How can i make vertex shader as toggle key in d3dx.ini after shader hunting ?
When I play the game, sometimes I want to play the game with no UI at all. I do not mean its step-by-step depth I want to be invisible at all Is there any way to toggle the UI to a specific key? For example, I found the code ce765b9062c80adf after hunting associated with the UI I want to know how to use it as toggle key in d3dx.ini
When I play the game, sometimes I want to play the game with no UI at all.
I do not mean its step-by-step depth
I want to be invisible at all

Is there any way to toggle the UI to a specific key?
For example, I found the code ce765b9062c80adf after hunting associated with the UI
I want to know how to use it as toggle key in d3dx.ini

i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K

#1
Posted 08/12/2017 08:48 PM   
HI, HI, This goes in d3dx.ini in [Constants] section [code] [KeyUI] Key = u x = 0,1 type = cycle [/code] replace "u" for the key you want This goes in Pixel shader of UI after the float4 fDest; [code]float4 iniParams = IniParams.Load(0); if (iniParams.x == 1) {discard;}[/code] All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader.
HI,

HI, This goes in d3dx.ini in [Constants] section
[KeyUI]
Key = u
x = 0,1
type = cycle

replace "u" for the key you want


This goes in Pixel shader of UI
after the float4 fDest;
float4 iniParams = IniParams.Load(0);
if (iniParams.x == 1) {discard;}

All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader.

#2
Posted 08/12/2017 10:13 PM   
[quote="cicicleta"]HI, HI, This goes in d3dx.ini in [Constants] section [code] [KeyUI] Key = u x = 0,1 type = cycle [/code] replace "u" for the key you want This goes in Pixel shader of UI after the float4 fDest; [code]float4 iniParams = IniParams.Load(0); if (iniParams.x == 1) {discard;}[/code] All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader. [/quote] thanks to you :)
cicicleta said:HI,

HI, This goes in d3dx.ini in [Constants] section
[KeyUI]
Key = u
x = 0,1
type = cycle

replace "u" for the key you want


This goes in Pixel shader of UI
after the float4 fDest;
float4 iniParams = IniParams.Load(0);
if (iniParams.x == 1) {discard;}

All it means if you press "u" x change between 0 and 1, when it's = 1, discard all the shader.



thanks to you :)

i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K

#3
Posted 08/12/2017 10:24 PM   
This is an example of disabling in pixelshader[code]// car's beam // ---- Created with 3Dmigoto v1.2.62 on Fri Jul 21 17:01:24 2017 Texture2D<float4> t3 : register(t3); Texture2D<float4> t2 : register(t2); Texture2D<float4> t1 : register(t1); Texture2D<float4> t0 : register(t0); SamplerState s3_s : register(s3); SamplerState s2_s : register(s2); SamplerState s1_s : register(s1); SamplerState s0_s : register(s0); cbuffer cb1 : register(b1) { float4 cb1[8]; } cbuffer cb0 : register(b0) { float4 cb0[35]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float4 v1 : TEXCOORD0, float3 v2 : TEXCOORD1, out float4 o0 : SV_Target0) { float4 r0,r1,r2,r3,r4,r5,r6; uint4 bitmask, uiDest; float4 fDest; //after this insert the discard code float4 iniParams = IniParams.Load(0); if (iniParams.y == 1) {discard;} float4 stereo = StereoParams.Load(0); float separation = stereo.x, convergence = stereo.y, eye = stereo.z; r0.xy = v1.xy / v1.ww; r0.xyzw = t0.Sample(s0_s, r0.xy).xyzw; r0.yzw = -cb1[4].xyz + v2.xyz; r1.x = dot(r0.yzw, r0.yzw); r1.x = sqrt(r1.x); r0.yzw = r0.yzw / r1.xxx; r0.x = cb1[7].z * r0.x + cb1[7].w; r0.x = 1 / r0.x; r1.y = dot(cb0[28].xyz, r0.yzw); r0.x = r0.x / r1.y; r0.x = min(r1.x, r0.x); r1.xy = v0.xy / cb0[11].zw; r1.z = dot(cb1[0].xy, float2(12.9898005,78.2330017)); r1.z = sin(r1.z); r1.z = 43758.5469 * r1.z; r1.z = frac(r1.z); r1.xy = r1.xy + r1.zz; r1.xyzw = t1.Sample(s3_s, r1.xy).xyzw; r1.x = r1.x * 2 + -1; r1.x = max(-1, r1.x); r1.x = min(1, r1.x); r1.y = asint(cb0[34].y); r0.x = r0.x / r1.y; r1.yzw = r0.yzw * r0.xxx; r1.xyz = r1.yzw * r1.xxx + cb1[4].xyz; r2.xyz = cb1[4].xyz + -r1.xyz; r1.w = dot(r2.xyz, r2.xyz); r1.w = sqrt(r1.w); r1.w = cb0[29].y * r1.w; r1.w = 0.5 * r1.w; r2.x = cb0[29].x * r0.x; r2.yzw = float3(0,0,0); r3.xyzw = r1.xyzw; r4.x = 0; while (true) { r4.y = cmp((int)r4.x >= asint(cb0[34].y)); if (r4.y != 0) break; r4.yzw = cb0[4].xyz + -r3.xyz; r5.xyz = cb0[21].xyw * r3.yyy; r5.xyz = cb0[20].xyw * r3.xxx + r5.xyz; r5.xyz = cb0[22].xyw * r3.zzz + r5.xyz; r5.xyz = cb0[23].xyw + r5.xyz; r5.xy = r5.xy / r5.zz; r6.xyzw = t2.SampleBias(s2_s, r5.xy, -8).xyzw; r5.x = cmp(r5.z < 0); r5.x = r5.x ? 1.000000 : 0; r5.x = r6.w * r5.x; r4.y = dot(r4.yzw, r4.yzw); r4.y = cb0[4].w * r4.y; r6.xyzw = t3.Sample(s1_s, r4.yy).xyzw; r4.y = r6.x * r5.x; r3.w = cb0[29].y * r0.x + r3.w; r4.y = r4.y * r2.x; r4.z = -1.44269502 * r3.w; r4.z = exp2(r4.z); r4.y = r4.y * r4.z; r5.xyz = -cb0[4].xyz + r3.xyz; r4.z = dot(r5.xyz, r5.xyz); r4.z = rsqrt(r4.z); r5.xyz = r5.xyz * r4.zzz; r4.z = dot(r5.xyz, -r0.yzw); r4.z = -cb0[30].z * r4.z + cb0[30].y; r4.z = log2(r4.z); r4.z = 1.5 * r4.z; r4.z = exp2(r4.z); r4.z = cb0[30].x / r4.z; r4.z = cb0[30].w * r4.z; r2.yzw = r4.yyy * r4.zzz + r2.yzw; r3.xyz = r0.yzw * r0.xxx + r3.xyz; r4.x = (int)r4.x + 1; } r0.xyz = cb0[5].xyz * r2.yzw; o0.xyz = max(float3(0,0,0), r0.xyz); o0.w = 0; return; } [/code]
This is an example of disabling in pixelshader
// car's beam
// ---- Created with 3Dmigoto v1.2.62 on Fri Jul 21 17:01:24 2017
Texture2D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
float4 cb1[8];
}

