -r5.zyxz, cb1[r3.w + 0].xyzx dp3 r5.w, r14.xyzx, r14.xyzx rsq r6.w, r5.w mul r5.w, r5.w, r6.w mul r15.xyz, r6.wwww, r14.xyzx dp3 r7.w, r15.xyzx, cb1[r3.w + 1].xyzx mad r16.x, r7.w, l(0.500000), l(0.500000) ieq r7.w, cb1[r3.w + 4].y, l(-1) utof r16.y, cb1[r3.w + 4].y sample_l_indexable(texture1darray)(float,float,float,float) r8.w, r16.xyxx, t3.yzwx, s0, l(0.000000) movc r7.w, r7.w, l(1.000000), r8.w mad r8.w, r5.w, cb1[r3.w + 2].x, l(1.000000) mul r8.w, r8.w, r8.w iadd r10.w, l(0x7ef311c3), -r8.w mad r8.w, -r10.w, r8.w, l(2.000000) mad_sat r8.w, r10.w, r8.w, -cb1[r3.w + 0].w add r10.w, l(1.000000), -cb1[r3.w + 0].w rcp r10.w, r10.w mul r8.w, r8.w, r10.w dp3 r10.w, -cb1[r3.w + 1].xyzx, r15.xyzx mad_sat r10.w, r10.w, cb1[r3.w + 2].w, cb1[r3.w + 2].z div r11.w, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[r3.w + 1].w mul_sat r10.w, r10.w, r11.w mad r11.w, r10.w, l(-2.000000), l(3.000000) mul r10.w, r10.w, r10.w mul r10.w, r10.w, r11.w mul_sat r8.w, r8.w, r10.w mul r7.w, r7.w, r8.w lt r5.w, r5.w, cb1[r3.w + 3].w lt r8.w, l(0.000000), r7.w and r5.w, r5.w, r8.w if_nz r5.w dp3_sat r5.w, r4.xyzx, r15.xyzx add r8.w, -r5.w, l(0.250000) mad r8.w, r1.y, r8.w, r5.w mul r8.w, r7.w, r8.w max r10.w, r0.x, cb1[r3.w + 2].y mad r14.xyz, r14.xyzx, r6.wwww, -r7.xyzx dp3 r6.w, r14.xyzx, r14.xyzx rsq r6.w, r6.w mul r14.xyz, r6.wwww, r14.xyzx dp3_sat r6.w, r15.xyzx, r14.xyzx dp3_sat r11.w, r4.xyzx, r14.xyzx mul r12.w, r6.w, l(-8.350000) exp r12.w, r12.w mad r13.w, r11.w, r10.w, -r11.w mad r11.w, r11.w, r13.w, l(1.000000) mul r11.w, r11.w, r11.w mad r13.w, -r6.w, r10.w, r6.w mad r6.w, r6.w, r13.w, r10.w mul r6.w, r6.w, r11.w iadd r11.w, l(0x7ef311c3), -r6.w mad r6.w, -r11.w, r6.w, l(2.000000) mul r6.w, r6.w, r11.w mul r14.x, r6.w, r10.w mul r14.y, r12.w, r14.x mul r14.xy, r5.wwww, r14.xyxx mul r14.xy, r7.wwww, r14.xyxx else mov r14.xy, l(0,0,0,0) mov r8.w, l(0) endif ge r5.w, l(0.000000), r8.w if_nz r5.w mov r2.w, r4.w continue endif ult r5.w, cb1[r3.w + 4].x, l(256) if_nz r5.w if_z cb1[r3.w + 4].z imul null, r5.w, cb1[r3.w + 4].x, l(5) mul r15.xyzw, r5.yyyy, cb1[r5.w + 1281].xyzw mad r15.xyzw, r5.zzzz, cb1[r5.w + 1280].xyzw, r15.xyzw mad r15.xyzw, r5.xxxx, cb1[r5.w + 1282].xyzw, r15.xyzw add r15.xyzw, r15.xyzw, cb1[r5.w + 1283].xyzw div r15.xyz, r15.xyzx, r15.wwww add r6.w, r15.z, cb1[r5.w + 1284].w mad r14.zw, r15.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) lt r14.zw, l(0.000000, 0.000000, 1.000000, 1.000000), |r14.zzzw| or r7.w, r14.w, r14.z lt r10.w, r15.w, l(0.000000) or r7.w, r7.w, r10.w lt r10.w, r6.w, l(0.000000) or r7.w, r7.w, r10.w if_z r7.w utof r16.z, cb1[r5.w + 1284].y mov r7.w, l(0) mov r10.w, l(0) loop uge r11.w, r10.w, l(3) breakc_nz r11.w mul r14.zw, cb1[r5.w + 1284].xxxx, cb2[r10.w + 0].xxxy dp2 r17.x, r14.zwzz, r9.xyxx mul r11.w, r9.w, r14.z mad r17.y, r14.w, r9.z, -r11.w add r16.xy, r15.xyxx, r17.xyxx sample_c_lz_indexable(texture2darray)(float,float,float,float) r11.w, r16.xyzx, t4.xxxx, s1, r6.w add r11.w, r7.w, -r11.w add r7.w, r11.w, l(1.000000) iadd r10.w, r10.w, l(1) endloop mul r5.w, r7.w, l(0.333333343) else mov r5.w, l(1.000000) endif else ieq r6.w, cb1[r3.w + 4].z, l(1) if_nz r6.w imul null, r6.w, cb1[r3.w + 4].x, l(5) add r15.xyz, r5.xyzx, -cb1[r3.w + 0].zyxz max r10.w, |r15.y|, |r15.z| max r10.w, |r15.x|, r10.w ge r16.xyz, |r15.xxyx|, |r15.zyzz| and r11.w, r16.y, r16.x lt r16.xyw, r15.xyxz, l(0.000000, 0.000000, 0.000000, 0.000000) movc r14.zw, r16.xxxy, l(0,0,5.000000,3.000000), l(0,0,4.000000,2.000000) and r12.w, r16.w, l(0x3f800000) movc r12.w, r16.z, r14.w, r12.w movc r11.w, r11.w, r14.z, r12.w ftoi r11.w, r11.w ishr r12.w, r11.w, l(1) ieq r13.w, r12.w, l(1) movc r14.zw, r13.wwww, r15.xxxz, r15.zzzy movc r14.zw, r12.wwww, r14.zzzw, r15.yyyx and r12.w, r11.w, l(1) movc r14.zw, r12.wwww, r14.zzzw, r14.wwwz mul r15.xyzw, r14.wwww, cb1[r6.w + 1281].xyzw mad r15.xyzw, r14.zzzz, cb1[r6.w + 1280].xyzw, r15.xyzw mad r15.xyzw, -r10.wwww, cb1[r6.w + 1282].xyzw, r15.xyzw add r15.xyzw, r15.xyzw, cb1[r6.w + 1283].xyzw div r15.xyz, r15.xyzx, r15.wwww add r10.w, r15.z, cb1[r6.w + 1284].w lt r12.w, l(1.000000), r10.w if_nz r12.w mov r5.w, l(1.000000) endif if_z r12.w iadd r11.w, cb1[r6.w + 1284].y, r11.w itof r16.z, r11.w mov r11.w, l(0) mov r12.w, l(0) loop uge r13.w, r12.w, l(3) breakc_nz r13.w mul r14.zw, cb1[r6.w + 1284].xxxx, cb2[r12.w + 0].xxxy dp2 r17.x, r14.zwzz, r9.zwzz mul r13.w, r9.w, r14.z mad r17.y, r14.w, r9.z, -r13.w add r16.xy, r15.xyxx, r17.xyxx sample_c_lz_indexable(texture2darray)(float,float,float,float) r13.w, r16.xyzx, t4.xxxx, s1, r10.w add r13.w, r11.w, -r13.w add r11.w, r13.w, l(1.000000) iadd r12.w, r12.w, l(1) endloop mul r5.w, r11.w, l(0.333333343) endif else mov r5.w, l(1.000000) endif endif mul r15.xyz, r5.wwww, cb1[r3.w + 3].xyzx else mov r15.xyz, cb1[r3.w + 3].xyzx endif mul r3.w, r0.z, r8.w mad r12.xyz, r15.xyzx, r3.wwww, r12.xyzx mul r14.yzw, r3.xxyz, r14.yyyy mad r14.xyz, r2.xyzx, r14.xxxx, r14.yzwy mad r13.xyz, r15.xyzx, r14.xyzx, r13.xyzx mov r2.w, r4.w endloop mov r10.xyz, r12.xyzx mov r11.xyz, r13.xyzx endloop mul o1.xyz, r10.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000) mul o0.xyz, r11.xyzx, l(0.0795774683, 0.0795774683, 0.0795774683, 0.000000) mov o0.w, l(0) mov o1.w, l(0) else mov o0.xyzw, l(0,0,0,0) mov o1.xyzw, l(0,0,0,0) endif ret // Approximately 421 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Edit: the shadows fix works at any FOV value, thankfully. The big problem of the game will be the lighting of indoors places.
I was impatient and fixed the exterior shadows!:

Image

There's still the bullshit about having to change the StereoFlagsDX10 by alt+tabbing after booting the game, but it's a first step. There are other shaders that used the same formula. I assume they are fixed now, but there is still a lot of work to do.

What I did (7f6b40e7e48a8328-ps.txt, in ASM, check what I did with r12 to get the r5 results "ahead of time" to use its ".w" value to bring the shadows to correct position after putting them to full depth first). I left "r25.w" unused after defining it. I'll delete that later (that line is useless).

//Shadows PS 2? (dark geometry when skipped)
// ---- Created with 3Dmigoto v1.3.11 on Thu Jun 14 18:44:04 2018
//
//cbuffer SceneInfo : register(b0)
//{
// row_major float4x4 viewProjMat : packoffset(c0);
// row_major float4x4 viewMat : packoffset(c4);
// row_major float4x4 viewInvMat : packoffset(c8);
// row_major float4x4 projMat : packoffset(c12);
// row_major float4x4 projInvMat : packoffset(c16);
// row_major float4x4 viewProjInvMat : packoffset(c20);
// row_major float4x4 prevViewProjMat : packoffset(c24);
// float3 prevCameraPos : packoffset(c28);
// float cameraNearPlane : packoffset(c28.w);
// float3 prevCameraDir : packoffset(c29);
// float cameraFarPlane : packoffset(c29.w);
// float4 viewFrustum[6] : packoffset(c30);
// float3 ZToLinear : packoffset(c36);
// float subdivisionLevel : packoffset(c36.w);
// float2 screenSize : packoffset(c37);
// float2 screenInverseSize : packoffset(c37.z);
//}
//
//cbuffer LightParamaterForNVIDIA : register(b1)
//{
//
// struct
// {
// float3 position;
// float tolerance;
// float3 direction;
// float falloff;
// float4 attenuation;
// float3 color;
// float boundingRadius;
// uint shadowIndex;
// uint iesId;
// uint2 reserved;
// } LightParameterSRV[256] : packoffset(c0);
//
//
// struct
// {
// row_major float4x4 viewProjection;
// float variance;
// uint arrayIndex;
// uint mipIndex;
// float bias;
// } ShadowParameterSRV[256] : packoffset(c1280);
//
//
// struct
// {
// float4 aabbMax;
// float4 aabbMin;
// float4 centerIndex;
// } IBLCubemapArrayListSRV[128] : packoffset(c2560);
//
//}
//
//cbuffer ShadowSamplingRotation : register(b2)
//{
// float4 ShadowSamplePoints[8] : packoffset(c0);
//}
//
//cbuffer DirectionalLightParameter : register(b3)
//{
// float3 DL_Direction : packoffset(c0);
// uint DL_Enable : packoffset(c0.w);
// float3 DL_Color : packoffset(c1);
// float DL_MinAlpha : packoffset(c1.w);
// row_major float4x4 DL_ViewProjection : packoffset(c2);
// float DL_Variance : packoffset(c6);
// uint DL_ArrayIndex : packoffset(c6.y);
// uint DL_MipIndex : packoffset(c6.z);
// float DL_Bias : packoffset(c6.w);
// float3 Cascade_Translate1 : packoffset(c7);
// float Cascade_Bias1 : packoffset(c7.w);
// float3 Cascade_Translate2 : packoffset(c8);
// float Cascade_Bias2 : packoffset(c8.w);
// float3 Cascade_Translate3 : packoffset(c9);
// float Cascade_Bias3 : packoffset(c9.w);
// float2 Cascade_Scale1 : packoffset(c10);
// float2 Cascade_Scale2 : packoffset(c10.z);
// float2 Cascade_Scale3 : packoffset(c11);
// uint SDSMEnable : packoffset(c11.z);
// uint SDSMDebugDraw : packoffset(c11.w);
// float4 CascadeDistance : packoffset(c12);
//}
//
//SamplerState BilinearClamp_s : register(s0);
//SamplerComparisonState LinearCompare_s : register(s1);
//Texture2D<float> ReadonlyDepth : register(t0);
//Texture2D<float4> BaseColorMetallicSRV : register(t1);
//Texture2D<float4> NormalXNormalYRoughnessMiscSRV : register(t2);
// IESLightTableSRV : register(t3);
//Texture2DArray<float> ShadowMapSRV : register(t4);
//Texture2D<float2> DepthBoundary : register(t5);
//Texture3D<uint> ScreenLightGridSRV : register(t6);
//StructuredBuffer<IndexListSRV> IndexListSRV : register(t7);
//Texture2D<uint> GIDSRV : register(t8);
//
//
//// 3Dmigoto declarations
//#define cmp -
//Texture1D<float4> IniParams : register(t120);
//Texture2D<float4> StereoParams : register(t125);
//
//
//void main(
// float4 v0 : SV_Position0,
// out float4 o0 : SV_TARGET0,
// out float4 o1 : SV_TARGET1)
//{
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_resource_texture1darray (float,float,float,float) t3
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_resource_raw t7
// float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16,r17,r18,r19,r20,r21;
// uint4 bitmask, uiDest;
// float4 fDest;
//
// r0.xy = (int2)v0.xy;
// r0.zw = float2(0,0);
// r1.x = ReadonlyDepth.Load(r0.xyw).x;
// r1.y = cmp(0 < r1.x);
// if (r1.y != 0) {
// r2.xyzw = BaseColorMetallicSRV.Load(r0.xyw).xyzw;
// r0.xyz = NormalXNormalYRoughnessMiscSRV.Load(r0.xyz).xyz;
// r0.w = saturate(r2.w * 2 + -1);
// r0.z = max(0.00999999978, r0.z);
// r1.y = saturate(-r2.w * 2 + 1);
// r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
// r3.xyz = float3(1,1,1) + -abs(r0.xyx);
// r4.z = r3.x + -abs(r0.y);
// r1.z = cmp(r4.z < 0);
// r3.xw = cmp(r0.xy >= float2(0,0));
// r3.xw = r3.xw ? float2(1,1) : float2(-1,-1);
// r3.xy = r3.yz * r3.xw;
// r4.xy = r1.zz ? r3.xy : r0.xy;
// r0.x = dot(r4.xyz, r4.xyz);
// r0.x = rsqrt(r0.x);
// r3.xyz = r4.xyz * r0.xxx;
// r4.x = dot(r3.xyz, viewMat._m00_m01_m02);
// r4.y = dot(r3.xyz, viewMat._m10_m11_m12);
// r4.z = dot(r3.xyz, viewMat._m20_m21_m22);
// r0.x = r0.z * r0.z;
// r0.x = r0.x * r0.x;
// r3.xy = (uint2)v0.xy;
// r3.zw = float2(0,0);
// r0.y = ReadonlyDepth.Load(r3.xyw).x;
// r1.zw = (uint2)r3.xy;
// r1.zw = screenInverseSize.xy * r1.zw;
// r1.zw = r1.zw * float2(2,-2) + float2(-1,1);
// r5.xyzw = viewProjInvMat._m10_m11_m12_m13 * r1.wwww;
// r5.xyzw = r1.zzzz * viewProjInvMat._m00_m01_m02_m03 + r5.xyzw;
// r5.xyzw = r0.yyyy * viewProjInvMat._m20_m21_m22_m23 + r5.xyzw;
// r5.xyzw = viewProjInvMat._m30_m31_m32_m33 + r5.xyzw;
// r5.xyz = r5.zyx / r5.www;
// r6.xyz = -viewInvMat._m30_m31_m32 + r5.zyx;
// r0.y = dot(r6.xyz, r6.xyz);
// r0.y = rsqrt(r0.y);
// r7.xyz = r6.xyz * r0.yyy;
// r0.z = GIDSRV.Load(r3.xyz).x;
// bitmask.z = ((~(-1 << 11)) << 4) & 0xffffffff; r1.z = (((uint)r0.z << 4) & bitmask.z) | ((uint)0 & ~bitmask.z);
// r8.x = f16tof32(r1.z);
// r1.zw = (uint2)r0.zz >> int2(11,22);
// bitmask.z = ((~(-1 << 11)) << 4) & 0xffffffff; r0.z = (((uint)r1.z << 4) & bitmask.z) | ((uint)0 & ~bitmask.z);
// r8.y = f16tof32(r0.z);
// r0.z = (uint)r1.w << 5;
// r8.z = f16tof32(r0.z);
// r8.xyz = float3(3.14159274,3.14159274,3.14159274) * r8.xyz;
// r0.z = 1 + -r0.w;
// r8.xyz = r8.xyz * r0.zzz;
// r1.z = dot(v0.xy, float2(0.0671105608,0.00583714992));
// r1.z = frac(r1.z);
// r1.z = 52.9829178 * r1.z;
// r1.z = frac(r1.z);
// r1.z = 6.28318548 * r1.z;
// sincos(r1.z, r9.x, r10.x);
// if (DL_Enable != 0) {
// r1.z = saturate(dot(r4.xyz, DL_Direction.xyz));
// r1.w = 0.25 + -r1.z;
// r1.w = r1.y * r1.w + r1.z;
// r2.w = cmp(0 < r1.w);
// if (r2.w != 0) {
// r2.w = cmp(0 < r1.z);
// r3.z = max(DL_MinAlpha, r0.x);
// r6.xyz = -r6.xyz * r0.yyy + DL_Direction.xyz;
// r0.y = dot(r6.xyz, r6.xyz);
// r0.y = rsqrt(r0.y);
// r6.xyz = r6.xyz * r0.yyy;
// r0.y = saturate(dot(DL_Direction.xyz, r6.xyz));
// r3.w = saturate(dot(r4.xyz, r6.xyz));
// r4.w = -8.35000038 * r0.y;
// r4.w = exp2(r4.w);
// r5.w = r3.w * r3.z + -r3.w;
// r3.w = r3.w * r5.w + 1;
// r3.w = r3.w * r3.w;
// r5.w = -r0.y * r3.z + r0.y;
// r0.y = r0.y * r5.w + r3.z;
// r0.y = r3.w * r0.y;
// r3.w = 0x7ef311c3 + (int)-r0.y;
// r0.y = -r3.w * r0.y + 2;
// r0.y = r3.w * r0.y;
// r6.x = r3.z * r0.y;
// r6.y = r6.x * r4.w;
// r3.zw = r6.xy * r1.zz;
// r3.zw = r2.ww ? r3.zw : 0;
// r6.xyz = DL_ViewProjection._m10_m11_m12 * r5.yyy;
// r6.xyz = r5.zzz * DL_ViewProjection._m00_m01_m02 + r6.xyz;
// r6.xyz = r5.xxx * DL_ViewProjection._m20_m21_m22 + r6.xyz;
// r6.xyz = DL_ViewProjection._m30_m31_m32 + r6.xyz;
// r9.yz = float2(-0.5,-0.5) + r6.xy;
// r0.y = max(abs(r9.y), abs(r9.z));
// r0.y = cmp(r0.y < 0.5);
// if (r0.y != 0) {
// r9.yz = r6.xy * Cascade_Translate1.zz + Cascade_Translate1.xy;
// r11.yw = Cascade_Scale1.xx * DL_Bias;
// r12.w = r11.y * 0.5 + r6.z;
// r13.w = DL_Bias + r6.z;
// r13.x = DL_ArrayIndex;
// r11.x = DL_Variance;
// r1.z = 0;
// } else {
// r10.yz = r6.xy * Cascade_Translate1.zz + Cascade_Translate1.xy;
// r14.xy = float2(-0.5,-0.5) + r10.yz;
// r2.w = max(abs(r14.x), abs(r14.y));
// r2.w = cmp(r2.w < 0.5);
// r14.xy = r6.xy * Cascade_Translate2.zz + Cascade_Translate2.xy;
// r15.xyzw = Cascade_Scale2.xx * DL_Bias;
// r16.xz = r15.zx * float2(0.5,0.5) + r6.zz;
// r14.zw = float2(-0.5,-0.5) + r14.xy;
// r4.w = max(abs(r14.z), abs(r14.w));
// r4.w = cmp(r4.w < 0.5);
// r17.xy = r6.xy * Cascade_Translate3.zz + Cascade_Translate3.xy;
// r14.zw = Cascade_Scale3.xx * DL_Bias;
// r18.x = r14.z * 0.5 + r6.z;
// r15.xz = float2(-0.5,-0.5) + r17.xy;
// r5.w = max(abs(r15.x), abs(r15.z));
// r5.w = cmp(r5.w < 0.5);
// r7.w = ~(int)r5.w;
// r19.xyz = DL_ArrayIndex + int3(1,2,3);
// r17.z = r19.z;
// r17.w = r14.w;
// r6.zw = DL_ArrayIndex;
// r20.xyzw = r5.wwww ? r17.xyzw : r6.xyzw;
// r18.y = r19.y;
// r18.z = r15.y;
// r18.w = r17.w;
// r21.xy = r20.zw;
// r21.zw = float2(0,0);
// r21.xyzw = r4.wwww ? r18.yzxw : r21.xyzw;
// r6.zw = r4.ww ? r14.xy : r20.xy;
// r16.yw = r17.xy;
// r18.yz = float2(0,0);
// r17.xyz = r4.www ? r16.zyw : r18.xyz;
// r6.xy = r2.ww ? r10.yz : r6.zw;
// r9.yz = r2.ww ? r14.xy : r17.yz;
// r13.w = r2.w ? r16.x : r17.x;
// r16.x = r19.x;
// r16.yw = r15.wy;
// r11.xyzw = r2.wwww ? r16.yxzw : r21.yxzw;
// r2.w = (int)r2.w | (int)r4.w;
// r1.z = r2.w ? 0 : r7.w;
// r0.y = 1;
// r13.x = r11.y;
// r12.w = r11.z;
// }
// if (r1.z == 0) {
// r12.x = (int)r13.x + 1;
// r14.x = r9.x;
// r14.y = r10.x;
// r1.z = 0;
// r2.w = 0;
// while (true) {
// r4.w = cmp((uint)r2.w >= 3);
// if (r4.w != 0) break;
// r10.y = dot(ShadowSamplePoints[r2.w].xy, r14.xy);
// r4.w = ShadowSamplePoints[r2.w].x * r14.y;
// r10.z = ShadowSamplePoints[r2.w].y * r14.x + -r4.w;
// r13.yz = r10.yz * r11.xx + r6.xy;
// r6.zw = float2(-0.5,-0.5) + r13.yz;
// r4.w = max(abs(r6.z), abs(r6.w));
// r4.w = cmp(0.5 < r4.w);
// r12.yz = r10.yz * r11.ww + r9.yz;
// r15.xyzw = r4.wwww ? r12.yzxw : r13.yzxw;
// r15.z = (int)r15.z;
// r4.w = ShadowMapSRV.SampleCmpLevelZero(LinearCompare_s, r15.xyz, r15.w).x;
// r4.w = -r4.w + r1.z;
// r1.z = 1 + r4.w;
// r2.w = (int)r2.w + 1;
// }
// r0.y = 0.333333343 * r1.z;
// }
// r1.z = r1.w * r0.y;
// r3.zw = r3.zw * r0.yy;
// r0.y = r1.z * r0.z;
// r6.xyz = r2.xyz * r0.www;
// r6.xyz = max(float3(0.0399999991,0.0399999991,0.0399999991), r6.xyz);
// r8.xyz = DL_Color.xyz * r0.yyy + r8.xyz;
// r9.yzw = float3(1,1,1) + -r6.xyz;
// r9.yzw = r9.yzw * r3.www;
// r6.xyz = r6.xyz * r3.zzz + r9.yzw;
// r6.xyz = DL_Color.xyz * r6.xyz;
// } else {
// r6.xyz = float3(0,0,0);
// }
// } else {
// r6.xyz = float3(0,0,0);
// }
// r3.xy = (uint2)r3.xy >> int2(5,5);
// r1.zw = screenSize.xy * float2(0.03125,0.03125) + float2(-1,-1);
// r9.yz = (uint2)r3.xy;
// r1.zw = min(r9.yz, r1.zw);
// r11.xy = (uint2)r1.zw;
// r11.zw = float2(0,0);
// r1.zw = DepthBoundary.Load(r11.xyz).xy;
// r0.y = r1.x + -r1.z;
// r1.x = r1.w + -r1.z;
// r0.y = abs(r0.y) / abs(r1.x);
// r0.y = 4 * r0.y;
// r0.y = exp2(r0.y);
// r0.y = -1 + r0.y;
// r0.y = 1.06666672 * r0.y;
// r0.y = min(15, r0.y);
// r3.z = (uint)r0.y;
// r3.w = 0;
// r0.y = ScreenLightGridSRV.Load(r3.xyzw).x;
// r1.x = (int)r0.y & 255;
// r0.y = (uint)r0.y >> 6;
// r0.y = (int)r0.y & 0x03fffffc;
// r2.xyz = r2.xyz * r0.www;
// r2.xyz = max(float3(0.0399999991,0.0399999991,0.0399999991), r2.xyz);
// r3.xyz = float3(1,1,1) + -r2.xyz;
// r9.xz = r9.xx;
// r9.yw = r10.xx;
// r10.xyz = r8.xyz;
// r11.xyz = r6.xyz;
// r0.w = r1.x;
// while (true) {
// if (r0.w == 0) break;
// r1.z = firstbitlow((uint)r0.w);
// r1.w = 1 << (int)r1.z;
// r1.w = ~(int)r1.w;
// r0.w = (int)r0.w & (int)r1.w;
// r1.zw = (uint2)r1.zz << int2(2,5);
// r1.z = (int)r1.z + (int)r0.y;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.z, r1.z, t7.xxxx
// r12.xyz = r10.xyz;
// r13.xyz = r11.xyz;
// r2.w = r1.z;
// while (true) {
// if (r2.w == 0) break;
// r3.w = firstbitlow((uint)r2.w);
// r4.w = 1 << (int)r3.w;
// r4.w = ~(int)r4.w;
// r4.w = (int)r2.w & (int)r4.w;
// r3.w = (int)r1.w + (int)r3.w;
// r3.w = (int)r3.w * 5;
// r14.xyz = LightParameterSRV[r3.w].position.xyz + -r5.zyx;
// r5.w = dot(r14.xyz, r14.xyz);
// r6.w = rsqrt(r5.w);
// r5.w = r6.w * r5.w;
// r15.xyz = r14.xyz * r6.www;
// r7.w = dot(r15.xyz, LightParameterSRV[r3.w].direction.xyz);
// r16.x = r7.w * 0.5 + 0.5;
// r7.w = cmp((int5)LightParameterSRV[r3.w].iesId == -1);
// r16.y = (uint5)LightParameterSRV[r3.w].iesId;
// r8.w = IESLightTableSRV.SampleLevel(BilinearClamp_s, r16.xyxx, 0).x;
// r7.w = r7.w ? 1 : r8.w;
// r8.w = r5.w * LightParameterSRV[r3.w].attenuation.x + 1;
// r8.w = r8.w * r8.w;
// r10.w = 0x7ef311c3 + (int)-r8.w;
// r8.w = -r10.w * r8.w + 2;
// r8.w = saturate(r10.w * r8.w + -LightParameterSRV[r3.w].tolerance);
// r10.w = -LightParameterSRV[r3.w].tolerance + 1;
// r10.w = rcp(r10.w);
// r8.w = r10.w * r8.w;
// r10.w = dot(-LightParameterSRV[r3.w].direction.xyz, r15.xyz);
// r10.w = saturate(r10.w * LightParameterSRV[r3.w].attenuation.w + LightParameterSRV[r3.w].attenuation.z);
// r11.w = 1 / LightParameterSRV[r3.w].falloff;
// r10.w = saturate(r11.w * r10.w);
// r11.w = r10.w * -2 + 3;
// r10.w = r10.w * r10.w;
// r10.w = r11.w * r10.w;
// r8.w = saturate(r10.w * r8.w);
// r7.w = r8.w * r7.w;
// r5.w = cmp(r5.w < LightParameterSRV[r3.w].boundingRadius);
// r8.w = cmp(0 < r7.w);
// r5.w = r5.w ? r8.w : 0;
// if (r5.w != 0) {
// r5.w = saturate(dot(r4.xyz, r15.xyz));
// r8.w = 0.25 + -r5.w;
// r8.w = r1.y * r8.w + r5.w;
// r8.w = r8.w * r7.w;
// r10.w = max(LightParameterSRV[r3.w].attenuation.y, r0.x);
// r14.xyz = r14.xyz * r6.www + -r7.xyz;
// r6.w = dot(r14.xyz, r14.xyz);
// r6.w = rsqrt(r6.w);
// r14.xyz = r14.xyz * r6.www;
// r6.w = saturate(dot(r15.xyz, r14.xyz));
// r11.w = saturate(dot(r4.xyz, r14.xyz));
// r12.w = -8.35000038 * r6.w;
// r12.w = exp2(r12.w);
// r13.w = r11.w * r10.w + -r11.w;
// r11.w = r11.w * r13.w + 1;
// r11.w = r11.w * r11.w;
// r13.w = -r6.w * r10.w + r6.w;
// r6.w = r6.w * r13.w + r10.w;
// r6.w = r11.w * r6.w;
// r11.w = 0x7ef311c3 + (int)-r6.w;
// r6.w = -r11.w * r6.w + 2;
// r6.w = r11.w * r6.w;
// r14.x = r10.w * r6.w;
// r14.y = r14.x * r12.w;
// r14.xy = r14.xy * r5.ww;
// r14.xy = r14.xy * r7.ww;
// } else {
// r14.xy = float2(0,0);
// r8.w = 0;
// }
// r5.w = cmp(0 >= r8.w);
// if (r5.w != 0) {
// r2.w = r4.w;
// continue;
// }
// r5.w = cmp((uint11)LightParameterSRV[r3.w].shadowIndex < 256);
// if (r5.w != 0) {
// if (LightParameterSRV[r3.w].reserved.x == 0) {
// r5.w = (int11)LightParameterSRV[r3.w].shadowIndex * 5;
// r15.xyzw = ShadowParameterSRV[LightParameterSRV[r3.w].d]._m10_m11_m12_m13 * r5.yyyy;
// r15.xyzw = r5.zzzz * ShadowParameterSRV[LightParameterSRV[r3.w].d]._m00_m01_m02_m03 + r15.xyzw;
// r15.xyzw = r5.xxxx * ShadowParameterSRV[LightParameterSRV[r3.w].d]._m20_m21_m22_m23 + r15.xyzw;
// r15.xyzw = ShadowParameterSRV[LightParameterSRV[r3.w].d]._m30_m31_m32_m33 + r15.xyzw;
// r15.xyz = r15.xyz / r15.www;
// r6.w = ShadowParameterSRV[LightParameterSRV[r3.w].d] + r15.z;
// r14.zw = r15.xy * float2(2,2) + float2(-1,-1);
// r14.zw = cmp(float2(1,1) < abs(r14.zw));
// r7.w = (int)r14.w | (int)r14.z;
// r10.w = cmp(r15.w < 0);
// r7.w = (int)r7.w | (int)r10.w;
// r10.w = cmp(r6.w < 0);
// r7.w = (int)r7.w | (int)r10.w;
// if (r7.w == 0) {
// r16.z = (uint2)ShadowParameterSRV[LightParameterSRV[r3.w].d];
// r7.w = 0;
// r10.w = 0;
// while (true) {
// r11.w = cmp((uint)r10.w >= 3);
// if (r11.w != 0) break;
// r14.zw = ShadowSamplePoints[r10.w].xy * ShadowParameterSRV[LightParameterSRV[r3.w].d];
// r17.x = dot(r14.zw, r9.xy);
// r11.w = r14.z * r9.w;
// r17.y = r14.w * r9.z + -r11.w;
// r16.xy = r17.xy + r15.xy;
// r11.w = ShadowMapSRV.SampleCmpLevelZero(LinearCompare_s, r16.xyz, r6.w).x;
// r11.w = -r11.w + r7.w;
// r7.w = 1 + r11.w;
// r10.w = (int)r10.w + 1;
// }
// r5.w = 0.333333343 * r7.w;
// } else {
// r5.w = 1;
// }
// } else {
// r6.w = cmp((int)LightParameterSRV[r3.w].reserved.x == 1);
// if (r6.w != 0) {
// r6.w = (int11)LightParameterSRV[r3.w].shadowIndex * 5;
// r15.xyz = -LightParameterSRV[r3.w].position.zyx + r5.xyz;
// r10.w = max(abs(r15.z), abs(r15.y));
// r10.w = max(r10.w, abs(r15.x));
// r16.xyz = cmp(abs(r15.xxy) >= abs(r15.zyz));
// r11.w = r16.y ? r16.x : 0;
// r16.xyw = cmp(r15.xyz < float3(0,0,0));
// r14.zw = r16.xy ? float2(5,3) : float2(4,2);
// r12.w = r16.w ? 1.000000 : 0;
// r12.w = r16.z ? r14.w : r12.w;
// r11.w = r11.w ? r14.z : r12.w;
// r11.w = (int)r11.w;
// r12.w = (uint)r11.w >> 1;
// r13.w = cmp((int)r12.w == 1);
// r14.zw = r13.ww ? r15.xz : r15.zy;
// r14.zw = r12.ww ? r14.zw : r15.yx;
// r12.w = (int)r11.w & 1;
// r14.zw = r12.ww ? r14.zw : r14.wz;
// r15.xyzw = ShadowParameterSRV[r6.w/4]._m10_m11_m12_m13 * r14.wwww;
// r15.xyzw = r14.zzzz * ShadowParameterSRV[r6.w/4]._m00_m01_m02_m03 + r15.xyzw;
// r15.xyzw = -r10.wwww * ShadowParameterSRV[r6.w/4]._m20_m21_m22_m23 + r15.xyzw;
// r15.xyzw = ShadowParameterSRV[r6.w/4]._m30_m31_m32_m33 + r15.xyzw;
// r15.xyz = r15.xyz / r15.www;
// r10.w = ShadowParameterSRV[r6.w].bias + r15.z;
// r12.w = cmp(1 < r10.w);
// if (r12.w != 0) {
// r5.w = 1;
// }
// if (r12.w == 0) {
// r11.w = (int10)ShadowParameterSRV[r6.w].arrayIndex + (int)r11.w;
// r16.z = (int)r11.w;
// r11.w = 0;
// r12.w = 0;
// while (true) {
// r13.w = cmp((uint)r12.w >= 3);
// if (r13.w != 0) break;
// r14.zw = ShadowSamplePoints[r12.w].xy * ShadowParameterSRV[r6.w].variance;
// r17.x = dot(r14.zw, r9.zw);
// r13.w = r14.z * r9.w;
// r17.y = r14.w * r9.z + -r13.w;
// r16.xy = r17.xy + r15.xy;
// r13.w = ShadowMapSRV.SampleCmpLevelZero(LinearCompare_s, r16.xyz, r10.w).x;
// r13.w = -r13.w + r11.w;
// r11.w = 1 + r13.w;
// r12.w = (int)r12.w + 1;
// }
// r5.w = 0.333333343 * r11.w;
// }
// } else {
// r5.w = 1;
// }
// }
// r15.xyz = LightParameterSRV[r3.w].color.xyz * r5.www;
// } else {
// r15.xyz = LightParameterSRV[r3.w].color.xyz;
// }
// r3.w = r8.w * r0.z;
// r12.xyz = r15.xyz * r3.www + r12.xyz;
// r14.yzw = r14.yyy * r3.xyz;
// r14.xyz = r2.xyz * r14.xxx + r14.yzw;
// r13.xyz = r15.xyz * r14.xyz + r13.xyz;
// r2.w = r4.w;
// }
// r10.xyz = r12.xyz;
// r11.xyz = r13.xyz;
// }
// o1.xyz = float3(0.318309873,0.318309873,0.318309873) * r10.xyz;
// o0.xyz = float3(0.0795774683,0.0795774683,0.0795774683) * r11.xyz;
// o0.w = 0;
// o1.w = 0;
// } else {
// o0.xyzw = float4(0,0,0,0);
// o1.xyzw = float4(0,0,0,0);
// }
// return;
//}
//
///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.3.11 on Thu Jun 14 18:44:04 2018
//
//
// Buffer Definitions:
//
// cbuffer SceneInfo
// {
//
// row_major float4x4 viewProjMat; // Offset: 0 Size: 64 [unused]
// row_major float4x4 viewMat; // Offset: 64 Size: 64
// row_major float4x4 viewInvMat; // Offset: 128 Size: 64
// row_major float4x4 projMat; // Offset: 192 Size: 64 [unused]
// row_major float4x4 projInvMat; // Offset: 256 Size: 64 [unused]
// row_major float4x4 viewProjInvMat; // Offset: 320 Size: 64
// row_major float4x4 prevViewProjMat;// Offset: 384 Size: 64 [unused]
// float3 prevCameraPos; // Offset: 448 Size: 12 [unused]
// float cameraNearPlane; // Offset: 460 Size: 4 [unused]
// float3 prevCameraDir; // Offset: 464 Size: 12 [unused]
// float cameraFarPlane; // Offset: 476 Size: 4 [unused]
// float4 viewFrustum[6]; // Offset: 480 Size: 96 [unused]
// float3 ZToLinear; // Offset: 576 Size: 12 [unused]
// float subdivisionLevel; // Offset: 588 Size: 4 [unused]
// float2 screenSize; // Offset: 592 Size: 8
// float2 screenInverseSize; // Offset: 600 Size: 8
//
// }
//
// cbuffer LightParamaterForNVIDIA
// {
//
// struct LightParameter
// {
//
// float3 position; // Offset: 0
// float tolerance; // Offset: 12
// float3 direction; // Offset: 16
// float falloff; // Offset: 28
// float4 attenuation; // Offset: 32
// float3 color; // Offset: 48
// float boundingRadius; // Offset: 60
// uint shadowIndex; // Offset: 64
// uint iesId; // Offset: 68
// uint2 reserved; // Offset: 72
//
// } LightParameterSRV[256]; // Offset: 0 Size: 20480
//
// struct ShadowParameter
// {
//
// row_major float4x4 viewProjection;// Offset: 20480
// float variance; // Offset: 20544
// uint arrayIndex; // Offset: 20548
// uint mipIndex; // Offset: 20552
// float bias; // Offset: 20556
//
// } ShadowParameterSRV[256]; // Offset: 20480 Size: 20480
//
// struct IBLCubemapArrayInfo
// {
//
// float4 aabbMax; // Offset: 40960
// float4 aabbMin; // Offset: 40976
// float4 centerIndex; // Offset: 40992
//
// } IBLCubemapArrayListSRV[128]; // Offset: 40960 Size: 6144 [unused]
//
// }
//
// cbuffer ShadowSamplingRotation
// {
//
// float4 ShadowSamplePoints[8]; // Offset: 0 Size: 128
//
// }
//
// cbuffer DirectionalLightParameter
// {
//
// float3 DL_Direction; // Offset: 0 Size: 12
// uint DL_Enable; // Offset: 12 Size: 4
// float3 DL_Color; // Offset: 16 Size: 12
// float DL_MinAlpha; // Offset: 28 Size: 4
// row_major float4x4 DL_ViewProjection;// Offset: 32 Size: 64
// float DL_Variance; // Offset: 96 Size: 4
// uint DL_ArrayIndex; // Offset: 100 Size: 4
// uint DL_MipIndex; // Offset: 104 Size: 4 [unused]
// float DL_Bias; // Offset: 108 Size: 4
// float3 Cascade_Translate1; // Offset: 112 Size: 12
// float Cascade_Bias1; // Offset: 124 Size: 4 [unused]
// float3 Cascade_Translate2; // Offset: 128 Size: 12
// float Cascade_Bias2; // Offset: 140 Size: 4 [unused]
// float3 Cascade_Translate3; // Offset: 144 Size: 12
// float Cascade_Bias3; // Offset: 156 Size: 4 [unused]
// float2 Cascade_Scale1; // Offset: 160 Size: 8
// float2 Cascade_Scale2; // Offset: 168 Size: 8
// float2 Cascade_Scale3; // Offset: 176 Size: 8
// uint SDSMEnable; // Offset: 184 Size: 4 [unused]
// uint SDSMDebugDraw; // Offset: 188 Size: 4 [unused]
// float4 CascadeDistance; // Offset: 192 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BilinearClamp sampler NA NA 0 1
// LinearCompare sampler_c NA NA 1 1
// ReadonlyDepth texture float 2d 0 1
// BaseColorMetallicSRV texture float4 2d 1 1
// NormalXNormalYRoughnessMiscSRV texture float4 2d 2 1
// IESLightTableSRV texture float 1darray 3 1
// ShadowMapSRV texture float 2darray 4 1
// DepthBoundary texture float2 2d 5 1
// ScreenLightGridSRV texture uint 3d 6 1
// IndexListSRV texture byte r/o 7 1
// GIDSRV texture uint 2d 8 1
// SceneInfo cbuffer NA NA 0 1
// LightParamaterForNVIDIA cbuffer NA NA 1 1
// ShadowSamplingRotation cbuffer NA NA 2 1
// DirectionalLightParameter cbuffer NA NA 3 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET 0 xyzw 0 TARGET float xyzw
// SV_TARGET 1 xyzw 1 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[38], immediateIndexed
dcl_constantbuffer cb1[2560], dynamicIndexed
dcl_constantbuffer cb2[4], dynamicIndexed
dcl_constantbuffer cb3[12], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_comparison
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture1darray (float,float,float,float) t3
dcl_resource_texture2darray (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture3d (uint,uint,uint,uint) t6
dcl_resource_raw t7
dcl_resource_texture2d (uint,uint,uint,uint) t8
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_output o0.xyzw
dcl_output o1.xyzw
//dcl_temps 22
dcl_temps 30

//StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw

ftoi r0.xy, v0.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t0.xyzw
lt r1.y, l(0.000000), r1.x
if_nz r1.y
ld_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xyww, t1.xyzw
ld_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyzw, t2.xyzw
mad_sat r0.w, r2.w, l(2.000000), l(-1.000000)
max r0.z, r0.z, l(0.010000)
mad_sat r1.y, -r2.w, l(2.000000), l(1.000000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r3.xyz, -|r0.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
add r4.z, -|r0.y|, r3.x
lt r1.z, r4.z, l(0.000000)
ge r3.xw, r0.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r3.xw, r3.xxxw, l(1.000000,0,0,1.000000), l(-1.000000,0,0,-1.000000)
mul r3.xy, r3.xwxx, r3.yzyy
movc r4.xy, r1.zzzz, r3.xyxx, r0.xyxx
dp3 r0.x, r4.xyzx, r4.xyzx
rsq r0.x, r0.x
mul r3.xyz, r0.xxxx, r4.xyzx
dp3 r4.x, r3.xyzx, cb0[4].xyzx
dp3 r4.y, r3.xyzx, cb0[5].xyzx
dp3 r4.z, r3.xyzx, cb0[6].xyzx
mul r0.x, r0.z, r0.z
mul r0.x, r0.x, r0.x
ftou r3.xy, v0.xyxx
mov r3.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r0.y, r3.xyww, t0.yxzw
utof r1.zw, r3.xxxy
mul r1.zw, r1.zzzw, cb0[37].zzzw
mad r1.zw, r1.zzzw, l(0.000000, 0.000000, 2.000000, -2.000000), l(0.000000, 0.000000, -1.000000, 1.000000)
mul r5.xyzw, r1.wwww, cb0[21].xyzw


mad r12.xyzw, r1.zzzz, cb0[20].xyzw, r5.xyzw
mad r12.xyzw, r0.yyyy, cb0[22].xyzw, r12.xyzw
add r12.xyzw, r12.xyzw, cb0[23].xyzw
//div r12.xyz, r12.zyxz, r12.wwww

add r1.z, -r25.x, r1.z
add r25.w, r12.w, -r25.y
mul r26.w, r25.x, r25.y
mad r1.z, r26.w, r12.w, r1.z

mad r5.xyzw, r1.zzzz, cb0[20].xyzw, r5.xyzw
mad r5.xyzw, r0.yyyy, cb0[22].xyzw, r5.xyzw
add r5.xyzw, r5.xyzw, cb0[23].xyzw
div r5.xyz, r5.zyxz, r5.wwww
add r6.xyz, r5.zyxz, -cb0[11].xyzx
dp3 r0.y, r6.xyzx, r6.xyzx
rsq r0.y, r0.y
mul r7.xyz, r0.yyyy, r6.xyzx
ld_indexable(texture2d)(uint,uint,uint,uint) r0.z, r3.xyzw, t8.yzxw
bfi r1.z, l(11), l(4), r0.z, l(0)
f16tof32 r8.x, r1.z
ushr r1.zw, r0.zzzz, l(0, 0, 11, 22)
bfi r0.z, l(11), l(4), r1.z, l(0)
f16tof32 r8.y, r0.z
ishl r0.z, r1.w, l(5)
f16tof32 r8.z, r0.z
mul r8.xyz, r8.xyzx, l(3.14159274, 3.14159274, 3.14159274, 0.000000)
add r0.z, -r0.w, l(1.000000)
mul r8.xyz, r0.zzzz, r8.xyzx
dp2 r1.z, v0.xyxx, l(0.0671105608, 0.00583714992, 0.000000, 0.000000)
frc r1.z, r1.z
mul r1.z, r1.z, l(52.982918)
frc r1.z, r1.z
mul r1.z, r1.z, l(6.28318548)
sincos r9.x, r10.x, r1.z
if_nz cb3[0].w
dp3_sat r1.z, r4.xyzx, cb3[0].xyzx
add r1.w, -r1.z, l(0.250000)
mad r1.w, r1.y, r1.w, r1.z
lt r2.w, l(0.000000), r1.w
if_nz r2.w
lt r2.w, l(0.000000), r1.z
max r3.z, r0.x, cb3[1].w
mad r6.xyz, -r6.xyzx, r0.yyyy, cb3[0].xyzx
dp3 r0.y, r6.xyzx, r6.xyzx
rsq r0.y, r0.y
mul r6.xyz, r0.yyyy, r6.xyzx
dp3_sat r0.y, cb3[0].xyzx, r6.xyzx
dp3_sat r3.w, r4.xyzx, r6.xyzx
mul r4.w, r0.y, l(-8.350000)
exp r4.w, r4.w
mad r5.w, r3.w, r3.z, -r3.w
mad r3.w, r3.w, r5.w, l(1.000000)
mul r3.w, r3.w, r3.w
mad r5.w, -r0.y, r3.z, r0.y
mad r0.y, r0.y, r5.w, r3.z
mul r0.y, r0.y, r3.w
iadd r3.w, l(0x7ef311c3), -r0.y
mad r0.y, -r3.w, r0.y, l(2.000000)
mul r0.y, r0.y, r3.w
mul r6.x, r0.y, r3.z
mul r6.y, r4.w, r6.x
mul r3.zw, r1.zzzz, r6.xxxy
and r3.zw, r2.wwww, r3.zzzw
mul r6.xyz, r5.yyyy, cb3[3].xyzx
mad r6.xyz, r5.zzzz, cb3[2].xyzx, r6.xyzx
mad r6.xyz, r5.xxxx, cb3[4].xyzx, r6.xyzx
add r6.xyz, r6.xyzx, cb3[5].xyzx
add r9.yz, r6.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
max r0.y, |r9.z|, |r9.y|
lt r0.y, r0.y, l(0.500000)
if_nz r0.y
mad r9.yz, r6.xxyx, cb3[7].zzzz, cb3[7].xxyx
mul r11.yw, cb3[6].wwwx, cb3[10].xxxx
mad r12.w, r11.y, l(0.500000), r6.z
add r13.w, r6.z, cb3[6].w
mov r13.x, cb3[6].y
mov r11.x, cb3[6].x
mov r1.z, l(0)
else
mad r10.yz, r6.xxyx, cb3[7].zzzz, cb3[7].xxyx
add r14.xy, r10.yzyy, l(-0.500000, -0.500000, 0.000000, 0.000000)
max r2.w, |r14.y|, |r14.x|
lt r2.w, r2.w, l(0.500000)
mad r14.xy, r6.xyxx, cb3[8].zzzz, cb3[8].xyxx
mul r15.xyzw, cb3[6].wxwx, cb3[10].zzxx
mad r16.xz, r15.zzxz, l(0.500000, 0.000000, 0.500000, 0.000000), r6.zzzz
add r14.zw, r14.xxxy, l(0.000000, 0.000000, -0.500000, -0.500000)
max r4.w, |r14.w|, |r14.z|
lt r4.w, r4.w, l(0.500000)
mad r17.xy, r6.xyxx, cb3[9].zzzz, cb3[9].xyxx
mul r14.zw, cb3[6].wwwx, cb3[11].xxxx
mad r18.x, r14.z, l(0.500000), r6.z
add r15.xz, r17.xxyx, l(-0.500000, 0.000000, -0.500000, 0.000000)
max r5.w, |r15.z|, |r15.x|
lt r5.w, r5.w, l(0.500000)
not r7.w, r5.w
iadd r19.xyz, cb3[6].yyyy, l(1, 2, 3, 0)
mov r17.z, r19.z
mov r17.w, r14.w
mov r6.zw, cb3[6].yyyx
movc r20.xyzw, r5.wwww, r17.xyzw, r6.xyzw
mov r18.y, r19.y
mov r18.z, r15.y
mov r18.w, r17.w
mov r21.xy, r20.zwzz
mov r21.zw, l(0,0,0,0)
movc r21.xyzw, r4.wwww, r18.yzxw, r21.xyzw
movc r6.zw, r4.wwww, r14.xxxy, r20.xxxy
mov r16.yw, r17.xxxy
mov r18.yz, l(0,0,0,0)
movc r17.xyz, r4.wwww, r16.zywz, r18.xyzx
movc r6.xy, r2.wwww, r10.yzyy, r6.zwzz
movc r9.yz, r2.wwww, r14.xxyx, r17.yyzy
movc r13.w, r2.w, r16.x, r17.x
mov r16.x, r19.x
mov r16.yw, r15.wwwy
movc r11.xyzw, r2.wwww, r16.yxzw, r21.yxzw
or r2.w, r2.w, r4.w
movc r1.z, r2.w, l(0), r7.w
mov r0.y, l(1.000000)
mov r13.x, r11.y
mov r12.w, r11.z
endif
if_z r1.z
iadd r12.x, r13.x, l(1)
mov r14.x, r9.x
mov r14.y, r10.x
mov r1.z, l(0)
mov r2.w, l(0)
loop
uge r4.w, r2.w, l(3)
breakc_nz r4.w
dp2 r10.y, cb2[r2.w + 0].xyxx, r14.xyxx
mul r4.w, r14.y, cb2[r2.w + 0].x
mad r10.z, cb2[r2.w + 0].y, r14.x, -r4.w
mad r13.yz, r10.yyzy, r11.xxxx, r6.xxyx
add r6.zw, r13.yyyz, l(0.000000, 0.000000, -0.500000, -0.500000)
max r4.w, |r6.w|, |r6.z|
lt r4.w, l(0.500000), r4.w
mad r12.yz, r10.yyzy, r11.wwww, r9.yyzy
movc r15.xyzw, r4.wwww, r12.yzxw, r13.yzxw
itof r15.z, r15.z
sample_c_lz_indexable(texture2darray)(float,float,float,float) r4.w, r15.xyzx, t4.xxxx, s1, r15.w
add r4.w, r1.z, -r4.w
add r1.z, r4.w, l(1.000000)
iadd r2.w, r2.w, l(1)
endloop
mul r0.y, r1.z, l(0.333333343)
endif
mul r1.z, r0.y, r1.w
mul r3.zw, r0.yyyy, r3.zzzw
mul r0.y, r0.z, r1.z
mul r6.xyz, r0.wwww, r2.xyzx
max r6.xyz, r6.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
mad r8.xyz, cb3[1].xyzx, r0.yyyy, r8.xyzx
add r9.yzw, -r6.xxyz, l(0.000000, 1.000000, 1.000000, 1.000000)
mul r9.yzw, r3.wwww, r9.yyzw
mad r6.xyz, r6.xyzx, r3.zzzz, r9.yzwy
mul r6.xyz, r6.xyzx, cb3[1].xyzx
else
mov r6.xyz, l(0,0,0,0)
endif
else
mov r6.xyz, l(0,0,0,0)
endif
ushr r3.xy, r3.xyxx, l(5, 5, 0, 0)
mad r1.zw, cb0[37].xxxy, l(0.000000, 0.000000, 0.031250, 0.031250), l(0.000000, 0.000000, -1.000000, -1.000000)
utof r9.yz, r3.xxyx
min r1.zw, r1.zzzw, r9.yyyz
ftou r11.xy, r1.zwzz
mov r11.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.zw, r11.xyzw, t5.zwxy
add r0.y, -r1.z, r1.x
add r1.x, -r1.z, r1.w
div r0.y, |r0.y|, |r1.x|
mul r0.y, r0.y, l(4.000000)
exp r0.y, r0.y
add r0.y, r0.y, l(-1.000000)
mul r0.y, r0.y, l(1.06666672)
min r0.y, r0.y, l(15.000000)
ftou r3.z, r0.y
mov r3.w, l(0)
ld_indexable(texture3d)(uint,uint,uint,uint) r0.y, r3.xyzw, t6.yxzw
and r1.x, r0.y, l(255)
ushr r0.y, r0.y, l(6)
and r0.y, r0.y, l(0x03fffffc)
mul r2.xyz, r0.wwww, r2.xyzx
max r2.xyz, r2.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
add r3.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mov r9.xz, r9.xxxx
mov r9.yw, r10.xxxx
mov r10.xyz, r8.xyzx
mov r11.xyz, r6.xyzx
mov r0.w, r1.x
loop
breakc_z r0.w
firstbit_lo r1.z, r0.w
ishl r1.w, l(1), r1.z
not r1.w, r1.w
and r0.w, r0.w, r1.w
ishl r1.zw, r1.zzzz, l(0, 0, 2, 5)
iadd r1.z, r1.z, r0.y
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.z, r1.z, t7.xxxx
mov r12.xyz, r10.xyzx
mov r13.xyz, r11.xyzx
mov r2.w, r1.z
loop
breakc_z r2.w
firstbit_lo r3.w, r2.w
ishl r4.w, l(1), r3.w
not r4.w, r4.w
and r4.w, r2.w, r4.w
iadd r3.w, r1.w, r3.w
imul null, r3.w, r3.w, l(5)
add r14.xyz, -r5.zyxz, cb1[r3.w + 0].xyzx
dp3 r5.w, r14.xyzx, r14.xyzx
rsq r6.w, r5.w
mul r5.w, r5.w, r6.w
mul r15.xyz, r6.wwww, r14.xyzx
dp3 r7.w, r15.xyzx, cb1[r3.w + 1].xyzx
mad r16.x, r7.w, l(0.500000), l(0.500000)
ieq r7.w, cb1[r3.w + 4].y, l(-1)
utof r16.y, cb1[r3.w + 4].y
sample_l_indexable(texture1darray)(float,float,float,float) r8.w, r16.xyxx, t3.yzwx, s0, l(0.000000)
movc r7.w, r7.w, l(1.000000), r8.w
mad r8.w, r5.w, cb1[r3.w + 2].x, l(1.000000)
mul r8.w, r8.w, r8.w
iadd r10.w, l(0x7ef311c3), -r8.w
mad r8.w, -r10.w, r8.w, l(2.000000)
mad_sat r8.w, r10.w, r8.w, -cb1[r3.w + 0].w
add r10.w, l(1.000000), -cb1[r3.w + 0].w
rcp r10.w, r10.w
mul r8.w, r8.w, r10.w
dp3 r10.w, -cb1[r3.w + 1].xyzx, r15.xyzx
mad_sat r10.w, r10.w, cb1[r3.w + 2].w, cb1[r3.w + 2].z
div r11.w, l(1.000000, 1.000000, 1.000000, 1.000000), cb1[r3.w + 1].w
mul_sat r10.w, r10.w, r11.w
mad r11.w, r10.w, l(-2.000000), l(3.000000)
mul r10.w, r10.w, r10.w
mul r10.w, r10.w, r11.w
mul_sat r8.w, r8.w, r10.w
mul r7.w, r7.w, r8.w
lt r5.w, r5.w, cb1[r3.w + 3].w
lt r8.w, l(0.000000), r7.w
and r5.w, r5.w, r8.w
if_nz r5.w
dp3_sat r5.w, r4.xyzx, r15.xyzx
add r8.w, -r5.w, l(0.250000)
mad r8.w, r1.y, r8.w, r5.w
mul r8.w, r7.w, r8.w
max r10.w, r0.x, cb1[r3.w + 2].y
mad r14.xyz, r14.xyzx, r6.wwww, -r7.xyzx
dp3 r6.w, r14.xyzx, r14.xyzx
rsq r6.w, r6.w
mul r14.xyz, r6.wwww, r14.xyzx
dp3_sat r6.w, r15.xyzx, r14.xyzx
dp3_sat r11.w, r4.xyzx, r14.xyzx
mul r12.w, r6.w, l(-8.350000)
exp r12.w, r12.w
mad r13.w, r11.w, r10.w, -r11.w
mad r11.w, r11.w, r13.w, l(1.000000)
mul r11.w, r11.w, r11.w
mad r13.w, -r6.w, r10.w, r6.w
mad r6.w, r6.w, r13.w, r10.w
mul r6.w, r6.w, r11.w
iadd r11.w, l(0x7ef311c3), -r6.w
mad r6.w, -r11.w, r6.w, l(2.000000)
mul r6.w, r6.w, r11.w
mul r14.x, r6.w, r10.w
mul r14.y, r12.w, r14.x
mul r14.xy, r5.wwww, r14.xyxx
mul r14.xy, r7.wwww, r14.xyxx
else
mov r14.xy, l(0,0,0,0)
mov r8.w, l(0)
endif
ge r5.w, l(0.000000), r8.w
if_nz r5.w
mov r2.w, r4.w
continue
endif
ult r5.w, cb1[r3.w + 4].x, l(256)
if_nz r5.w
if_z cb1[r3.w + 4].z
imul null, r5.w, cb1[r3.w + 4].x, l(5)
mul r15.xyzw, r5.yyyy, cb1[r5.w + 1281].xyzw
mad r15.xyzw, r5.zzzz, cb1[r5.w + 1280].xyzw, r15.xyzw
mad r15.xyzw, r5.xxxx, cb1[r5.w + 1282].xyzw, r15.xyzw
add r15.xyzw, r15.xyzw, cb1[r5.w + 1283].xyzw
div r15.xyz, r15.xyzx, r15.wwww
add r6.w, r15.z, cb1[r5.w + 1284].w
mad r14.zw, r15.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
lt r14.zw, l(0.000000, 0.000000, 1.000000, 1.000000), |r14.zzzw|
or r7.w, r14.w, r14.z
lt r10.w, r15.w, l(0.000000)
or r7.w, r7.w, r10.w
lt r10.w, r6.w, l(0.000000)
or r7.w, r7.w, r10.w
if_z r7.w
utof r16.z, cb1[r5.w + 1284].y
mov r7.w, l(0)
mov r10.w, l(0)
loop
uge r11.w, r10.w, l(3)
breakc_nz r11.w
mul r14.zw, cb1[r5.w + 1284].xxxx, cb2[r10.w + 0].xxxy
dp2 r17.x, r14.zwzz, r9.xyxx
mul r11.w, r9.w, r14.z
mad r17.y, r14.w, r9.z, -r11.w
add r16.xy, r15.xyxx, r17.xyxx
sample_c_lz_indexable(texture2darray)(float,float,float,float) r11.w, r16.xyzx, t4.xxxx, s1, r6.w
add r11.w, r7.w, -r11.w
add r7.w, r11.w, l(1.000000)
iadd r10.w, r10.w, l(1)
endloop
mul r5.w, r7.w, l(0.333333343)
else
mov r5.w, l(1.000000)
endif
else
ieq r6.w, cb1[r3.w + 4].z, l(1)
if_nz r6.w
imul null, r6.w, cb1[r3.w + 4].x, l(5)
add r15.xyz, r5.xyzx, -cb1[r3.w + 0].zyxz
max r10.w, |r15.y|, |r15.z|
max r10.w, |r15.x|, r10.w
ge r16.xyz, |r15.xxyx|, |r15.zyzz|
and r11.w, r16.y, r16.x
lt r16.xyw, r15.xyxz, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r14.zw, r16.xxxy, l(0,0,5.000000,3.000000), l(0,0,4.000000,2.000000)
and r12.w, r16.w, l(0x3f800000)
movc r12.w, r16.z, r14.w, r12.w
movc r11.w, r11.w, r14.z, r12.w
ftoi r11.w, r11.w
ishr r12.w, r11.w, l(1)
ieq r13.w, r12.w, l(1)
movc r14.zw, r13.wwww, r15.xxxz, r15.zzzy
movc r14.zw, r12.wwww, r14.zzzw, r15.yyyx
and r12.w, r11.w, l(1)
movc r14.zw, r12.wwww, r14.zzzw, r14.wwwz
mul r15.xyzw, r14.wwww, cb1[r6.w + 1281].xyzw
mad r15.xyzw, r14.zzzz, cb1[r6.w + 1280].xyzw, r15.xyzw
mad r15.xyzw, -r10.wwww, cb1[r6.w + 1282].xyzw, r15.xyzw
add r15.xyzw, r15.xyzw, cb1[r6.w + 1283].xyzw
div r15.xyz, r15.xyzx, r15.wwww
add r10.w, r15.z, cb1[r6.w + 1284].w
lt r12.w, l(1.000000), r10.w
if_nz r12.w
mov r5.w, l(1.000000)
endif
if_z r12.w
iadd r11.w, cb1[r6.w + 1284].y, r11.w
itof r16.z, r11.w
mov r11.w, l(0)
mov r12.w, l(0)
loop
uge r13.w, r12.w, l(3)
breakc_nz r13.w
mul r14.zw, cb1[r6.w + 1284].xxxx, cb2[r12.w + 0].xxxy
dp2 r17.x, r14.zwzz, r9.zwzz
mul r13.w, r9.w, r14.z
mad r17.y, r14.w, r9.z, -r13.w
add r16.xy, r15.xyxx, r17.xyxx
sample_c_lz_indexable(texture2darray)(float,float,float,float) r13.w, r16.xyzx, t4.xxxx, s1, r10.w
add r13.w, r11.w, -r13.w
add r11.w, r13.w, l(1.000000)
iadd r12.w, r12.w, l(1)
endloop
mul r5.w, r11.w, l(0.333333343)
endif
else
mov r5.w, l(1.000000)
endif
endif
mul r15.xyz, r5.wwww, cb1[r3.w + 3].xyzx
else
mov r15.xyz, cb1[r3.w + 3].xyzx
endif
mul r3.w, r0.z, r8.w
mad r12.xyz, r15.xyzx, r3.wwww, r12.xyzx
mul r14.yzw, r3.xxyz, r14.yyyy
mad r14.xyz, r2.xyzx, r14.xxxx, r14.yzwy
mad r13.xyz, r15.xyzx, r14.xyzx, r13.xyzx
mov r2.w, r4.w
endloop
mov r10.xyz, r12.xyzx
mov r11.xyz, r13.xyzx
endloop
mul o1.xyz, r10.xyzx, l(0.318309873, 0.318309873, 0.318309873, 0.000000)
mul o0.xyz, r11.xyzx, l(0.0795774683, 0.0795774683, 0.0795774683, 0.000000)
mov o0.w, l(0)
mov o1.w, l(0)
else
mov o0.xyzw, l(0,0,0,0)
mov o1.xyzw, l(0,0,0,0)
endif
ret
// Approximately 421 instruction slots used

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


Edit: the shadows fix works at any FOV value, thankfully. The big problem of the game will be the lighting of indoors places.

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

Posted 06/14/2018 06:38 PM   
Screenshot looks perfect so far and very promising! Good job!
Screenshot looks perfect so far and very promising! Good job!

ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de

Posted 06/14/2018 08:57 PM   
There is exactly ONE compute shader that causes all the one-eye issues: 89a90ca616aadd8e-cs.txt It's correct only for the right eye (in 2D with no DX10 flags, and incorrectly stereoized for the left eye with 4000 and other values). When dumped in ASM, it just freezes / doesn't load (something incorrect perhaps). This shader controls shadow opacity outdoors, for example. Maybe some small lighting as a result. If I leave it dumped like this, the game is very playable indoors (because shadows are fixed too with the shaders I had already fixed) instead of it breaking the game. Using the DX10 flag isn't needed for now, after leaving this shader disabled (sometimes one alt+tab is needed to get no effect instead of frozen effect). Code: [code] // ---- Created with 3Dmigoto v1.3.11 on Thu Jun 14 18:37:37 2018 // //cbuffer SceneInfo : register(b0) //{ // row_major float4x4 viewProjMat : packoffset(c0); // row_major float4x4 viewMat : packoffset(c4); // row_major float4x4 viewInvMat : packoffset(c8); // row_major float4x4 projMat : packoffset(c12); // row_major float4x4 projInvMat : packoffset(c16); // row_major float4x4 viewProjInvMat : packoffset(c20); // row_major float4x4 prevViewProjMat : packoffset(c24); // float3 prevCameraPos : packoffset(c28); // float cameraNearPlane : packoffset(c28.w); // float3 prevCameraDir : packoffset(c29); // float cameraFarPlane : packoffset(c29.w); // float4 viewFrustum[6] : packoffset(c30); // float3 ZToLinear : packoffset(c36); // float subdivisionLevel : packoffset(c36.w); // float2 screenSize : packoffset(c37); // float2 screenInverseSize : packoffset(c37.z); //} // //cbuffer LightParamaterForNVIDIA : register(b1) //{ // // struct // { // float3 position; // float tolerance; // float3 direction; // float falloff; // float4 attenuation; // float3 color; // float boundingRadius; // uint shadowIndex; // uint iesId; // uint2 reserved; // } LightParameterSRV[256] : packoffset(c0); // // // struct // { // row_major float4x4 viewProjection; // float variance; // uint arrayIndex; // uint mipIndex; // float bias; // } ShadowParameterSRV[256] : packoffset(c1280); // // // struct // { // float4 aabbMax; // float4 aabbMin; // float4 centerIndex; // } IBLCubemapArrayListSRV[128] : packoffset(c2560); // //} // //SamplerState BilinearMirror_s : register(s0); //SamplerState TrilinearMirror_s : register(s1); //Texture2D<float> ReadonlyDepth : register(t0); //Texture2D<float4> NormalXNormalYRoughnessMiscSRV : register(t1); //Texture2D<float4> OcclusionVelocityXVelocityYSubSurfaceSRV : register(t2); //StructuredBuffer<BSPTree> BSPTree : register(t3); //StructuredBuffer<TetraCoordinate> TetraCoordinate : register(t4); //StructuredBuffer<IndirectProbe> IndirectProbe : register(t5); //Texture2DArray<float3> IBLCubemap2DArraySRV : register(t6); //TextureCube<float4> CubemapSRV : register(t7); //Texture2D<uint> ScreenGridSRV : register(t8); //StructuredBuffer<IndexListSRV> IndexListSRV : register(t9); // // //// 3Dmigoto declarations //#define cmp - //Texture1D<float4> IniParams : register(t120); //Texture2D<float4> StereoParams : register(t125); // // //void main) //{ //// Needs manual fix for instruction: //// unknown dcl_: dcl_resource_raw t3 //// Needs manual fix for instruction: //// unknown dcl_: dcl_resource_structured t4, 48 //// Needs manual fix for instruction: //// unknown dcl_: dcl_resource_raw t5 //// Needs manual fix for instruction: //// unknown dcl_: dcl_resource_raw t9 //// Needs manual fix for instruction: //// unknown dcl_: dcl_uav_typed_texture2d (uint,uint,uint,uint) u0 //// Needs manual fix for instruction: //// unknown dcl_: dcl_uav_typed_texture2d (uint,uint,uint,uint) u1 //// Needs manual fix for instruction: //// unknown dcl_: dcl_uav_typed_texture2d (uint,uint,uint,uint) u2 // float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12; // uint4 bitmask, uiDest; // float4 fDest; // //// Needs manual fix for instruction: //// unknown dcl_: dcl_tgsm_raw g0, 4 //// Needs manual fix for instruction: //// unknown dcl_: dcl_tgsm_raw g1, 16 //// Needs manual fix for instruction: //// unknown dcl_: dcl_tgsm_raw g2, 16 //// Needs manual fix for instruction: //// unknown dcl_: dcl_tgsm_structured g3, 48, 64 //// Needs manual fix for instruction: //// unknown dcl_: dcl_tgsm_structured g4, 12, 64 //// Needs manual fix for instruction: //// unknown dcl_: dcl_thread_group 16, 16, 1 // r0.xy = cmp((int2)vThreadIDInGroup.xy == int2(0,0)); // r0.x = r0.y ? r0.x : 0; // if (r0.x != 0) { // r0.xy = (uint2)vThreadID.xy >> int2(5,5); // r0.zw = float2(0,0); // r0.x = ScreenGridSRV.Load(r0.xyz).x; // r0.y = (uint)r0.x >> 6; // r0.y = (int)r0.y & 0x03fffffc; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, t9.xyzw // r0.xyzw = (int4)r0.xxxx & int4(1,2,4,8); // r0.xyzw = r0.xyzw ? r1.xyzw : float4(0,0,0,0); // // No code for instruction (needs manual fix): // store_raw g2.xyzw, l(0), r0.xyzw // r0.xyzw = countbits((uint4)r0.xyzw); // r1.z = (int)r0.x + (int)r0.y; // r1.w = (int)r1.z + (int)r0.z; // r1.x = 0; // r1.y = r0.x; // // No code for instruction (needs manual fix): // store_raw g1.xyzw, l(0), r1.xyzw // r0.x = (int)r1.w + (int)r0.w; // // No code for instruction (needs manual fix): // store_raw g0.x, l(0), r0.x // } // GroupMemoryBarrierWithGroupSync(); // r0.x = mad((int)vThreadIDInGroup.y, 16, (int)vThreadIDInGroup.x); // r0.y = cmp((uint)r0.x < 128); // if (r0.y != 0) { // r0.y = (uint)r0.x >> 5; // r0.y = (uint)r0.y << 2; // // No code for instruction (needs manual fix): // ld_raw r0.z, r0.y, g2.xxxx // r0.w = 1 << (int)r0.x; // r0.w = (int)r0.w & (int)r0.z; // if (r0.w != 0) { // // No code for instruction (needs manual fix): // ld_raw r0.y, r0.y, g1.xxxx // if (r0.x == 0) r0.z = 0; else if (r0.x+0 < 32) { r0.z = (uint)r0.z << (32-(r0.x + 0)); r0.z = (uint)r0.z >> (32-r0.x); } else r0.z = (uint)r0.z >> 0; // r0.z = countbits((uint)r0.z); // r0.y = (int)r0.y + (int)r0.z; // r0.x = (int)r0.x * 3; // [r0.y].0 = g3.xyz; // [r0.y].16 = g3.xyzw; // [r0.y].32 = g3.xyzw; // r0.xzw = -IBLCubemapArrayListSRV[r0.x].aabbMin.xyz + IBLCubemapArrayListSRV[r0.x].aabbMax.xyz; // r0.xzw = rcp(r0.xzw); // r0.xzw = r0.xzw + r0.xzw; // [r0.y].0 = g4.xyz; // } // } // GroupMemoryBarrierWithGroupSync(); // r0.xy = vThreadID.xy; // r0.zw = float2(0,0); // r1.x = ReadonlyDepth.Load(r0.xyw).x; // r1.y = cmp(0 < r1.x); // if (r1.y != 0) { // r1.y = OcclusionVelocityXVelocityYSubSurfaceSRV.Load(r0.xyw).x; // r0.xyz = NormalXNormalYRoughnessMiscSRV.Load(r0.xyz).xyz; // r0.z = max(0.00999999978, r0.z); // r0.xy = r0.xy * float2(2,2) + float2(-1,-1); // r2.xyz = float3(1,1,1) + -abs(r0.xyx); // r3.z = r2.x + -abs(r0.y); // r0.w = cmp(r3.z < 0); // r1.zw = cmp(r0.xy >= float2(0,0)); // r1.zw = r1.zw ? float2(1,1) : float2(-1,-1); // r1.zw = r2.yz * r1.zw; // r3.xy = r0.ww ? r1.zw : r0.xy; // r0.x = dot(r3.xyz, r3.xyz); // r0.x = rsqrt(r0.x); // r0.xyw = r3.xyz * r0.xxx; // r2.x = dot(r0.xyw, viewMat._m00_m01_m02); // r2.y = dot(r0.xyw, viewMat._m10_m11_m12); // r2.z = dot(r0.xyw, viewMat._m20_m21_m22); // r0.xy = (uint2)vThreadID.xy; // r0.xy = screenInverseSize.xy * r0.xy; // r0.xy = r0.xy * float2(2,-2) + float2(-1,1); // r3.xyzw = viewProjInvMat._m10_m11_m12_m13 * r0.yyyy; // r3.xyzw = r0.xxxx * viewProjInvMat._m00_m01_m02_m03 + r3.xyzw; // r3.xyzw = r1.xxxx * viewProjInvMat._m20_m21_m22_m23 + r3.xyzw; // r3.xyzw = viewProjInvMat._m30_m31_m32_m33 + r3.xyzw; // r3.xyz = r3.xyz / r3.www; // r0.xyw = -viewInvMat._m30_m31_m32 + r3.xyz; // r1.x = dot(r0.xyw, r2.xyz); // r1.x = r1.x + r1.x; // r0.xyw = r2.xyz * -r1.xxx + r0.xyw; // r0.z = 4 * r0.z; // r1.x = abs(r2.x) + abs(r2.y); // r1.x = r1.x + abs(r2.z); // r1.x = 1 / r1.x; // r1.xz = r2.xy * r1.xx; // r1.w = cmp(0 >= r2.z); // r4.xy = float2(1,1) + -abs(r1.zx); // r4.zw = cmp(r1.xz >= float2(0,0)); // r4.zw = r4.zw ? float2(1,1) : float2(-1,-1); // r4.xy = r4.xy * r4.zw; // r1.xz = r1.ww ? r4.xy : r1.xz; // r4.xy = r1.xz * float2(0.5,0.5) + float2(0.5,0.5); // r1.xzw = float3(0,0,0); // r2.w = 0; // r4.w = r0.z; // r5.xyzw = float4(0,0,0,0); // while (true) { // // No code for instruction (needs manual fix): // ld_raw r6.x, l(0), g0.xxxx // r6.x = cmp((uint)r5.w >= (uint)r6.x); // if (r6.x != 0) break; // // Known bad code for instruction (needs manual fix): // ld_structured r6.xyz, r5.w, l(0), g3.xyzx // r6.x = BilinearMirror[]..swiz; // r6.y = BilinearMirror[]..swiz; // r6.z = BilinearMirror[]..swiz; // // Known bad code for instruction (needs manual fix): // ld_structured r7.xyzw, r5.w, l(16), g3.xyzw // r7.x = BilinearMirror[]..swiz; // r7.y = BilinearMirror[]..swiz; // r7.z = BilinearMirror[]..swiz; // r7.w = BilinearMirror[]..swiz; // // Known bad code for instruction (needs manual fix): // ld_structured r8.xyzw, r5.w, l(32), g3.xyzw // r8.x = BilinearMirror[]..swiz; // r8.y = BilinearMirror[]..swiz; // r8.z = BilinearMirror[]..swiz; // r8.w = BilinearMirror[]..swiz; // r9.xyz = r6.xyz + -r3.xyz; // r6.w = min(r9.x, r9.y); // r6.w = min(r6.w, r9.z); // r9.xyz = -r7.xyz + r3.xyz; // r9.w = min(r9.x, r9.y); // r9.w = min(r9.w, r9.z); // r6.w = min(r9.w, r6.w); // r6.w = cmp(0 < r6.w); // if (r6.w != 0) { // r6.xyz = -r7.xyz + r6.xyz; // r6.xyz = r6.xyz + -r9.xyz; // // Known bad code for instruction (needs manual fix): // ld_structured r7.xyz, r5.w, l(0), g4.xyzx // r7.x = BilinearMirror[]..swiz; // r7.y = BilinearMirror[]..swiz; // r7.z = BilinearMirror[]..swiz; // r10.xyz = -r9.xyz / r0.xyw; // r6.xyz = r6.xyz / r0.xyw; // r7.xyz = r9.xyz * r7.xyz + float3(-1,-1,-1); // r6.w = max(abs(r7.x), abs(r7.y)); // r6.xyz = max(r10.xyz, r6.xyz); // r6.x = min(r6.x, r6.y); // r6.x = min(r6.x, r6.z); // r6.xyz = r0.xyw * r6.xxx + r3.xyz; // r6.xyz = r6.xyz + -r8.xyz; // r7.x = cmp(r8.w >= 0); // r6.xyz = r7.xxx ? r6.xyz : r0.xyw; // r7.x = abs(r6.x) + abs(r6.y); // r7.x = r7.x + abs(r6.z); // r7.x = 1 / r7.x; // r6.xy = r7.xx * r6.xy; // r6.z = cmp(0 >= r6.z); // r7.xy = float2(1,1) + -abs(r6.yx); // r8.xy = cmp(r6.xy >= float2(0,0)); // r8.xy = r8.xy ? float2(1,1) : float2(-1,-1); // r7.xy = r8.xy * r7.xy; // r6.xy = r6.zz ? r7.xy : r6.xy; // r6.xy = r6.xy * float2(0.5,0.5) + float2(0.5,0.5); // r6.z = -1 + abs(r8.w); // r8.xyz = IBLCubemap2DArraySRV.SampleLevel(TrilinearMirror_s, r6.xyz, r4.w).xyz; // r6.x = max(r6.w, abs(r7.z)); // r6.x = 1 + -r6.x; // r6.y = r6.x * r7.w; // r2.w = r6.x * r7.w + r2.w; // r6.x = rcp(r2.w); // r6.x = saturate(-r6.y * r6.x + 1); // r6.y = r6.x * -2 + 3; // r6.x = r6.x * r6.x; // r6.x = r6.y * r6.x; // r7.xyz = -r8.xyz + r1.xzw; // r1.xzw = r6.xxx * r7.xyz + r8.xyz; // r4.z = r6.z; // r6.yzw = IBLCubemap2DArraySRV.SampleLevel(BilinearMirror_s, r4.xyz, 8).xyz; // r7.xyz = -r6.yzw + r5.xyz; // r5.xyz = r6.xxx * r7.xyz + r6.yzw; // } // r5.w = (int)r5.w + 1; // } // r0.z = cmp(r2.w == 0.000000); // if (r0.z != 0) { // r1.xzw = CubemapSRV.SampleLevel(TrilinearMirror_s, r0.xyw, r4.w).xyz; // r5.xyz = CubemapSRV.SampleLevel(BilinearMirror_s, r2.xyz, 4).xyz; // } // r0.xyz = prevViewProjMat._m10_m11_m13 * r3.yyy; // r0.xyz = r3.xxx * prevViewProjMat._m00_m01_m03 + r0.xyz; // r0.xyz = r3.zzz * prevViewProjMat._m20_m21_m23 + r0.xyz; // r0.xyz = prevViewProjMat._m30_m31_m33 + r0.xyz; // r0.xyzw = r0.xyyy / r0.zzzz; // r0.xyzw = r0.xyzw * float4(0.5,-0.5,-0.5,-0.5) + float4(0.5,0.5,0.5,0.5); // r0.xyzw = screenSize.xyyy * r0.xyzw; // r4.xyzw = float4(-1,-1,-1,-1) + screenSize.xyyy; // r0.xyzw = max(float4(0,0,0,0), r0.xyzw); // r0.xyzw = min(r0.xyzw, r4.xyzw); // r0.xyzw = (uint4)r0.xyzw; // // No code for instruction (needs manual fix): // ld_uav_typed_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, u2.xyzw // r0.y = cmp((int)r0.x != -1); // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.z, r0.x, t3.xxxx // r0.z = (uint)r0.z >> 1; // // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r4.xyzw, r0.z, l(0), t4.xyzw // r4.x = BilinearMirror[]..swiz; // r4.y = BilinearMirror[]..swiz; // r4.z = BilinearMirror[]..swiz; // r4.w = BilinearMirror[]..swiz; // // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r6.xyzw, r0.z, l(16), t4.xyzw // r6.x = BilinearMirror[]..swiz; // r6.y = BilinearMirror[]..swiz; // r6.z = BilinearMirror[]..swiz; // r6.w = BilinearMirror[]..swiz; // // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r7.xyzw, r0.z, l(32), t4.xyzw // r7.x = BilinearMirror[]..swiz; // r7.y = BilinearMirror[]..swiz; // r7.z = BilinearMirror[]..swiz; // r7.w = BilinearMirror[]..swiz; // r3.w = 1; // r4.x = dot(r4.xyzw, r3.xyzw); // r4.y = dot(r6.xyzw, r3.xyzw); // r4.z = dot(r7.xyzw, r3.xyzw); // r0.z = 1 + -r4.x; // r0.z = r0.z + -r4.y; // r4.w = r0.z + -r4.z; // r0.z = max(r4.x, r4.y); // r0.z = max(r0.z, r4.z); // r0.z = max(r4.w, r0.z); // r0.w = min(r4.x, r4.y); // r0.w = min(r0.w, r4.z); // r0.w = min(r4.w, r0.w); // r0.z = cmp(1 < r0.z); // r0.w = cmp(r0.w < 0); // r0.z = (int)r0.w | (int)r0.z; // r0.z = r0.z ? -1 : r0.x; // r0.z = r0.y ? r0.z : -1; // r0.w = cmp((int)r0.z == -1); // if (r0.w != 0) { // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, l(0), t3.xyzw // r6.xyz = r3.xyz * r6.www + r6.xyz; // r0.w = max(r6.x, r6.y); // r0.w = max(r0.w, r6.z); // r2.w = min(r6.x, r6.y); // r2.w = min(r2.w, r6.z); // r0.w = cmp(r0.w >= 32); // r2.w = cmp(r2.w < 0); // r0.w = (int)r0.w | (int)r2.w; // if (r0.w == 0) { // r6.xyz = (uint3)r6.xyz; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r7.xyzw, l(16), t3.xyzw // r6.yz = (int2)r7.yz * (int2)r6.yz; // r0.w = (int)r6.y + (int)r6.z; // r0.w = mad((int)r7.x, (int)r6.x, (int)r0.w); // r0.w = (int)r7.w & (int)r0.w; // r0.w = (uint)r0.w << 2; // r0.w = (int)r0.w + 32; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.w, r0.w, t3.xxxx // r2.w = cmp((int)r0.w == -1); // if (r2.w != 0) { // r6.xyzw = float4(0,0,0,0); // r7.xyzw = float4(0,0,0,0); // r0.z = -1; // } else { // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r2.w, r0.w, t3.xxxx // r5.w = (int)r0.w + 4; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r8.xyzw, r5.w, t3.xyzw // r6.xyzw = r8.xyzw; // r0.z = r0.w; // r5.w = r2.w; // while (true) { // r9.x = (int)r5.w & 1; // if (r9.x != 0) break; // r9.x = dot(r6.xyz, r3.xyz); // r9.x = r9.x + r6.w; // r9.x = cmp(r9.x >= 0.00100000005); // r9.y = (int)r0.z + 20; // r9.z = (uint)r5.w >> 1; // r0.z = r9.x ? r9.y : r9.z; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r5.w, r0.z, t3.xxxx // r9.x = (int)r0.z + 4; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r9.x, t3.xyzw // } // r0.w = (uint)r5.w >> 1; // // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r8.xyzw, r0.w, l(0), t4.xyzw // r8.x = BilinearMirror[]..swiz; // r8.y = BilinearMirror[]..swiz; // r8.z = BilinearMirror[]..swiz; // r8.w = BilinearMirror[]..swiz; // // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r9.xyzw, r0.w, l(16), t4.xyzw // r9.x = BilinearMirror[]..swiz; // r9.y = BilinearMirror[]..swiz; // r9.z = BilinearMirror[]..swiz; // r9.w = BilinearMirror[]..swiz; // // Known bad code for instruction (needs manual fix): // ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r10.xyzw, r0.w, l(32), t4.xyzw // r10.x = BilinearMirror[]..swiz; // r10.y = BilinearMirror[]..swiz; // r10.z = BilinearMirror[]..swiz; // r10.w = BilinearMirror[]..swiz; // r7.x = saturate(dot(r8.xyzw, r3.xyzw)); // r7.y = saturate(dot(r9.xyzw, r3.xyzw)); // r7.z = saturate(dot(r10.xyzw, r3.xyzw)); // r0.w = 1 + -r7.x; // r0.w = r0.w + -r7.y; // r0.w = r0.w + -r7.z; // r7.w = max(0, r0.w); // } // } else { // r6.xyzw = float4(0,0,0,0); // r7.xyzw = float4(0,0,0,0); // r0.z = -1; // } // } else { // r0.x = (int)r0.x + 4; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r0.x, t3.xyzw // r7.xyzw = r0.yyyy ? r4.xyzw : 0; // } // r0.x = cmp((int)r0.z != -1); // if (r0.x != 0) { // r0.x = max(r5.x, r5.y); // r0.x = max(r0.x, r5.z); // r0.x = max(9.99999975e-006, r0.x); // r0.x = rcp(r0.x); // r0.xyw = r1.xzw * r0.xxx; // r3.x = dot(float3(-0.408248007,0.577350318,-0.707107008), r2.xyz); // r3.y = dot(float3(-0.408248007,0.577350318,0.707107008), r2.xyz); // r3.z = dot(float2(0.816497028,0.577350318), r2.xy); // r3.w = r2.y; // r2.xyzw = r3.xyzw * float4(1,1,1,-0.5) + float4(0,0,0,0.5); // r3.xyzw = saturate(r2.zxyz); // r3.xyzw = r3.xyzw * r2.zxyz; // r4.xyzw = (uint4)r6.xyzw << int4(4,4,4,4); // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.x, t5.xyzw // r8.xyzw = (uint4)r6.xyzw << int4(4,4,4,4); // r8.xyzw = f16tof32(r8.xyzw); // if (15 == 0) r9.x = 0; else if (15+7 < 32) { r9.x = (uint)r6.x << (32-(15 + 7)); r9.x = (uint)r9.x >> (32-15); } else r9.x = (uint)r6.x >> 7; // if (15 == 0) r9.y = 0; else if (15+7 < 32) { r9.y = (uint)r6.y << (32-(15 + 7)); r9.y = (uint)r9.y >> (32-15); } else r9.y = (uint)r6.y >> 7; // if (15 == 0) r9.z = 0; else if (15+7 < 32) { r9.z = (uint)r6.z << (32-(15 + 7)); r9.z = (uint)r9.z >> (32-15); } else r9.z = (uint)r6.z >> 7; // if (15 == 0) r9.w = 0; else if (15+7 < 32) { r9.w = (uint)r6.w << (32-(15 + 7)); r9.w = (uint)r9.w >> (32-15); } else r9.w = (uint)r6.w >> 7; // r9.xyzw = f16tof32(r9.xyzw); // r6.xyzw = (uint4)r6.xyzw >> int4(17,17,17,17); // r6.xyzw = f16tof32(r6.xyzw); // r10.xyzw = r7.xxxy * r3.yzwy; // r2.x = abs(r8.x); // r2.y = r9.x; // r2.z = r6.x; // r11.x = abs(r8.y); // r11.y = r9.y; // r11.z = r6.y; // r11.xyz = r11.xyz * r10.yyy; // r2.xyz = r2.xyz * r10.xxx + r11.xyz; // r6.x = abs(r8.z); // r6.y = r9.z; // r2.xyz = r6.xyz * r10.zzz + r2.xyz; // r11.xyzw = r7.xyzw * r2.wwww; // r6.x = abs(r8.w); // r6.y = r9.w; // r2.xyz = r6.xyw * r11.xxx + r2.xyz; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.y, t5.xyzw // r8.xyzw = (uint4)r6.xyzw << int4(4,4,4,4); // r8.xyzw = f16tof32(r8.xyzw); // if (15 == 0) r9.x = 0; else if (15+7 < 32) { r9.x = (uint)r6.x << (32-(15 + 7)); r9.x = (uint)r9.x >> (32-15); } else r9.x = (uint)r6.x >> 7; // if (15 == 0) r9.y = 0; else if (15+7 < 32) { r9.y = (uint)r6.y << (32-(15 + 7)); r9.y = (uint)r9.y >> (32-15); } else r9.y = (uint)r6.y >> 7; // if (15 == 0) r9.z = 0; else if (15+7 < 32) { r9.z = (uint)r6.z << (32-(15 + 7)); r9.z = (uint)r9.z >> (32-15); } else r9.z = (uint)r6.z >> 7; // if (15 == 0) r9.w = 0; else if (15+7 < 32) { r9.w = (uint)r6.w << (32-(15 + 7)); r9.w = (uint)r9.w >> (32-15); } else r9.w = (uint)r6.w >> 7; // r9.xyzw = f16tof32(r9.xyzw); // r6.xyzw = (uint4)r6.xyzw >> int4(17,17,17,17); // r6.xyzw = f16tof32(r6.xyzw); // r10.x = abs(r8.x); // r10.y = r9.x; // r10.z = r6.x; // r2.xyz = r10.xyz * r10.www + r2.xyz; // r10.xyzw = r7.yyzz * r3.zwyz; // r12.x = abs(r8.y); // r12.y = r9.y; // r12.z = r6.y; // r2.xyz = r12.xyz * r10.xxx + r2.xyz; // r6.x = abs(r8.z); // r6.y = r9.z; // r2.xyz = r6.xyz * r10.yyy + r2.xyz; // r6.x = abs(r8.w); // r6.y = r9.w; // r2.xyz = r6.xyw * r11.yyy + r2.xyz; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.z, t5.xyzw // r8.xyzw = (uint4)r6.xyzw << int4(4,4,4,4); // r8.xyzw = f16tof32(r8.xyzw); // if (15 == 0) r9.x = 0; else if (15+7 < 32) { r9.x = (uint)r6.x << (32-(15 + 7)); r9.x = (uint)r9.x >> (32-15); } else r9.x = (uint)r6.x >> 7; // if (15 == 0) r9.y = 0; else if (15+7 < 32) { r9.y = (uint)r6.y << (32-(15 + 7)); r9.y = (uint)r9.y >> (32-15); } else r9.y = (uint)r6.y >> 7; // if (15 == 0) r9.z = 0; else if (15+7 < 32) { r9.z = (uint)r6.z << (32-(15 + 7)); r9.z = (uint)r9.z >> (32-15); } else r9.z = (uint)r6.z >> 7; // if (15 == 0) r9.w = 0; else if (15+7 < 32) { r9.w = (uint)r6.w << (32-(15 + 7)); r9.w = (uint)r9.w >> (32-15); } else r9.w = (uint)r6.w >> 7; // r9.xyzw = f16tof32(r9.xyzw); // r6.xyzw = (uint4)r6.xyzw >> int4(17,17,17,17); // r6.xyzw = f16tof32(r6.xyzw); // r4.x = abs(r8.x); // r4.y = r9.x; // r4.z = r6.x; // r2.xyz = r4.xyz * r10.zzz + r2.xyz; // r4.x = abs(r8.y); // r4.y = r9.y; // r4.z = r6.y; // r2.xyz = r4.xyz * r10.www + r2.xyz; // r3.xyzw = r7.zwww * r3.xyzw; // r6.x = abs(r8.z); // r6.y = r9.z; // r2.xyz = r6.xyz * r3.xxx + r2.xyz; // r6.x = abs(r8.w); // r6.y = r9.w; // r2.xyz = r6.xyw * r11.zzz + r2.xyz; // // No code for instruction (needs manual fix): // ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r4.xyzw, r4.w, t5.xyzw // r6.xyzw = (uint4)r4.xyzw << int4(4,4,4,4); // r6.xyzw = f16tof32(r6.xyzw); // if (15 == 0) r7.x = 0; else if (15+7 < 32) { r7.x = (uint)r4.x << (32-(15 + 7)); r7.x = (uint)r7.x >> (32-15); } else r7.x = (uint)r4.x >> 7; // if (15 == 0) r7.y = 0; else if (15+7 < 32) { r7.y = (uint)r4.y << (32-(15 + 7)); r7.y = (uint)r7.y >> (32-15); } else r7.y = (uint)r4.y >> 7; // if (15 == 0) r7.z = 0; else if (15+7 < 32) { r7.z = (uint)r4.z << (32-(15 + 7)); r7.z = (uint)r7.z >> (32-15); } else r7.z = (uint)r4.z >> 7; // if (15 == 0) r7.w = 0; else if (15+7 < 32) { r7.w = (uint)r4.w << (32-(15 + 7)); r7.w = (uint)r7.w >> (32-15); } else r7.w = (uint)r4.w >> 7; // r7.xyzw = f16tof32(r7.xyzw); // r4.xyzw = (uint4)r4.xyzw >> int4(17,17,17,17); // r4.xyzw = f16tof32(r4.xyzw); // r8.x = abs(r6.x); // r8.y = r7.x; // r8.z = r4.x; // r2.xyz = r8.xyz * r3.yyy + r2.xyz; // r8.x = abs(r6.y); // r8.y = r7.y; // r8.z = r4.y; // r2.xyz = r8.xyz * r3.zzz + r2.xyz; // r4.x = abs(r6.z); // r4.y = r7.z; // r2.xyz = r4.xyz * r3.www + r2.xyz; // r4.x = abs(r6.w); // r4.y = r7.w; // r5.xyz = r4.xyw * r11.www + r2.xyz; // r2.x = max(r5.x, r5.y); // r2.x = max(r2.x, r5.z); // r1.xzw = r2.xxx * r0.xyw; // } // r0.xyw = r5.xyz * r1.yyy; // r1.xyz = r1.xzw * r1.yyy; // r0.xyw = f32tof16(r0.xyw); // if (11 == 0) r0.x = 0; else if (11+4 < 32) { r0.x = (uint)r0.x << (32-(11 + 4)); r0.x = (uint)r0.x >> (32-11); } else r0.x = (uint)r0.x >> 4; // r0.yw = (uint2)r0.yw >> int2(4,5); // bitmask.y = ((~(-1 << 11)) << 11) & 0xffffffff; r0.y = (((uint)r0.y << 11) & bitmask.y) | ((uint)0 & ~bitmask.y); // r0.x = (int)r0.x + (int)r0.y; // bitmask.x = ((~(-1 << 10)) << 22) & 0xffffffff; r0.x = (((uint)r0.w << 22) & bitmask.x) | ((uint)r0.x & ~bitmask.x); // r1.xyz = f32tof16(r1.xyz); // if (11 == 0) r0.y = 0; else if (11+4 < 32) { r0.y = (uint)r1.x << (32-(11 + 4)); r0.y = (uint)r0.y >> (32-11); } else r0.y = (uint)r1.x >> 4; // r1.xy = (uint2)r1.yz >> int2(4,5); // bitmask.w = ((~(-1 << 11)) << 11) & 0xffffffff; r0.w = (((uint)r1.x << 11) & bitmask.w) | ((uint)0 & ~bitmask.w); // r0.y = (int)r0.y + (int)r0.w; // bitmask.y = ((~(-1 << 10)) << 22) & 0xffffffff; r0.y = (((uint)r1.y << 22) & bitmask.y) | ((uint)r0.y & ~bitmask.y); // } else { // r0.xyz = float3(0,0,-1); // } //// No code for instruction (needs manual fix): //store_uav_typed u0.xyzw, vThreadID.xyyy, r0.xxxx //// No code for instruction (needs manual fix): //store_uav_typed u1.xyzw, vThreadID.xyyy, r0.yyyy //// No code for instruction (needs manual fix): //store_uav_typed u2.xyzw, vThreadID.xyyy, r0.zzzz // return; //} // ///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.3.11 on Thu Jun 14 18:37:37 2018 // // // Buffer Definitions: // // cbuffer SceneInfo // { // // row_major float4x4 viewProjMat; // Offset: 0 Size: 64 [unused] // row_major float4x4 viewMat; // Offset: 64 Size: 64 // row_major float4x4 viewInvMat; // Offset: 128 Size: 64 // row_major float4x4 projMat; // Offset: 192 Size: 64 [unused] // row_major float4x4 projInvMat; // Offset: 256 Size: 64 [unused] // row_major float4x4 viewProjInvMat; // Offset: 320 Size: 64 // row_major float4x4 prevViewProjMat;// Offset: 384 Size: 64 // float3 prevCameraPos; // Offset: 448 Size: 12 [unused] // float cameraNearPlane; // Offset: 460 Size: 4 [unused] // float3 prevCameraDir; // Offset: 464 Size: 12 [unused] // float cameraFarPlane; // Offset: 476 Size: 4 [unused] // float4 viewFrustum[6]; // Offset: 480 Size: 96 [unused] // float3 ZToLinear; // Offset: 576 Size: 12 [unused] // float subdivisionLevel; // Offset: 588 Size: 4 [unused] // float2 screenSize; // Offset: 592 Size: 8 // float2 screenInverseSize; // Offset: 600 Size: 8 // // } // // cbuffer LightParamaterForNVIDIA // { // // struct LightParameter // { // // float3 position; // Offset: 0 // float tolerance; // Offset: 12 // float3 direction; // Offset: 16 // float falloff; // Offset: 28 // float4 attenuation; // Offset: 32 // float3 color; // Offset: 48 // float boundingRadius; // Offset: 60 // uint shadowIndex; // Offset: 64 // uint iesId; // Offset: 68 // uint2 reserved; // Offset: 72 // // } LightParameterSRV[256]; // Offset: 0 Size: 20480 [unused] // // struct ShadowParameter // { // // row_major float4x4 viewProjection;// Offset: 20480 // float variance; // Offset: 20544 // uint arrayIndex; // Offset: 20548 // uint mipIndex; // Offset: 20552 // float bias; // Offset: 20556 // // } ShadowParameterSRV[256]; // Offset: 20480 Size: 20480 [unused] // // struct IBLCubemapArrayInfo // { // // float4 aabbMax; // Offset: 40960 // float4 aabbMin; // Offset: 40976 // float4 centerIndex; // Offset: 40992 // // } IBLCubemapArrayListSRV[128]; // Offset: 40960 Size: 6144 // // } // // Resource bind info for TetraCoordinate // { // // struct TetrahedronTransform // { // // float4 row0; // Offset: 0 // float4 row1; // Offset: 16 // float4 row2; // Offset: 32 // // } $Element; // Offset: 0 Size: 48 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // BilinearMirror sampler NA NA 0 1 // TrilinearMirror sampler NA NA 1 1 // ReadonlyDepth texture float 2d 0 1 // NormalXNormalYRoughnessMiscSRV texture float4 2d 1 1 // OcclusionVelocityXVelocityYSubSurfaceSRV texture float4 2d 2 1 // BSPTree texture byte r/o 3 1 // TetraCoordinate texture struct r/o 4 1 // IndirectProbe texture byte r/o 5 1 // IBLCubemap2DArraySRV texture float3 2darray 6 1 // CubemapSRV texture float4 cube 7 1 // ScreenGridSRV texture uint 2d 8 1 // IndexListSRV texture byte r/o 9 1 // GIDUAV UAV uint 2d 0 1 // GISUAV UAV uint 2d 1 1 // ProbeIndexCacheUAV UAV uint 2d 2 1 // SceneInfo cbuffer NA NA 0 1 // LightParamaterForNVIDIA cbuffer NA NA 1 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Input // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // no Output cs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[38], immediateIndexed dcl_constantbuffer cb1[2944], dynamicIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_resource_raw t3 dcl_resource_structured t4, 48 dcl_resource_raw t5 dcl_resource_texture2darray (float,float,float,float) t6 dcl_resource_texturecube (float,float,float,float) t7 dcl_resource_texture2d (uint,uint,uint,uint) t8 dcl_resource_raw t9 dcl_uav_typed_texture2d (uint,uint,uint,uint) u0 dcl_uav_typed_texture2d (uint,uint,uint,uint) u1 dcl_uav_typed_texture2d (uint,uint,uint,uint) u2 dcl_input vThreadIDInGroup.xy dcl_input vThreadID.xy dcl_temps 13 dcl_tgsm_raw g0, 4 dcl_tgsm_raw g1, 16 dcl_tgsm_raw g2, 16 dcl_tgsm_structured g3, 48, 64 dcl_tgsm_structured g4, 12, 64 dcl_thread_group 16, 16, 1 ieq r0.xy, vThreadIDInGroup.xyxx, l(0, 0, 0, 0) and r0.x, r0.y, r0.x if_nz r0.x ushr r0.xy, vThreadID.xyxx, l(5, 5, 0, 0) mov r0.zw, l(0,0,0,0) ld_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, t8.xyzw ushr r0.y, r0.x, l(6) and r0.y, r0.y, l(0x03fffffc) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, t9.xyzw and r0.xyzw, r0.xxxx, l(1, 2, 4, 8) movc r0.xyzw, r0.xyzw, r1.xyzw, l(0,0,0,0) store_raw g2.xyzw, l(0), r0.xyzw countbits r0.xyzw, r0.xyzw iadd r1.z, r0.x, r0.y iadd r1.w, r1.z, r0.z mov r1.x, l(0) mov r1.y, r0.x store_raw g1.xyzw, l(0), r1.xyzw iadd r0.x, r1.w, r0.w store_raw g0.x, l(0), r0.x endif sync_g_t imad r0.x, vThreadIDInGroup.y, l(16), vThreadIDInGroup.x ult r0.y, r0.x, l(128) if_nz r0.y ushr r0.y, r0.x, l(5) ishl r0.y, r0.y, l(2) ld_raw r0.z, r0.y, g2.xxxx ishl r0.w, l(1), r0.x and r0.w, r0.w, r0.z if_nz r0.w ld_raw r0.y, r0.y, g1.xxxx ubfe r0.z, r0.x, l(0), r0.z countbits r0.z, r0.z iadd r0.y, r0.y, r0.z imul null, r0.x, r0.x, l(3) store_structured g3.xyz, r0.y, l(0), cb1[r0.x + 2560].xyzx store_structured g3.xyzw, r0.y, l(16), cb1[r0.x + 2561].xyzw store_structured g3.xyzw, r0.y, l(32), cb1[r0.x + 2562].xyzw add r0.xzw, cb1[r0.x + 2560].xxyz, -cb1[r0.x + 2561].xxyz rcp r0.xzw, r0.xxzw add r0.xzw, r0.xxzw, r0.xxzw store_structured g4.xyz, r0.y, l(0), r0.xzwx endif endif sync_g_t mov r0.xy, vThreadID.xyxx mov r0.zw, l(0,0,0,0) ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t0.xyzw lt r1.y, l(0.000000), r1.x if_nz r1.y ld_indexable(texture2d)(float,float,float,float) r1.y, r0.xyww, t2.yxzw ld_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyzw, t1.xyzw max r0.z, r0.z, l(0.010000) mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) add r2.xyz, -|r0.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000) add r3.z, -|r0.y|, r2.x lt r0.w, r3.z, l(0.000000) ge r1.zw, r0.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000) movc r1.zw, r1.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000) mul r1.zw, r1.zzzw, r2.yyyz movc r3.xy, r0.wwww, r1.zwzz, r0.xyxx dp3 r0.x, r3.xyzx, r3.xyzx rsq r0.x, r0.x mul r0.xyw, r0.xxxx, r3.xyxz dp3 r2.x, r0.xywx, cb0[4].xyzx dp3 r2.y, r0.xywx, cb0[5].xyzx dp3 r2.z, r0.xywx, cb0[6].xyzx utof r0.xy, vThreadID.xyxx mul r0.xy, r0.xyxx, cb0[37].zwzz mad r0.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000) mul r3.xyzw, r0.yyyy, cb0[21].xyzw mad r3.xyzw, r0.xxxx, cb0[20].xyzw, r3.xyzw mad r3.xyzw, r1.xxxx, cb0[22].xyzw, r3.xyzw add r3.xyzw, r3.xyzw, cb0[23].xyzw div r3.xyz, r3.xyzx, r3.wwww add r0.xyw, r3.xyxz, -cb0[11].xyxz dp3 r1.x, r0.xywx, r2.xyzx add r1.x, r1.x, r1.x mad r0.xyw, r2.xyxz, -r1.xxxx, r0.xyxw mul r0.z, r0.z, l(4.000000) add r1.x, |r2.y|, |r2.x| add r1.x, |r2.z|, r1.x div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x mul r1.xz, r1.xxxx, r2.xxyx ge r1.w, l(0.000000), r2.z add r4.xy, -|r1.zxzz|, l(1.000000, 1.000000, 0.000000, 0.000000) ge r4.zw, r1.xxxz, l(0.000000, 0.000000, 0.000000, 0.000000) movc r4.zw, r4.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000) mul r4.xy, r4.zwzz, r4.xyxx movc r1.xz, r1.wwww, r4.xxyx, r1.xxzx mad r4.xy, r1.xzxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mov r1.xzw, l(0,0,0,0) mov r2.w, l(0) mov r4.w, r0.z mov r5.xyzw, l(0,0,0,0) loop ld_raw r6.x, l(0), g0.xxxx uge r6.x, r5.w, r6.x breakc_nz r6.x ld_structured r6.xyz, r5.w, l(0), g3.xyzx ld_structured r7.xyzw, r5.w, l(16), g3.xyzw ld_structured r8.xyzw, r5.w, l(32), g3.xyzw add r9.xyz, -r3.xyzx, r6.xyzx min r6.w, r9.y, r9.x min r6.w, r9.z, r6.w add r9.xyz, r3.xyzx, -r7.xyzx min r9.w, r9.y, r9.x min r9.w, r9.z, r9.w min r6.w, r6.w, r9.w lt r6.w, l(0.000000), r6.w if_nz r6.w add r6.xyz, r6.xyzx, -r7.xyzx add r6.xyz, -r9.xyzx, r6.xyzx ld_structured r7.xyz, r5.w, l(0), g4.xyzx div r10.xyz, -r9.xyzx, r0.xywx div r6.xyz, r6.xyzx, r0.xywx mad r7.xyz, r9.xyzx, r7.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000) max r6.w, |r7.y|, |r7.x| max r6.xyz, r6.xyzx, r10.xyzx min r6.x, r6.y, r6.x min r6.x, r6.z, r6.x mad r6.xyz, r0.xywx, r6.xxxx, r3.xyzx add r6.xyz, -r8.xyzx, r6.xyzx ge r7.x, r8.w, l(0.000000) movc r6.xyz, r7.xxxx, r6.xyzx, r0.xywx add r7.x, |r6.y|, |r6.x| add r7.x, |r6.z|, r7.x div r7.x, l(1.000000, 1.000000, 1.000000, 1.000000), r7.x mul r6.xy, r6.xyxx, r7.xxxx ge r6.z, l(0.000000), r6.z add r7.xy, -|r6.yxyy|, l(1.000000, 1.000000, 0.000000, 0.000000) ge r8.xy, r6.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) movc r8.xy, r8.xyxx, l(1.000000,1.000000,0,0), l(-1.000000,-1.000000,0,0) mul r7.xy, r7.xyxx, r8.xyxx movc r6.xy, r6.zzzz, r7.xyxx, r6.xyxx mad r6.xy, r6.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) add r6.z, |r8.w|, l(-1.000000) sample_l_indexable(texture2darray)(float,float,float,float) r8.xyz, r6.xyzx, t6.xyzw, s1, r4.w max r6.x, |r7.z|, r6.w add r6.x, -r6.x, l(1.000000) mul r6.y, r7.w, r6.x mad r2.w, r6.x, r7.w, r2.w rcp r6.x, r2.w mad_sat r6.x, -r6.y, r6.x, l(1.000000) mad r6.y, r6.x, l(-2.000000), l(3.000000) mul r6.x, r6.x, r6.x mul r6.x, r6.x, r6.y add r7.xyz, r1.xzwx, -r8.xyzx mad r1.xzw, r6.xxxx, r7.xxyz, r8.xxyz mov r4.z, r6.z sample_l_indexable(texture2darray)(float,float,float,float) r6.yzw, r4.xyzx, t6.wxyz, s0, l(8.000000) add r7.xyz, r5.xyzx, -r6.yzwy mad r5.xyz, r6.xxxx, r7.xyzx, r6.yzwy endif iadd r5.w, r5.w, l(1) endloop eq r0.z, r2.w, l(0.000000) if_nz r0.z sample_l_indexable(texturecube)(float,float,float,float) r1.xzw, r0.xywx, t7.xwyz, s1, r4.w sample_l_indexable(texturecube)(float,float,float,float) r5.xyz, r2.xyzx, t7.xyzw, s0, l(4.000000) endif mul r0.xyz, r3.yyyy, cb0[25].xywx mad r0.xyz, r3.xxxx, cb0[24].xywx, r0.xyzx mad r0.xyz, r3.zzzz, cb0[26].xywx, r0.xyzx add r0.xyz, r0.xyzx, cb0[27].xywx div r0.xyzw, r0.xyyy, r0.zzzz mad r0.xyzw, r0.xyzw, l(0.500000, -0.500000, -0.500000, -0.500000), l(0.500000, 0.500000, 0.500000, 0.500000) mul r0.xyzw, r0.xyzw, cb0[37].xyyy add r4.xyzw, cb0[37].xyyy, l(-1.000000, -1.000000, -1.000000, -1.000000) max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000) min r0.xyzw, r4.xyzw, r0.xyzw ftou r0.xyzw, r0.xyzw ld_uav_typed_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, u2.xyzw ine r0.y, r0.x, l(-1) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.z, r0.x, t3.xxxx ushr r0.z, r0.z, l(1) ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r4.xyzw, r0.z, l(0), t4.xyzw ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r6.xyzw, r0.z, l(16), t4.xyzw ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r7.xyzw, r0.z, l(32), t4.xyzw mov r3.w, l(1.000000) dp4 r4.x, r4.xyzw, r3.xyzw dp4 r4.y, r6.xyzw, r3.xyzw dp4 r4.z, r7.xyzw, r3.xyzw add r0.z, -r4.x, l(1.000000) add r0.z, -r4.y, r0.z add r4.w, -r4.z, r0.z max r0.z, r4.y, r4.x max r0.z, r4.z, r0.z max r0.z, r0.z, r4.w min r0.w, r4.y, r4.x min r0.w, r4.z, r0.w min r0.w, r0.w, r4.w lt r0.z, l(1.000000), r0.z lt r0.w, r0.w, l(0.000000) or r0.z, r0.w, r0.z movc r0.z, r0.z, l(-1), r0.x movc r0.z, r0.y, r0.z, l(-1) ieq r0.w, r0.z, l(-1) if_nz r0.w ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, l(0), t3.xyzw mad r6.xyz, r3.xyzx, r6.wwww, r6.xyzx max r0.w, r6.y, r6.x max r0.w, r6.z, r0.w min r2.w, r6.y, r6.x min r2.w, r6.z, r2.w ge r0.w, r0.w, l(32.000000) lt r2.w, r2.w, l(0.000000) or r0.w, r0.w, r2.w if_z r0.w ftou r6.xyz, r6.xyzx ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r7.xyzw, l(16), t3.xyzw imul null, r6.yz, r7.yyzy, r6.yyzy iadd r0.w, r6.y, r6.z imad r0.w, r7.x, r6.x, r0.w and r0.w, r7.w, r0.w ishl r0.w, r0.w, l(2) iadd r0.w, r0.w, l(32) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.w, r0.w, t3.xxxx ieq r2.w, r0.w, l(-1) if_nz r2.w mov r6.xyzw, l(0,0,0,0) mov r7.xyzw, l(0,0,0,0) mov r0.z, l(-1) else ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r2.w, r0.w, t3.xxxx iadd r5.w, r0.w, l(4) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r8.xyzw, r5.w, t3.xyzw mov r6.xyzw, r8.xyzw mov r0.z, r0.w mov r5.w, r2.w loop and r9.x, r5.w, l(1) breakc_nz r9.x dp3 r9.x, r6.xyzx, r3.xyzx add r9.x, r6.w, r9.x ge r9.x, r9.x, l(0.001000) iadd r9.y, r0.z, l(20) ushr r9.z, r5.w, l(1) movc r0.z, r9.x, r9.y, r9.z ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r5.w, r0.z, t3.xxxx iadd r9.x, r0.z, l(4) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r9.x, t3.xyzw endloop ushr r0.w, r5.w, l(1) ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r8.xyzw, r0.w, l(0), t4.xyzw ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r9.xyzw, r0.w, l(16), t4.xyzw ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r10.xyzw, r0.w, l(32), t4.xyzw dp4_sat r7.x, r8.xyzw, r3.xyzw dp4_sat r7.y, r9.xyzw, r3.xyzw dp4_sat r7.z, r10.xyzw, r3.xyzw add r0.w, -r7.x, l(1.000000) add r0.w, -r7.y, r0.w add r0.w, -r7.z, r0.w max r7.w, r0.w, l(0.000000) endif else mov r6.xyzw, l(0,0,0,0) mov r7.xyzw, l(0,0,0,0) mov r0.z, l(-1) endif else iadd r0.x, r0.x, l(4) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r0.x, t3.xyzw and r7.xyzw, r0.yyyy, r4.xyzw endif ine r0.x, r0.z, l(-1) if_nz r0.x max r0.x, r5.y, r5.x max r0.x, r5.z, r0.x max r0.x, r0.x, l(0.000010) rcp r0.x, r0.x mul r0.xyw, r0.xxxx, r1.xzxw dp3 r3.x, l(-0.408248, 0.577350318, -0.707107, 0.000000), r2.xyzx dp3 r3.y, l(-0.408248, 0.577350318, 0.707107, 0.000000), r2.xyzx dp2 r3.z, l(0.816497, 0.577350318, 0.000000, 0.000000), r2.xyxx mov r3.w, r2.y mad r2.xyzw, r3.xyzw, l(1.000000, 1.000000, 1.000000, -0.500000), l(0.000000, 0.000000, 0.000000, 0.500000) mov_sat r3.xyzw, r2.zxyz mul r3.xyzw, r2.zxyz, r3.xyzw ishl r4.xyzw, r6.xyzw, l(4, 4, 4, 4) ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.x, t5.xyzw ishl r8.xyzw, r6.xyzw, l(4, 4, 4, 4) f16tof32 r8.xyzw, r8.xyzw ubfe r9.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r6.xyzw f16tof32 r9.xyzw, r9.xyzw ushr r6.xyzw, r6.xyzw, l(17, 17, 17, 17) f16tof32 r6.xyzw, r6.xyzw mul r10.xyzw, r3.yzwy, r7.xxxy mov r2.x, |r8.x| mov r2.y, r9.x mov r2.z, r6.x mov r11.x, |r8.y| mov r11.y, r9.y mov r11.z, r6.y mul r11.xyz, r10.yyyy, r11.xyzx mad r2.xyz, r2.xyzx, r10.xxxx, r11.xyzx mov r6.x, |r8.z| mov r6.y, r9.z mad r2.xyz, r6.xyzx, r10.zzzz, r2.xyzx mul r11.xyzw, r2.wwww, r7.xyzw mov r6.x, |r8.w| mov r6.y, r9.w mad r2.xyz, r6.xywx, r11.xxxx, r2.xyzx ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.y, t5.xyzw ishl r8.xyzw, r6.xyzw, l(4, 4, 4, 4) f16tof32 r8.xyzw, r8.xyzw ubfe r9.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r6.xyzw f16tof32 r9.xyzw, r9.xyzw ushr r6.xyzw, r6.xyzw, l(17, 17, 17, 17) f16tof32 r6.xyzw, r6.xyzw mov r10.x, |r8.x| mov r10.y, r9.x mov r10.z, r6.x mad r2.xyz, r10.xyzx, r10.wwww, r2.xyzx mul r10.xyzw, r3.zwyz, r7.yyzz mov r12.x, |r8.y| mov r12.y, r9.y mov r12.z, r6.y mad r2.xyz, r12.xyzx, r10.xxxx, r2.xyzx mov r6.x, |r8.z| mov r6.y, r9.z mad r2.xyz, r6.xyzx, r10.yyyy, r2.xyzx mov r6.x, |r8.w| mov r6.y, r9.w mad r2.xyz, r6.xywx, r11.yyyy, r2.xyzx ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.z, t5.xyzw ishl r8.xyzw, r6.xyzw, l(4, 4, 4, 4) f16tof32 r8.xyzw, r8.xyzw ubfe r9.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r6.xyzw f16tof32 r9.xyzw, r9.xyzw ushr r6.xyzw, r6.xyzw, l(17, 17, 17, 17) f16tof32 r6.xyzw, r6.xyzw mov r4.x, |r8.x| mov r4.y, r9.x mov r4.z, r6.x mad r2.xyz, r4.xyzx, r10.zzzz, r2.xyzx mov r4.x, |r8.y| mov r4.y, r9.y mov r4.z, r6.y mad r2.xyz, r4.xyzx, r10.wwww, r2.xyzx mul r3.xyzw, r3.xyzw, r7.zwww mov r6.x, |r8.z| mov r6.y, r9.z mad r2.xyz, r6.xyzx, r3.xxxx, r2.xyzx mov r6.x, |r8.w| mov r6.y, r9.w mad r2.xyz, r6.xywx, r11.zzzz, r2.xyzx ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r4.xyzw, r4.w, t5.xyzw ishl r6.xyzw, r4.xyzw, l(4, 4, 4, 4) f16tof32 r6.xyzw, r6.xyzw ubfe r7.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r4.xyzw f16tof32 r7.xyzw, r7.xyzw ushr r4.xyzw, r4.xyzw, l(17, 17, 17, 17) f16tof32 r4.xyzw, r4.xyzw mov r8.x, |r6.x| mov r8.y, r7.x mov r8.z, r4.x mad r2.xyz, r8.xyzx, r3.yyyy, r2.xyzx mov r8.x, |r6.y| mov r8.y, r7.y mov r8.z, r4.y mad r2.xyz, r8.xyzx, r3.zzzz, r2.xyzx mov r4.x, |r6.z| mov r4.y, r7.z mad r2.xyz, r4.xyzx, r3.wwww, r2.xyzx mov r4.x, |r6.w| mov r4.y, r7.w mad r5.xyz, r4.xywx, r11.wwww, r2.xyzx max r2.x, r5.y, r5.x max r2.x, r5.z, r2.x mul r1.xzw, r0.xxyw, r2.xxxx endif mul r0.xyw, r1.yyyy, r5.xyxz mul r1.xyz, r1.yyyy, r1.xzwx f32tof16 r0.xyw, r0.xyxw ubfe r0.x, l(11), l(4), r0.x ushr r0.yw, r0.yyyw, l(0, 4, 0, 5) bfi r0.y, l(11), l(11), r0.y, l(0) iadd r0.x, r0.x, r0.y bfi r0.x, l(10), l(22), r0.w, r0.x f32tof16 r1.xyz, r1.xyzx ubfe r0.y, l(11), l(4), r1.x ushr r1.xy, r1.yzyy, l(4, 5, 0, 0) bfi r0.w, l(11), l(11), r1.x, l(0) iadd r0.y, r0.y, r0.w bfi r0.y, l(10), l(22), r1.y, r0.y else mov r0.xyz, l(0,0,-1,0) endif store_uav_typed u0.xyzw, vThreadID.xyyy, r0.xxxx store_uav_typed u1.xyzw, vThreadID.xyyy, r0.yyyy store_uav_typed u2.xyzw, vThreadID.xyyy, r0.zzzz ret // Approximately 394 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] As it's frozen when present, I can't even try to improve it or disable part of the effect. I have some blood decals to fix now (edit: one of them fixed now. edit2: three out of three, yay). There's some lighting clipping like in FFXV too (like squares), but I don't know if it's fixable.
There is exactly ONE compute shader that causes all the one-eye issues: 89a90ca616aadd8e-cs.txt
It's correct only for the right eye (in 2D with no DX10 flags, and incorrectly stereoized for the left eye with 4000 and other values). When dumped in ASM, it just freezes / doesn't load (something incorrect perhaps). This shader controls shadow opacity outdoors, for example. Maybe some small lighting as a result.

If I leave it dumped like this, the game is very playable indoors (because shadows are fixed too with the shaders I had already fixed) instead of it breaking the game. Using the DX10 flag isn't needed for now, after leaving this shader disabled (sometimes one alt+tab is needed to get no effect instead of frozen effect).

Code:

// ---- Created with 3Dmigoto v1.3.11 on Thu Jun 14 18:37:37 2018
//
//cbuffer SceneInfo : register(b0)
//{
// row_major float4x4 viewProjMat : packoffset(c0);
// row_major float4x4 viewMat : packoffset(c4);
// row_major float4x4 viewInvMat : packoffset(c8);
// row_major float4x4 projMat : packoffset(c12);
// row_major float4x4 projInvMat : packoffset(c16);
// row_major float4x4 viewProjInvMat : packoffset(c20);
// row_major float4x4 prevViewProjMat : packoffset(c24);
// float3 prevCameraPos : packoffset(c28);
// float cameraNearPlane : packoffset(c28.w);
// float3 prevCameraDir : packoffset(c29);
// float cameraFarPlane : packoffset(c29.w);
// float4 viewFrustum[6] : packoffset(c30);
// float3 ZToLinear : packoffset(c36);
// float subdivisionLevel : packoffset(c36.w);
// float2 screenSize : packoffset(c37);
// float2 screenInverseSize : packoffset(c37.z);
//}
//
//cbuffer LightParamaterForNVIDIA : register(b1)
//{
//
// struct
// {
// float3 position;
// float tolerance;
// float3 direction;
// float falloff;
// float4 attenuation;
// float3 color;
// float boundingRadius;
// uint shadowIndex;
// uint iesId;
// uint2 reserved;
// } LightParameterSRV[256] : packoffset(c0);
//
//
// struct
// {
// row_major float4x4 viewProjection;
// float variance;
// uint arrayIndex;
// uint mipIndex;
// float bias;
// } ShadowParameterSRV[256] : packoffset(c1280);
//
//
// struct
// {
// float4 aabbMax;
// float4 aabbMin;
// float4 centerIndex;
// } IBLCubemapArrayListSRV[128] : packoffset(c2560);
//
//}
//
//SamplerState BilinearMirror_s : register(s0);
//SamplerState TrilinearMirror_s : register(s1);
//Texture2D<float> ReadonlyDepth : register(t0);
//Texture2D<float4> NormalXNormalYRoughnessMiscSRV : register(t1);
//Texture2D<float4> OcclusionVelocityXVelocityYSubSurfaceSRV : register(t2);
//StructuredBuffer<BSPTree> BSPTree : register(t3);
//StructuredBuffer<TetraCoordinate> TetraCoordinate : register(t4);
//StructuredBuffer<IndirectProbe> IndirectProbe : register(t5);
//Texture2DArray<float3> IBLCubemap2DArraySRV : register(t6);
//TextureCube<float4> CubemapSRV : register(t7);
//Texture2D<uint> ScreenGridSRV : register(t8);
//StructuredBuffer<IndexListSRV> IndexListSRV : register(t9);
//
//
//// 3Dmigoto declarations
//#define cmp -
//Texture1D<float4> IniParams : register(t120);
//Texture2D<float4> StereoParams : register(t125);
//
//
//void main)
//{
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_resource_raw t3
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_resource_structured t4, 48
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_resource_raw t5
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_resource_raw t9
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_uav_typed_texture2d (uint,uint,uint,uint) u0
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_uav_typed_texture2d (uint,uint,uint,uint) u1
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_uav_typed_texture2d (uint,uint,uint,uint) u2
// float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12;
// uint4 bitmask, uiDest;
// float4 fDest;
//
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_tgsm_raw g0, 4
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_tgsm_raw g1, 16
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_tgsm_raw g2, 16
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_tgsm_structured g3, 48, 64
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_tgsm_structured g4, 12, 64
//// Needs manual fix for instruction:
//// unknown dcl_: dcl_thread_group 16, 16, 1
// r0.xy = cmp((int2)vThreadIDInGroup.xy == int2(0,0));
// r0.x = r0.y ? r0.x : 0;
// if (r0.x != 0) {
// r0.xy = (uint2)vThreadID.xy >> int2(5,5);
// r0.zw = float2(0,0);
// r0.x = ScreenGridSRV.Load(r0.xyz).x;
// r0.y = (uint)r0.x >> 6;
// r0.y = (int)r0.y & 0x03fffffc;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, t9.xyzw
// r0.xyzw = (int4)r0.xxxx & int4(1,2,4,8);
// r0.xyzw = r0.xyzw ? r1.xyzw : float4(0,0,0,0);
// // No code for instruction (needs manual fix):
// store_raw g2.xyzw, l(0), r0.xyzw
// r0.xyzw = countbits((uint4)r0.xyzw);
// r1.z = (int)r0.x + (int)r0.y;
// r1.w = (int)r1.z + (int)r0.z;
// r1.x = 0;
// r1.y = r0.x;
// // No code for instruction (needs manual fix):
// store_raw g1.xyzw, l(0), r1.xyzw
// r0.x = (int)r1.w + (int)r0.w;
// // No code for instruction (needs manual fix):
// store_raw g0.x, l(0), r0.x
// }
// GroupMemoryBarrierWithGroupSync();
// r0.x = mad((int)vThreadIDInGroup.y, 16, (int)vThreadIDInGroup.x);
// r0.y = cmp((uint)r0.x < 128);
// if (r0.y != 0) {
// r0.y = (uint)r0.x >> 5;
// r0.y = (uint)r0.y << 2;
// // No code for instruction (needs manual fix):
// ld_raw r0.z, r0.y, g2.xxxx
// r0.w = 1 << (int)r0.x;
// r0.w = (int)r0.w & (int)r0.z;
// if (r0.w != 0) {
// // No code for instruction (needs manual fix):
// ld_raw r0.y, r0.y, g1.xxxx
// if (r0.x == 0) r0.z = 0; else if (r0.x+0 < 32) { r0.z = (uint)r0.z << (32-(r0.x + 0)); r0.z = (uint)r0.z >> (32-r0.x); } else r0.z = (uint)r0.z >> 0;
// r0.z = countbits((uint)r0.z);
// r0.y = (int)r0.y + (int)r0.z;
// r0.x = (int)r0.x * 3;
// [r0.y].0 = g3.xyz;
// [r0.y].16 = g3.xyzw;
// [r0.y].32 = g3.xyzw;
// r0.xzw = -IBLCubemapArrayListSRV[r0.x].aabbMin.xyz + IBLCubemapArrayListSRV[r0.x].aabbMax.xyz;
// r0.xzw = rcp(r0.xzw);
// r0.xzw = r0.xzw + r0.xzw;
// [r0.y].0 = g4.xyz;
// }
// }
// GroupMemoryBarrierWithGroupSync();
// r0.xy = vThreadID.xy;
// r0.zw = float2(0,0);
// r1.x = ReadonlyDepth.Load(r0.xyw).x;
// r1.y = cmp(0 < r1.x);
// if (r1.y != 0) {
// r1.y = OcclusionVelocityXVelocityYSubSurfaceSRV.Load(r0.xyw).x;
// r0.xyz = NormalXNormalYRoughnessMiscSRV.Load(r0.xyz).xyz;
// r0.z = max(0.00999999978, r0.z);
// r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
// r2.xyz = float3(1,1,1) + -abs(r0.xyx);
// r3.z = r2.x + -abs(r0.y);
// r0.w = cmp(r3.z < 0);
// r1.zw = cmp(r0.xy >= float2(0,0));
// r1.zw = r1.zw ? float2(1,1) : float2(-1,-1);
// r1.zw = r2.yz * r1.zw;
// r3.xy = r0.ww ? r1.zw : r0.xy;
// r0.x = dot(r3.xyz, r3.xyz);
// r0.x = rsqrt(r0.x);
// r0.xyw = r3.xyz * r0.xxx;
// r2.x = dot(r0.xyw, viewMat._m00_m01_m02);
// r2.y = dot(r0.xyw, viewMat._m10_m11_m12);
// r2.z = dot(r0.xyw, viewMat._m20_m21_m22);
// r0.xy = (uint2)vThreadID.xy;
// r0.xy = screenInverseSize.xy * r0.xy;
// r0.xy = r0.xy * float2(2,-2) + float2(-1,1);
// r3.xyzw = viewProjInvMat._m10_m11_m12_m13 * r0.yyyy;
// r3.xyzw = r0.xxxx * viewProjInvMat._m00_m01_m02_m03 + r3.xyzw;
// r3.xyzw = r1.xxxx * viewProjInvMat._m20_m21_m22_m23 + r3.xyzw;
// r3.xyzw = viewProjInvMat._m30_m31_m32_m33 + r3.xyzw;
// r3.xyz = r3.xyz / r3.www;
// r0.xyw = -viewInvMat._m30_m31_m32 + r3.xyz;
// r1.x = dot(r0.xyw, r2.xyz);
// r1.x = r1.x + r1.x;
// r0.xyw = r2.xyz * -r1.xxx + r0.xyw;
// r0.z = 4 * r0.z;
// r1.x = abs(r2.x) + abs(r2.y);
// r1.x = r1.x + abs(r2.z);
// r1.x = 1 / r1.x;
// r1.xz = r2.xy * r1.xx;
// r1.w = cmp(0 >= r2.z);
// r4.xy = float2(1,1) + -abs(r1.zx);
// r4.zw = cmp(r1.xz >= float2(0,0));
// r4.zw = r4.zw ? float2(1,1) : float2(-1,-1);
// r4.xy = r4.xy * r4.zw;
// r1.xz = r1.ww ? r4.xy : r1.xz;
// r4.xy = r1.xz * float2(0.5,0.5) + float2(0.5,0.5);
// r1.xzw = float3(0,0,0);
// r2.w = 0;
// r4.w = r0.z;
// r5.xyzw = float4(0,0,0,0);
// while (true) {
// // No code for instruction (needs manual fix):
// ld_raw r6.x, l(0), g0.xxxx
// r6.x = cmp((uint)r5.w >= (uint)r6.x);
// if (r6.x != 0) break;
// // Known bad code for instruction (needs manual fix):
// ld_structured r6.xyz, r5.w, l(0), g3.xyzx
// r6.x = BilinearMirror[]..swiz;
// r6.y = BilinearMirror[]..swiz;
// r6.z = BilinearMirror[]..swiz;
// // Known bad code for instruction (needs manual fix):
// ld_structured r7.xyzw, r5.w, l(16), g3.xyzw
// r7.x = BilinearMirror[]..swiz;
// r7.y = BilinearMirror[]..swiz;
// r7.z = BilinearMirror[]..swiz;
// r7.w = BilinearMirror[]..swiz;
// // Known bad code for instruction (needs manual fix):
// ld_structured r8.xyzw, r5.w, l(32), g3.xyzw
// r8.x = BilinearMirror[]..swiz;
// r8.y = BilinearMirror[]..swiz;
// r8.z = BilinearMirror[]..swiz;
// r8.w = BilinearMirror[]..swiz;
// r9.xyz = r6.xyz + -r3.xyz;
// r6.w = min(r9.x, r9.y);
// r6.w = min(r6.w, r9.z);
// r9.xyz = -r7.xyz + r3.xyz;
// r9.w = min(r9.x, r9.y);
// r9.w = min(r9.w, r9.z);
// r6.w = min(r9.w, r6.w);
// r6.w = cmp(0 < r6.w);
// if (r6.w != 0) {
// r6.xyz = -r7.xyz + r6.xyz;
// r6.xyz = r6.xyz + -r9.xyz;
// // Known bad code for instruction (needs manual fix):
// ld_structured r7.xyz, r5.w, l(0), g4.xyzx
// r7.x = BilinearMirror[]..swiz;
// r7.y = BilinearMirror[]..swiz;
// r7.z = BilinearMirror[]..swiz;
// r10.xyz = -r9.xyz / r0.xyw;
// r6.xyz = r6.xyz / r0.xyw;
// r7.xyz = r9.xyz * r7.xyz + float3(-1,-1,-1);
// r6.w = max(abs(r7.x), abs(r7.y));
// r6.xyz = max(r10.xyz, r6.xyz);
// r6.x = min(r6.x, r6.y);
// r6.x = min(r6.x, r6.z);
// r6.xyz = r0.xyw * r6.xxx + r3.xyz;
// r6.xyz = r6.xyz + -r8.xyz;
// r7.x = cmp(r8.w >= 0);
// r6.xyz = r7.xxx ? r6.xyz : r0.xyw;
// r7.x = abs(r6.x) + abs(r6.y);
// r7.x = r7.x + abs(r6.z);
// r7.x = 1 / r7.x;
// r6.xy = r7.xx * r6.xy;
// r6.z = cmp(0 >= r6.z);
// r7.xy = float2(1,1) + -abs(r6.yx);
// r8.xy = cmp(r6.xy >= float2(0,0));
// r8.xy = r8.xy ? float2(1,1) : float2(-1,-1);
// r7.xy = r8.xy * r7.xy;
// r6.xy = r6.zz ? r7.xy : r6.xy;
// r6.xy = r6.xy * float2(0.5,0.5) + float2(0.5,0.5);
// r6.z = -1 + abs(r8.w);
// r8.xyz = IBLCubemap2DArraySRV.SampleLevel(TrilinearMirror_s, r6.xyz, r4.w).xyz;
// r6.x = max(r6.w, abs(r7.z));
// r6.x = 1 + -r6.x;
// r6.y = r6.x * r7.w;
// r2.w = r6.x * r7.w + r2.w;
// r6.x = rcp(r2.w);
// r6.x = saturate(-r6.y * r6.x + 1);
// r6.y = r6.x * -2 + 3;
// r6.x = r6.x * r6.x;
// r6.x = r6.y * r6.x;
// r7.xyz = -r8.xyz + r1.xzw;
// r1.xzw = r6.xxx * r7.xyz + r8.xyz;
// r4.z = r6.z;
// r6.yzw = IBLCubemap2DArraySRV.SampleLevel(BilinearMirror_s, r4.xyz, 8).xyz;
// r7.xyz = -r6.yzw + r5.xyz;
// r5.xyz = r6.xxx * r7.xyz + r6.yzw;
// }
// r5.w = (int)r5.w + 1;
// }
// r0.z = cmp(r2.w == 0.000000);
// if (r0.z != 0) {
// r1.xzw = CubemapSRV.SampleLevel(TrilinearMirror_s, r0.xyw, r4.w).xyz;
// r5.xyz = CubemapSRV.SampleLevel(BilinearMirror_s, r2.xyz, 4).xyz;
// }
// r0.xyz = prevViewProjMat._m10_m11_m13 * r3.yyy;
// r0.xyz = r3.xxx * prevViewProjMat._m00_m01_m03 + r0.xyz;
// r0.xyz = r3.zzz * prevViewProjMat._m20_m21_m23 + r0.xyz;
// r0.xyz = prevViewProjMat._m30_m31_m33 + r0.xyz;
// r0.xyzw = r0.xyyy / r0.zzzz;
// r0.xyzw = r0.xyzw * float4(0.5,-0.5,-0.5,-0.5) + float4(0.5,0.5,0.5,0.5);
// r0.xyzw = screenSize.xyyy * r0.xyzw;
// r4.xyzw = float4(-1,-1,-1,-1) + screenSize.xyyy;
// r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
// r0.xyzw = min(r0.xyzw, r4.xyzw);
// r0.xyzw = (uint4)r0.xyzw;
// // No code for instruction (needs manual fix):
// ld_uav_typed_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, u2.xyzw
// r0.y = cmp((int)r0.x != -1);
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.z, r0.x, t3.xxxx
// r0.z = (uint)r0.z >> 1;
// // Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r4.xyzw, r0.z, l(0), t4.xyzw
// r4.x = BilinearMirror[]..swiz;
// r4.y = BilinearMirror[]..swiz;
// r4.z = BilinearMirror[]..swiz;
// r4.w = BilinearMirror[]..swiz;
// // Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r6.xyzw, r0.z, l(16), t4.xyzw
// r6.x = BilinearMirror[]..swiz;
// r6.y = BilinearMirror[]..swiz;
// r6.z = BilinearMirror[]..swiz;
// r6.w = BilinearMirror[]..swiz;
// // Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r7.xyzw, r0.z, l(32), t4.xyzw
// r7.x = BilinearMirror[]..swiz;
// r7.y = BilinearMirror[]..swiz;
// r7.z = BilinearMirror[]..swiz;
// r7.w = BilinearMirror[]..swiz;
// r3.w = 1;
// r4.x = dot(r4.xyzw, r3.xyzw);
// r4.y = dot(r6.xyzw, r3.xyzw);
// r4.z = dot(r7.xyzw, r3.xyzw);
// r0.z = 1 + -r4.x;
// r0.z = r0.z + -r4.y;
// r4.w = r0.z + -r4.z;
// r0.z = max(r4.x, r4.y);
// r0.z = max(r0.z, r4.z);
// r0.z = max(r4.w, r0.z);
// r0.w = min(r4.x, r4.y);
// r0.w = min(r0.w, r4.z);
// r0.w = min(r4.w, r0.w);
// r0.z = cmp(1 < r0.z);
// r0.w = cmp(r0.w < 0);
// r0.z = (int)r0.w | (int)r0.z;
// r0.z = r0.z ? -1 : r0.x;
// r0.z = r0.y ? r0.z : -1;
// r0.w = cmp((int)r0.z == -1);
// if (r0.w != 0) {
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, l(0), t3.xyzw
// r6.xyz = r3.xyz * r6.www + r6.xyz;
// r0.w = max(r6.x, r6.y);
// r0.w = max(r0.w, r6.z);
// r2.w = min(r6.x, r6.y);
// r2.w = min(r2.w, r6.z);
// r0.w = cmp(r0.w >= 32);
// r2.w = cmp(r2.w < 0);
// r0.w = (int)r0.w | (int)r2.w;
// if (r0.w == 0) {
// r6.xyz = (uint3)r6.xyz;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r7.xyzw, l(16), t3.xyzw
// r6.yz = (int2)r7.yz * (int2)r6.yz;
// r0.w = (int)r6.y + (int)r6.z;
// r0.w = mad((int)r7.x, (int)r6.x, (int)r0.w);
// r0.w = (int)r7.w & (int)r0.w;
// r0.w = (uint)r0.w << 2;
// r0.w = (int)r0.w + 32;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.w, r0.w, t3.xxxx
// r2.w = cmp((int)r0.w == -1);
// if (r2.w != 0) {
// r6.xyzw = float4(0,0,0,0);
// r7.xyzw = float4(0,0,0,0);
// r0.z = -1;
// } else {
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r2.w, r0.w, t3.xxxx
// r5.w = (int)r0.w + 4;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r8.xyzw, r5.w, t3.xyzw
// r6.xyzw = r8.xyzw;
// r0.z = r0.w;
// r5.w = r2.w;
// while (true) {
// r9.x = (int)r5.w & 1;
// if (r9.x != 0) break;
// r9.x = dot(r6.xyz, r3.xyz);
// r9.x = r9.x + r6.w;
// r9.x = cmp(r9.x >= 0.00100000005);
// r9.y = (int)r0.z + 20;
// r9.z = (uint)r5.w >> 1;
// r0.z = r9.x ? r9.y : r9.z;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r5.w, r0.z, t3.xxxx
// r9.x = (int)r0.z + 4;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r9.x, t3.xyzw
// }
// r0.w = (uint)r5.w >> 1;
// // Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r8.xyzw, r0.w, l(0), t4.xyzw
// r8.x = BilinearMirror[]..swiz;
// r8.y = BilinearMirror[]..swiz;
// r8.z = BilinearMirror[]..swiz;
// r8.w = BilinearMirror[]..swiz;
// // Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r9.xyzw, r0.w, l(16), t4.xyzw
// r9.x = BilinearMirror[]..swiz;
// r9.y = BilinearMirror[]..swiz;
// r9.z = BilinearMirror[]..swiz;
// r9.w = BilinearMirror[]..swiz;
// // Known bad code for instruction (needs manual fix):
// ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r10.xyzw, r0.w, l(32), t4.xyzw
// r10.x = BilinearMirror[]..swiz;
// r10.y = BilinearMirror[]..swiz;
// r10.z = BilinearMirror[]..swiz;
// r10.w = BilinearMirror[]..swiz;
// r7.x = saturate(dot(r8.xyzw, r3.xyzw));
// r7.y = saturate(dot(r9.xyzw, r3.xyzw));
// r7.z = saturate(dot(r10.xyzw, r3.xyzw));
// r0.w = 1 + -r7.x;
// r0.w = r0.w + -r7.y;
// r0.w = r0.w + -r7.z;
// r7.w = max(0, r0.w);
// }
// } else {
// r6.xyzw = float4(0,0,0,0);
// r7.xyzw = float4(0,0,0,0);
// r0.z = -1;
// }
// } else {
// r0.x = (int)r0.x + 4;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r0.x, t3.xyzw
// r7.xyzw = r0.yyyy ? r4.xyzw : 0;
// }
// r0.x = cmp((int)r0.z != -1);
// if (r0.x != 0) {
// r0.x = max(r5.x, r5.y);
// r0.x = max(r0.x, r5.z);
// r0.x = max(9.99999975e-006, r0.x);
// r0.x = rcp(r0.x);
// r0.xyw = r1.xzw * r0.xxx;
// r3.x = dot(float3(-0.408248007,0.577350318,-0.707107008), r2.xyz);
// r3.y = dot(float3(-0.408248007,0.577350318,0.707107008), r2.xyz);
// r3.z = dot(float2(0.816497028,0.577350318), r2.xy);
// r3.w = r2.y;
// r2.xyzw = r3.xyzw * float4(1,1,1,-0.5) + float4(0,0,0,0.5);
// r3.xyzw = saturate(r2.zxyz);
// r3.xyzw = r3.xyzw * r2.zxyz;
// r4.xyzw = (uint4)r6.xyzw << int4(4,4,4,4);
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.x, t5.xyzw
// r8.xyzw = (uint4)r6.xyzw << int4(4,4,4,4);
// r8.xyzw = f16tof32(r8.xyzw);
// if (15 == 0) r9.x = 0; else if (15+7 < 32) { r9.x = (uint)r6.x << (32-(15 + 7)); r9.x = (uint)r9.x >> (32-15); } else r9.x = (uint)r6.x >> 7;
// if (15 == 0) r9.y = 0; else if (15+7 < 32) { r9.y = (uint)r6.y << (32-(15 + 7)); r9.y = (uint)r9.y >> (32-15); } else r9.y = (uint)r6.y >> 7;
// if (15 == 0) r9.z = 0; else if (15+7 < 32) { r9.z = (uint)r6.z << (32-(15 + 7)); r9.z = (uint)r9.z >> (32-15); } else r9.z = (uint)r6.z >> 7;
// if (15 == 0) r9.w = 0; else if (15+7 < 32) { r9.w = (uint)r6.w << (32-(15 + 7)); r9.w = (uint)r9.w >> (32-15); } else r9.w = (uint)r6.w >> 7;
// r9.xyzw = f16tof32(r9.xyzw);
// r6.xyzw = (uint4)r6.xyzw >> int4(17,17,17,17);
// r6.xyzw = f16tof32(r6.xyzw);
// r10.xyzw = r7.xxxy * r3.yzwy;
// r2.x = abs(r8.x);
// r2.y = r9.x;
// r2.z = r6.x;
// r11.x = abs(r8.y);
// r11.y = r9.y;
// r11.z = r6.y;
// r11.xyz = r11.xyz * r10.yyy;
// r2.xyz = r2.xyz * r10.xxx + r11.xyz;
// r6.x = abs(r8.z);
// r6.y = r9.z;
// r2.xyz = r6.xyz * r10.zzz + r2.xyz;
// r11.xyzw = r7.xyzw * r2.wwww;
// r6.x = abs(r8.w);
// r6.y = r9.w;
// r2.xyz = r6.xyw * r11.xxx + r2.xyz;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.y, t5.xyzw
// r8.xyzw = (uint4)r6.xyzw << int4(4,4,4,4);
// r8.xyzw = f16tof32(r8.xyzw);
// if (15 == 0) r9.x = 0; else if (15+7 < 32) { r9.x = (uint)r6.x << (32-(15 + 7)); r9.x = (uint)r9.x >> (32-15); } else r9.x = (uint)r6.x >> 7;
// if (15 == 0) r9.y = 0; else if (15+7 < 32) { r9.y = (uint)r6.y << (32-(15 + 7)); r9.y = (uint)r9.y >> (32-15); } else r9.y = (uint)r6.y >> 7;
// if (15 == 0) r9.z = 0; else if (15+7 < 32) { r9.z = (uint)r6.z << (32-(15 + 7)); r9.z = (uint)r9.z >> (32-15); } else r9.z = (uint)r6.z >> 7;
// if (15 == 0) r9.w = 0; else if (15+7 < 32) { r9.w = (uint)r6.w << (32-(15 + 7)); r9.w = (uint)r9.w >> (32-15); } else r9.w = (uint)r6.w >> 7;
// r9.xyzw = f16tof32(r9.xyzw);
// r6.xyzw = (uint4)r6.xyzw >> int4(17,17,17,17);
// r6.xyzw = f16tof32(r6.xyzw);
// r10.x = abs(r8.x);
// r10.y = r9.x;
// r10.z = r6.x;
// r2.xyz = r10.xyz * r10.www + r2.xyz;
// r10.xyzw = r7.yyzz * r3.zwyz;
// r12.x = abs(r8.y);
// r12.y = r9.y;
// r12.z = r6.y;
// r2.xyz = r12.xyz * r10.xxx + r2.xyz;
// r6.x = abs(r8.z);
// r6.y = r9.z;
// r2.xyz = r6.xyz * r10.yyy + r2.xyz;
// r6.x = abs(r8.w);
// r6.y = r9.w;
// r2.xyz = r6.xyw * r11.yyy + r2.xyz;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.z, t5.xyzw
// r8.xyzw = (uint4)r6.xyzw << int4(4,4,4,4);
// r8.xyzw = f16tof32(r8.xyzw);
// if (15 == 0) r9.x = 0; else if (15+7 < 32) { r9.x = (uint)r6.x << (32-(15 + 7)); r9.x = (uint)r9.x >> (32-15); } else r9.x = (uint)r6.x >> 7;
// if (15 == 0) r9.y = 0; else if (15+7 < 32) { r9.y = (uint)r6.y << (32-(15 + 7)); r9.y = (uint)r9.y >> (32-15); } else r9.y = (uint)r6.y >> 7;
// if (15 == 0) r9.z = 0; else if (15+7 < 32) { r9.z = (uint)r6.z << (32-(15 + 7)); r9.z = (uint)r9.z >> (32-15); } else r9.z = (uint)r6.z >> 7;
// if (15 == 0) r9.w = 0; else if (15+7 < 32) { r9.w = (uint)r6.w << (32-(15 + 7)); r9.w = (uint)r9.w >> (32-15); } else r9.w = (uint)r6.w >> 7;
// r9.xyzw = f16tof32(r9.xyzw);
// r6.xyzw = (uint4)r6.xyzw >> int4(17,17,17,17);
// r6.xyzw = f16tof32(r6.xyzw);
// r4.x = abs(r8.x);
// r4.y = r9.x;
// r4.z = r6.x;
// r2.xyz = r4.xyz * r10.zzz + r2.xyz;
// r4.x = abs(r8.y);
// r4.y = r9.y;
// r4.z = r6.y;
// r2.xyz = r4.xyz * r10.www + r2.xyz;
// r3.xyzw = r7.zwww * r3.xyzw;
// r6.x = abs(r8.z);
// r6.y = r9.z;
// r2.xyz = r6.xyz * r3.xxx + r2.xyz;
// r6.x = abs(r8.w);
// r6.y = r9.w;
// r2.xyz = r6.xyw * r11.zzz + r2.xyz;
// // No code for instruction (needs manual fix):
// ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r4.xyzw, r4.w, t5.xyzw
// r6.xyzw = (uint4)r4.xyzw << int4(4,4,4,4);
// r6.xyzw = f16tof32(r6.xyzw);
// if (15 == 0) r7.x = 0; else if (15+7 < 32) { r7.x = (uint)r4.x << (32-(15 + 7)); r7.x = (uint)r7.x >> (32-15); } else r7.x = (uint)r4.x >> 7;
// if (15 == 0) r7.y = 0; else if (15+7 < 32) { r7.y = (uint)r4.y << (32-(15 + 7)); r7.y = (uint)r7.y >> (32-15); } else r7.y = (uint)r4.y >> 7;
// if (15 == 0) r7.z = 0; else if (15+7 < 32) { r7.z = (uint)r4.z << (32-(15 + 7)); r7.z = (uint)r7.z >> (32-15); } else r7.z = (uint)r4.z >> 7;
// if (15 == 0) r7.w = 0; else if (15+7 < 32) { r7.w = (uint)r4.w << (32-(15 + 7)); r7.w = (uint)r7.w >> (32-15); } else r7.w = (uint)r4.w >> 7;
// r7.xyzw = f16tof32(r7.xyzw);
// r4.xyzw = (uint4)r4.xyzw >> int4(17,17,17,17);
// r4.xyzw = f16tof32(r4.xyzw);
// r8.x = abs(r6.x);
// r8.y = r7.x;
// r8.z = r4.x;
// r2.xyz = r8.xyz * r3.yyy + r2.xyz;
// r8.x = abs(r6.y);
// r8.y = r7.y;
// r8.z = r4.y;
// r2.xyz = r8.xyz * r3.zzz + r2.xyz;
// r4.x = abs(r6.z);
// r4.y = r7.z;
// r2.xyz = r4.xyz * r3.www + r2.xyz;
// r4.x = abs(r6.w);
// r4.y = r7.w;
// r5.xyz = r4.xyw * r11.www + r2.xyz;
// r2.x = max(r5.x, r5.y);
// r2.x = max(r2.x, r5.z);
// r1.xzw = r2.xxx * r0.xyw;
// }
// r0.xyw = r5.xyz * r1.yyy;
// r1.xyz = r1.xzw * r1.yyy;
// r0.xyw = f32tof16(r0.xyw);
// if (11 == 0) r0.x = 0; else if (11+4 < 32) { r0.x = (uint)r0.x << (32-(11 + 4)); r0.x = (uint)r0.x >> (32-11); } else r0.x = (uint)r0.x >> 4;
// r0.yw = (uint2)r0.yw >> int2(4,5);
// bitmask.y = ((~(-1 << 11)) << 11) & 0xffffffff; r0.y = (((uint)r0.y << 11) & bitmask.y) | ((uint)0 & ~bitmask.y);
// r0.x = (int)r0.x + (int)r0.y;
// bitmask.x = ((~(-1 << 10)) << 22) & 0xffffffff; r0.x = (((uint)r0.w << 22) & bitmask.x) | ((uint)r0.x & ~bitmask.x);
// r1.xyz = f32tof16(r1.xyz);
// if (11 == 0) r0.y = 0; else if (11+4 < 32) { r0.y = (uint)r1.x << (32-(11 + 4)); r0.y = (uint)r0.y >> (32-11); } else r0.y = (uint)r1.x >> 4;
// r1.xy = (uint2)r1.yz >> int2(4,5);
// bitmask.w = ((~(-1 << 11)) << 11) & 0xffffffff; r0.w = (((uint)r1.x << 11) & bitmask.w) | ((uint)0 & ~bitmask.w);
// r0.y = (int)r0.y + (int)r0.w;
// bitmask.y = ((~(-1 << 10)) << 22) & 0xffffffff; r0.y = (((uint)r1.y << 22) & bitmask.y) | ((uint)r0.y & ~bitmask.y);
// } else {
// r0.xyz = float3(0,0,-1);
// }
//// No code for instruction (needs manual fix):
//store_uav_typed u0.xyzw, vThreadID.xyyy, r0.xxxx
//// No code for instruction (needs manual fix):
//store_uav_typed u1.xyzw, vThreadID.xyyy, r0.yyyy
//// No code for instruction (needs manual fix):
//store_uav_typed u2.xyzw, vThreadID.xyyy, r0.zzzz
// return;
//}
//
///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.3.11 on Thu Jun 14 18:37:37 2018
//
//
// Buffer Definitions:
//
// cbuffer SceneInfo
// {
//
// row_major float4x4 viewProjMat; // Offset: 0 Size: 64 [unused]
// row_major float4x4 viewMat; // Offset: 64 Size: 64
// row_major float4x4 viewInvMat; // Offset: 128 Size: 64
// row_major float4x4 projMat; // Offset: 192 Size: 64 [unused]
// row_major float4x4 projInvMat; // Offset: 256 Size: 64 [unused]
// row_major float4x4 viewProjInvMat; // Offset: 320 Size: 64
// row_major float4x4 prevViewProjMat;// Offset: 384 Size: 64
// float3 prevCameraPos; // Offset: 448 Size: 12 [unused]
// float cameraNearPlane; // Offset: 460 Size: 4 [unused]
// float3 prevCameraDir; // Offset: 464 Size: 12 [unused]
// float cameraFarPlane; // Offset: 476 Size: 4 [unused]
// float4 viewFrustum[6]; // Offset: 480 Size: 96 [unused]
// float3 ZToLinear; // Offset: 576 Size: 12 [unused]
// float subdivisionLevel; // Offset: 588 Size: 4 [unused]
// float2 screenSize; // Offset: 592 Size: 8
// float2 screenInverseSize; // Offset: 600 Size: 8
//
// }
//
// cbuffer LightParamaterForNVIDIA
// {
//
// struct LightParameter
// {
//
// float3 position; // Offset: 0
// float tolerance; // Offset: 12
// float3 direction; // Offset: 16
// float falloff; // Offset: 28
// float4 attenuation; // Offset: 32
// float3 color; // Offset: 48
// float boundingRadius; // Offset: 60
// uint shadowIndex; // Offset: 64
// uint iesId; // Offset: 68
// uint2 reserved; // Offset: 72
//
// } LightParameterSRV[256]; // Offset: 0 Size: 20480 [unused]
//
// struct ShadowParameter
// {
//
// row_major float4x4 viewProjection;// Offset: 20480
// float variance; // Offset: 20544
// uint arrayIndex; // Offset: 20548
// uint mipIndex; // Offset: 20552
// float bias; // Offset: 20556
//
// } ShadowParameterSRV[256]; // Offset: 20480 Size: 20480 [unused]
//
// struct IBLCubemapArrayInfo
// {
//
// float4 aabbMax; // Offset: 40960
// float4 aabbMin; // Offset: 40976
// float4 centerIndex; // Offset: 40992
//
// } IBLCubemapArrayListSRV[128]; // Offset: 40960 Size: 6144
//
// }
//
// Resource bind info for TetraCoordinate
// {
//
// struct TetrahedronTransform
// {
//
// float4 row0; // Offset: 0
// float4 row1; // Offset: 16
// float4 row2; // Offset: 32
//
// } $Element; // Offset: 0 Size: 48
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BilinearMirror sampler NA NA 0 1
// TrilinearMirror sampler NA NA 1 1
// ReadonlyDepth texture float 2d 0 1
// NormalXNormalYRoughnessMiscSRV texture float4 2d 1 1
// OcclusionVelocityXVelocityYSubSurfaceSRV texture float4 2d 2 1
// BSPTree texture byte r/o 3 1
// TetraCoordinate texture struct r/o 4 1
// IndirectProbe texture byte r/o 5 1
// IBLCubemap2DArraySRV texture float3 2darray 6 1
// CubemapSRV texture float4 cube 7 1
// ScreenGridSRV texture uint 2d 8 1
// IndexListSRV texture byte r/o 9 1
// GIDUAV UAV uint 2d 0 1
// GISUAV UAV uint 2d 1 1
// ProbeIndexCacheUAV UAV uint 2d 2 1
// SceneInfo cbuffer NA NA 0 1
// LightParamaterForNVIDIA cbuffer NA NA 1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Input
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// no Output
cs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[38], immediateIndexed
dcl_constantbuffer cb1[2944], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_raw t3
dcl_resource_structured t4, 48
dcl_resource_raw t5
dcl_resource_texture2darray (float,float,float,float) t6
dcl_resource_texturecube (float,float,float,float) t7
dcl_resource_texture2d (uint,uint,uint,uint) t8
dcl_resource_raw t9
dcl_uav_typed_texture2d (uint,uint,uint,uint) u0
dcl_uav_typed_texture2d (uint,uint,uint,uint) u1
dcl_uav_typed_texture2d (uint,uint,uint,uint) u2
dcl_input vThreadIDInGroup.xy
dcl_input vThreadID.xy
dcl_temps 13
dcl_tgsm_raw g0, 4
dcl_tgsm_raw g1, 16
dcl_tgsm_raw g2, 16
dcl_tgsm_structured g3, 48, 64
dcl_tgsm_structured g4, 12, 64
dcl_thread_group 16, 16, 1
ieq r0.xy, vThreadIDInGroup.xyxx, l(0, 0, 0, 0)
and r0.x, r0.y, r0.x
if_nz r0.x
ushr r0.xy, vThreadID.xyxx, l(5, 5, 0, 0)
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, t8.xyzw
ushr r0.y, r0.x, l(6)
and r0.y, r0.y, l(0x03fffffc)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r1.xyzw, r0.y, t9.xyzw
and r0.xyzw, r0.xxxx, l(1, 2, 4, 8)
movc r0.xyzw, r0.xyzw, r1.xyzw, l(0,0,0,0)
store_raw g2.xyzw, l(0), r0.xyzw
countbits r0.xyzw, r0.xyzw
iadd r1.z, r0.x, r0.y
iadd r1.w, r1.z, r0.z
mov r1.x, l(0)
mov r1.y, r0.x
store_raw g1.xyzw, l(0), r1.xyzw
iadd r0.x, r1.w, r0.w
store_raw g0.x, l(0), r0.x
endif
sync_g_t
imad r0.x, vThreadIDInGroup.y, l(16), vThreadIDInGroup.x
ult r0.y, r0.x, l(128)
if_nz r0.y
ushr r0.y, r0.x, l(5)
ishl r0.y, r0.y, l(2)
ld_raw r0.z, r0.y, g2.xxxx
ishl r0.w, l(1), r0.x
and r0.w, r0.w, r0.z
if_nz r0.w
ld_raw r0.y, r0.y, g1.xxxx
ubfe r0.z, r0.x, l(0), r0.z
countbits r0.z, r0.z
iadd r0.y, r0.y, r0.z
imul null, r0.x, r0.x, l(3)
store_structured g3.xyz, r0.y, l(0), cb1[r0.x + 2560].xyzx
store_structured g3.xyzw, r0.y, l(16), cb1[r0.x + 2561].xyzw
store_structured g3.xyzw, r0.y, l(32), cb1[r0.x + 2562].xyzw
add r0.xzw, cb1[r0.x + 2560].xxyz, -cb1[r0.x + 2561].xxyz
rcp r0.xzw, r0.xxzw
add r0.xzw, r0.xxzw, r0.xxzw
store_structured g4.xyz, r0.y, l(0), r0.xzwx
endif
endif
sync_g_t
mov r0.xy, vThreadID.xyxx
mov r0.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r1.x, r0.xyww, t0.xyzw
lt r1.y, l(0.000000), r1.x
if_nz r1.y
ld_indexable(texture2d)(float,float,float,float) r1.y, r0.xyww, t2.yxzw
ld_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyzw, t1.xyzw
max r0.z, r0.z, l(0.010000)
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
add r2.xyz, -|r0.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
add r3.z, -|r0.y|, r2.x
lt r0.w, r3.z, l(0.000000)
ge r1.zw, r0.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r1.zw, r1.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
mul r1.zw, r1.zzzw, r2.yyyz
movc r3.xy, r0.wwww, r1.zwzz, r0.xyxx
dp3 r0.x, r3.xyzx, r3.xyzx
rsq r0.x, r0.x
mul r0.xyw, r0.xxxx, r3.xyxz
dp3 r2.x, r0.xywx, cb0[4].xyzx
dp3 r2.y, r0.xywx, cb0[5].xyzx
dp3 r2.z, r0.xywx, cb0[6].xyzx
utof r0.xy, vThreadID.xyxx
mul r0.xy, r0.xyxx, cb0[37].zwzz
mad r0.xy, r0.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000)
mul r3.xyzw, r0.yyyy, cb0[21].xyzw
mad r3.xyzw, r0.xxxx, cb0[20].xyzw, r3.xyzw
mad r3.xyzw, r1.xxxx, cb0[22].xyzw, r3.xyzw
add r3.xyzw, r3.xyzw, cb0[23].xyzw
div r3.xyz, r3.xyzx, r3.wwww
add r0.xyw, r3.xyxz, -cb0[11].xyxz
dp3 r1.x, r0.xywx, r2.xyzx
add r1.x, r1.x, r1.x
mad r0.xyw, r2.xyxz, -r1.xxxx, r0.xyxw
mul r0.z, r0.z, l(4.000000)
add r1.x, |r2.y|, |r2.x|
add r1.x, |r2.z|, r1.x
div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
mul r1.xz, r1.xxxx, r2.xxyx
ge r1.w, l(0.000000), r2.z
add r4.xy, -|r1.zxzz|, l(1.000000, 1.000000, 0.000000, 0.000000)
ge r4.zw, r1.xxxz, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r4.zw, r4.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
mul r4.xy, r4.zwzz, r4.xyxx
movc r1.xz, r1.wwww, r4.xxyx, r1.xxzx
mad r4.xy, r1.xzxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mov r1.xzw, l(0,0,0,0)
mov r2.w, l(0)
mov r4.w, r0.z
mov r5.xyzw, l(0,0,0,0)
loop
ld_raw r6.x, l(0), g0.xxxx
uge r6.x, r5.w, r6.x
breakc_nz r6.x
ld_structured r6.xyz, r5.w, l(0), g3.xyzx
ld_structured r7.xyzw, r5.w, l(16), g3.xyzw
ld_structured r8.xyzw, r5.w, l(32), g3.xyzw
add r9.xyz, -r3.xyzx, r6.xyzx
min r6.w, r9.y, r9.x
min r6.w, r9.z, r6.w
add r9.xyz, r3.xyzx, -r7.xyzx
min r9.w, r9.y, r9.x
min r9.w, r9.z, r9.w
min r6.w, r6.w, r9.w
lt r6.w, l(0.000000), r6.w
if_nz r6.w
add r6.xyz, r6.xyzx, -r7.xyzx
add r6.xyz, -r9.xyzx, r6.xyzx
ld_structured r7.xyz, r5.w, l(0), g4.xyzx
div r10.xyz, -r9.xyzx, r0.xywx
div r6.xyz, r6.xyzx, r0.xywx
mad r7.xyz, r9.xyzx, r7.xyzx, l(-1.000000, -1.000000, -1.000000, 0.000000)
max r6.w, |r7.y|, |r7.x|
max r6.xyz, r6.xyzx, r10.xyzx
min r6.x, r6.y, r6.x
min r6.x, r6.z, r6.x
mad r6.xyz, r0.xywx, r6.xxxx, r3.xyzx
add r6.xyz, -r8.xyzx, r6.xyzx
ge r7.x, r8.w, l(0.000000)
movc r6.xyz, r7.xxxx, r6.xyzx, r0.xywx
add r7.x, |r6.y|, |r6.x|
add r7.x, |r6.z|, r7.x
div r7.x, l(1.000000, 1.000000, 1.000000, 1.000000), r7.x
mul r6.xy, r6.xyxx, r7.xxxx
ge r6.z, l(0.000000), r6.z
add r7.xy, -|r6.yxyy|, l(1.000000, 1.000000, 0.000000, 0.000000)
ge r8.xy, r6.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r8.xy, r8.xyxx, l(1.000000,1.000000,0,0), l(-1.000000,-1.000000,0,0)
mul r7.xy, r7.xyxx, r8.xyxx
movc r6.xy, r6.zzzz, r7.xyxx, r6.xyxx
mad r6.xy, r6.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
add r6.z, |r8.w|, l(-1.000000)
sample_l_indexable(texture2darray)(float,float,float,float) r8.xyz, r6.xyzx, t6.xyzw, s1, r4.w
max r6.x, |r7.z|, r6.w
add r6.x, -r6.x, l(1.000000)
mul r6.y, r7.w, r6.x
mad r2.w, r6.x, r7.w, r2.w
rcp r6.x, r2.w
mad_sat r6.x, -r6.y, r6.x, l(1.000000)
mad r6.y, r6.x, l(-2.000000), l(3.000000)
mul r6.x, r6.x, r6.x
mul r6.x, r6.x, r6.y
add r7.xyz, r1.xzwx, -r8.xyzx
mad r1.xzw, r6.xxxx, r7.xxyz, r8.xxyz
mov r4.z, r6.z
sample_l_indexable(texture2darray)(float,float,float,float) r6.yzw, r4.xyzx, t6.wxyz, s0, l(8.000000)
add r7.xyz, r5.xyzx, -r6.yzwy
mad r5.xyz, r6.xxxx, r7.xyzx, r6.yzwy
endif
iadd r5.w, r5.w, l(1)
endloop
eq r0.z, r2.w, l(0.000000)
if_nz r0.z
sample_l_indexable(texturecube)(float,float,float,float) r1.xzw, r0.xywx, t7.xwyz, s1, r4.w
sample_l_indexable(texturecube)(float,float,float,float) r5.xyz, r2.xyzx, t7.xyzw, s0, l(4.000000)
endif
mul r0.xyz, r3.yyyy, cb0[25].xywx
mad r0.xyz, r3.xxxx, cb0[24].xywx, r0.xyzx
mad r0.xyz, r3.zzzz, cb0[26].xywx, r0.xyzx
add r0.xyz, r0.xyzx, cb0[27].xywx
div r0.xyzw, r0.xyyy, r0.zzzz
mad r0.xyzw, r0.xyzw, l(0.500000, -0.500000, -0.500000, -0.500000), l(0.500000, 0.500000, 0.500000, 0.500000)
mul r0.xyzw, r0.xyzw, cb0[37].xyyy
add r4.xyzw, cb0[37].xyyy, l(-1.000000, -1.000000, -1.000000, -1.000000)
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.xyzw, r4.xyzw, r0.xyzw
ftou r0.xyzw, r0.xyzw
ld_uav_typed_indexable(texture2d)(uint,uint,uint,uint) r0.x, r0.xyzw, u2.xyzw
ine r0.y, r0.x, l(-1)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.z, r0.x, t3.xxxx
ushr r0.z, r0.z, l(1)
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r4.xyzw, r0.z, l(0), t4.xyzw
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r6.xyzw, r0.z, l(16), t4.xyzw
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r7.xyzw, r0.z, l(32), t4.xyzw
mov r3.w, l(1.000000)
dp4 r4.x, r4.xyzw, r3.xyzw
dp4 r4.y, r6.xyzw, r3.xyzw
dp4 r4.z, r7.xyzw, r3.xyzw
add r0.z, -r4.x, l(1.000000)
add r0.z, -r4.y, r0.z
add r4.w, -r4.z, r0.z
max r0.z, r4.y, r4.x
max r0.z, r4.z, r0.z
max r0.z, r0.z, r4.w
min r0.w, r4.y, r4.x
min r0.w, r4.z, r0.w
min r0.w, r0.w, r4.w
lt r0.z, l(1.000000), r0.z
lt r0.w, r0.w, l(0.000000)
or r0.z, r0.w, r0.z
movc r0.z, r0.z, l(-1), r0.x
movc r0.z, r0.y, r0.z, l(-1)
ieq r0.w, r0.z, l(-1)
if_nz r0.w
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, l(0), t3.xyzw
mad r6.xyz, r3.xyzx, r6.wwww, r6.xyzx
max r0.w, r6.y, r6.x
max r0.w, r6.z, r0.w
min r2.w, r6.y, r6.x
min r2.w, r6.z, r2.w
ge r0.w, r0.w, l(32.000000)
lt r2.w, r2.w, l(0.000000)
or r0.w, r0.w, r2.w
if_z r0.w
ftou r6.xyz, r6.xyzx
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r7.xyzw, l(16), t3.xyzw
imul null, r6.yz, r7.yyzy, r6.yyzy
iadd r0.w, r6.y, r6.z
imad r0.w, r7.x, r6.x, r0.w
and r0.w, r7.w, r0.w
ishl r0.w, r0.w, l(2)
iadd r0.w, r0.w, l(32)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r0.w, r0.w, t3.xxxx
ieq r2.w, r0.w, l(-1)
if_nz r2.w
mov r6.xyzw, l(0,0,0,0)
mov r7.xyzw, l(0,0,0,0)
mov r0.z, l(-1)
else
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r2.w, r0.w, t3.xxxx
iadd r5.w, r0.w, l(4)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r8.xyzw, r5.w, t3.xyzw
mov r6.xyzw, r8.xyzw
mov r0.z, r0.w
mov r5.w, r2.w
loop
and r9.x, r5.w, l(1)
breakc_nz r9.x
dp3 r9.x, r6.xyzx, r3.xyzx
add r9.x, r6.w, r9.x
ge r9.x, r9.x, l(0.001000)
iadd r9.y, r0.z, l(20)
ushr r9.z, r5.w, l(1)
movc r0.z, r9.x, r9.y, r9.z
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r5.w, r0.z, t3.xxxx
iadd r9.x, r0.z, l(4)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r9.x, t3.xyzw
endloop
ushr r0.w, r5.w, l(1)
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r8.xyzw, r0.w, l(0), t4.xyzw
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r9.xyzw, r0.w, l(16), t4.xyzw
ld_structured_indexable(structured_buffer, stride=48)(mixed,mixed,mixed,mixed) r10.xyzw, r0.w, l(32), t4.xyzw
dp4_sat r7.x, r8.xyzw, r3.xyzw
dp4_sat r7.y, r9.xyzw, r3.xyzw
dp4_sat r7.z, r10.xyzw, r3.xyzw
add r0.w, -r7.x, l(1.000000)
add r0.w, -r7.y, r0.w
add r0.w, -r7.z, r0.w
max r7.w, r0.w, l(0.000000)
endif
else
mov r6.xyzw, l(0,0,0,0)
mov r7.xyzw, l(0,0,0,0)
mov r0.z, l(-1)
endif
else
iadd r0.x, r0.x, l(4)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r0.x, t3.xyzw
and r7.xyzw, r0.yyyy, r4.xyzw
endif
ine r0.x, r0.z, l(-1)
if_nz r0.x
max r0.x, r5.y, r5.x
max r0.x, r5.z, r0.x
max r0.x, r0.x, l(0.000010)
rcp r0.x, r0.x
mul r0.xyw, r0.xxxx, r1.xzxw
dp3 r3.x, l(-0.408248, 0.577350318, -0.707107, 0.000000), r2.xyzx
dp3 r3.y, l(-0.408248, 0.577350318, 0.707107, 0.000000), r2.xyzx
dp2 r3.z, l(0.816497, 0.577350318, 0.000000, 0.000000), r2.xyxx
mov r3.w, r2.y
mad r2.xyzw, r3.xyzw, l(1.000000, 1.000000, 1.000000, -0.500000), l(0.000000, 0.000000, 0.000000, 0.500000)
mov_sat r3.xyzw, r2.zxyz
mul r3.xyzw, r2.zxyz, r3.xyzw
ishl r4.xyzw, r6.xyzw, l(4, 4, 4, 4)
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.x, t5.xyzw
ishl r8.xyzw, r6.xyzw, l(4, 4, 4, 4)
f16tof32 r8.xyzw, r8.xyzw
ubfe r9.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r6.xyzw
f16tof32 r9.xyzw, r9.xyzw
ushr r6.xyzw, r6.xyzw, l(17, 17, 17, 17)
f16tof32 r6.xyzw, r6.xyzw
mul r10.xyzw, r3.yzwy, r7.xxxy
mov r2.x, |r8.x|
mov r2.y, r9.x
mov r2.z, r6.x
mov r11.x, |r8.y|
mov r11.y, r9.y
mov r11.z, r6.y
mul r11.xyz, r10.yyyy, r11.xyzx
mad r2.xyz, r2.xyzx, r10.xxxx, r11.xyzx
mov r6.x, |r8.z|
mov r6.y, r9.z
mad r2.xyz, r6.xyzx, r10.zzzz, r2.xyzx
mul r11.xyzw, r2.wwww, r7.xyzw
mov r6.x, |r8.w|
mov r6.y, r9.w
mad r2.xyz, r6.xywx, r11.xxxx, r2.xyzx
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.y, t5.xyzw
ishl r8.xyzw, r6.xyzw, l(4, 4, 4, 4)
f16tof32 r8.xyzw, r8.xyzw
ubfe r9.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r6.xyzw
f16tof32 r9.xyzw, r9.xyzw
ushr r6.xyzw, r6.xyzw, l(17, 17, 17, 17)
f16tof32 r6.xyzw, r6.xyzw
mov r10.x, |r8.x|
mov r10.y, r9.x
mov r10.z, r6.x
mad r2.xyz, r10.xyzx, r10.wwww, r2.xyzx
mul r10.xyzw, r3.zwyz, r7.yyzz
mov r12.x, |r8.y|
mov r12.y, r9.y
mov r12.z, r6.y
mad r2.xyz, r12.xyzx, r10.xxxx, r2.xyzx
mov r6.x, |r8.z|
mov r6.y, r9.z
mad r2.xyz, r6.xyzx, r10.yyyy, r2.xyzx
mov r6.x, |r8.w|
mov r6.y, r9.w
mad r2.xyz, r6.xywx, r11.yyyy, r2.xyzx
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r6.xyzw, r4.z, t5.xyzw
ishl r8.xyzw, r6.xyzw, l(4, 4, 4, 4)
f16tof32 r8.xyzw, r8.xyzw
ubfe r9.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r6.xyzw
f16tof32 r9.xyzw, r9.xyzw
ushr r6.xyzw, r6.xyzw, l(17, 17, 17, 17)
f16tof32 r6.xyzw, r6.xyzw
mov r4.x, |r8.x|
mov r4.y, r9.x
mov r4.z, r6.x
mad r2.xyz, r4.xyzx, r10.zzzz, r2.xyzx
mov r4.x, |r8.y|
mov r4.y, r9.y
mov r4.z, r6.y
mad r2.xyz, r4.xyzx, r10.wwww, r2.xyzx
mul r3.xyzw, r3.xyzw, r7.zwww
mov r6.x, |r8.z|
mov r6.y, r9.z
mad r2.xyz, r6.xyzx, r3.xxxx, r2.xyzx
mov r6.x, |r8.w|
mov r6.y, r9.w
mad r2.xyz, r6.xywx, r11.zzzz, r2.xyzx
ld_raw_indexable(raw_buffer)(mixed,mixed,mixed,mixed) r4.xyzw, r4.w, t5.xyzw
ishl r6.xyzw, r4.xyzw, l(4, 4, 4, 4)
f16tof32 r6.xyzw, r6.xyzw
ubfe r7.xyzw, l(15, 15, 15, 15), l(7, 7, 7, 7), r4.xyzw
f16tof32 r7.xyzw, r7.xyzw
ushr r4.xyzw, r4.xyzw, l(17, 17, 17, 17)
f16tof32 r4.xyzw, r4.xyzw
mov r8.x, |r6.x|
mov r8.y, r7.x
mov r8.z, r4.x
mad r2.xyz, r8.xyzx, r3.yyyy, r2.xyzx
mov r8.x, |r6.y|
mov r8.y, r7.y
mov r8.z, r4.y
mad r2.xyz, r8.xyzx, r3.zzzz, r2.xyzx
mov r4.x, |r6.z|
mov r4.y, r7.z
mad r2.xyz, r4.xyzx, r3.wwww, r2.xyzx
mov r4.x, |r6.w|
mov r4.y, r7.w
mad r5.xyz, r4.xywx, r11.wwww, r2.xyzx
max r2.x, r5.y, r5.x
max r2.x, r5.z, r2.x
mul r1.xzw, r0.xxyw, r2.xxxx
endif
mul r0.xyw, r1.yyyy, r5.xyxz
mul r1.xyz, r1.yyyy, r1.xzwx
f32tof16 r0.xyw, r0.xyxw
ubfe r0.x, l(11), l(4), r0.x
ushr r0.yw, r0.yyyw, l(0, 4, 0, 5)
bfi r0.y, l(11), l(11), r0.y, l(0)
iadd r0.x, r0.x, r0.y
bfi r0.x, l(10), l(22), r0.w, r0.x
f32tof16 r1.xyz, r1.xyzx
ubfe r0.y, l(11), l(4), r1.x
ushr r1.xy, r1.yzyy, l(4, 5, 0, 0)
bfi r0.w, l(11), l(11), r1.x, l(0)
iadd r0.y, r0.y, r0.w
bfi r0.y, l(10), l(22), r1.y, r0.y
else
mov r0.xyz, l(0,0,-1,0)
endif
store_uav_typed u0.xyzw, vThreadID.xyyy, r0.xxxx
store_uav_typed u1.xyzw, vThreadID.xyyy, r0.yyyy
store_uav_typed u2.xyzw, vThreadID.xyyy, r0.zzzz
ret
// Approximately 394 instruction slots used

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


As it's frozen when present, I can't even try to improve it or disable part of the effect.


I have some blood decals to fix now (edit: one of them fixed now. edit2: three out of three, yay). There's some lighting clipping like in FFXV too (like squares), but I don't know if it's fixable.

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

Posted 06/14/2018 09:17 PM   
Another screenshot. Indoors this time: https://u.cubeupload.com/masterotaku/re7007.jpg You can see the clipping problem there. Edit: maybe all these fixes are something mike_ar69 and DJ-RK did before me and I'm happy about nothing useful, I don't know.
Another screenshot. Indoors this time: https://u.cubeupload.com/masterotaku/re7007.jpg

You can see the clipping problem there.

Edit: maybe all these fixes are something mike_ar69 and DJ-RK did before me and I'm happy about nothing useful, I don't know.

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

Posted 06/14/2018 09:35 PM   
Dynamic depth for HUD: https://u.cubeupload.com/masterotaku/re7008.jpg I'll allow 3 presets, just like in Skyrim: no dynamic depth (this time not as default), depth of center of the screen (by default), and depth per vertex (each element with its own depth but the HUD can be quite deformed). You interact with so many items in the game that it would be weird to limit it just to the crosshair. Depth is accurate only if you disable the barrel distortion with another hotkey first. This weekend I'll publish a WIP version of the fix. Even if that compute shader has to be disabled (you'll lose some specular lighting in elements covered by non opaque shadows).
Dynamic depth for HUD: https://u.cubeupload.com/masterotaku/re7008.jpg

I'll allow 3 presets, just like in Skyrim: no dynamic depth (this time not as default), depth of center of the screen (by default), and depth per vertex (each element with its own depth but the HUD can be quite deformed).

You interact with so many items in the game that it would be weird to limit it just to the crosshair.
Depth is accurate only if you disable the barrel distortion with another hotkey first.


This weekend I'll publish a WIP version of the fix. Even if that compute shader has to be disabled (you'll lose some specular lighting in elements covered by non opaque shadows).

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

Posted 06/15/2018 03:19 PM   
Very nice masterotaku!! for the screenshots looks playable for me!!! Maybe we can send that CS to bo3b...there is a chance that even in ASM that shader have some issues. If you use a full log when you load a basic fix on that shader (when freezes / doesn't load), what do you see in the log? Do you have freezes / doesn't load when you dump and reaload in ASM?
Very nice masterotaku!! for the screenshots looks playable for me!!!

Maybe we can send that CS to bo3b...there is a chance that even in ASM that shader have some issues. If you use a full log when you load a basic fix on that shader (when freezes / doesn't load), what do you see in the log? Do you have freezes / doesn't load when you dump and reaload in ASM?

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 06/15/2018 03:39 PM   
Maybe I explained it wrong. Its ASM code doesn't produce any error when reloading with F10 or in the log. But the effect has its image frozen with the first image you get when you load a save file. If you alt+tab out and go back to the game again, the effect disappears (you can make it frozen with a new image by pressing the show_original key and releasing it). Something in the ASM code may be wrong as it is, but not a syntax error.
Maybe I explained it wrong. Its ASM code doesn't produce any error when reloading with F10 or in the log. But the effect has its image frozen with the first image you get when you load a save file. If you alt+tab out and go back to the game again, the effect disappears (you can make it frozen with a new image by pressing the show_original key and releasing it).

Something in the ASM code may be wrong as it is, but not a syntax error.

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

Posted 06/15/2018 03:55 PM   
Ok, now i understand :) That indicate that the asm shader may have some issues as well.
Ok, now i understand :)

That indicate that the asm shader may have some issues as well.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 06/15/2018 04:02 PM   
  14 / 23    
Scroll To Top