cbuffer cb0 : register(b0)
{
float4 cb0[35];
}




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


void main(
float4 v0 : SV_POSITION0,
float4 v1 : TEXCOORD0,
float3 v2 : TEXCOORD1,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4,r5,r6;
uint4 bitmask, uiDest;
float4 fDest; //after this insert the discard code

float4 iniParams = IniParams.Load(0);
if (iniParams.y == 1) {discard;}
float4 stereo = StereoParams.Load(0);
float separation = stereo.x, convergence = stereo.y, eye = stereo.z;

r0.xy = v1.xy / v1.ww;
r0.xyzw = t0.Sample(s0_s, r0.xy).xyzw;
r0.yzw = -cb1[4].xyz + v2.xyz;
r1.x = dot(r0.yzw, r0.yzw);
r1.x = sqrt(r1.x);
r0.yzw = r0.yzw / r1.xxx;
r0.x = cb1[7].z * r0.x + cb1[7].w;
r0.x = 1 / r0.x;
r1.y = dot(cb0[28].xyz, r0.yzw);
r0.x = r0.x / r1.y;
r0.x = min(r1.x, r0.x);
r1.xy = v0.xy / cb0[11].zw;
r1.z = dot(cb1[0].xy, float2(12.9898005,78.2330017));
r1.z = sin(r1.z);
r1.z = 43758.5469 * r1.z;
r1.z = frac(r1.z);
r1.xy = r1.xy + r1.zz;
r1.xyzw = t1.Sample(s3_s, r1.xy).xyzw;
r1.x = r1.x * 2 + -1;
r1.x = max(-1, r1.x);
r1.x = min(1, r1.x);
r1.y = asint(cb0[34].y);
r0.x = r0.x / r1.y;
r1.yzw = r0.yzw * r0.xxx;
r1.xyz = r1.yzw * r1.xxx + cb1[4].xyz;
r2.xyz = cb1[4].xyz + -r1.xyz;
r1.w = dot(r2.xyz, r2.xyz);
r1.w = sqrt(r1.w);
r1.w = cb0[29].y * r1.w;
r1.w = 0.5 * r1.w;
r2.x = cb0[29].x * r0.x;
r2.yzw = float3(0,0,0);
r3.xyzw = r1.xyzw;
r4.x = 0;
while (true) {
r4.y = cmp((int)r4.x >= asint(cb0[34].y));
if (r4.y != 0) break;
r4.yzw = cb0[4].xyz + -r3.xyz;
r5.xyz = cb0[21].xyw * r3.yyy;
r5.xyz = cb0[20].xyw * r3.xxx + r5.xyz;
r5.xyz = cb0[22].xyw * r3.zzz + r5.xyz;
r5.xyz = cb0[23].xyw + r5.xyz;
r5.xy = r5.xy / r5.zz;
r6.xyzw = t2.SampleBias(s2_s, r5.xy, -8).xyzw;
r5.x = cmp(r5.z < 0);
r5.x = r5.x ? 1.000000 : 0;
r5.x = r6.w * r5.x;
r4.y = dot(r4.yzw, r4.yzw);
r4.y = cb0[4].w * r4.y;
r6.xyzw = t3.Sample(s1_s, r4.yy).xyzw;
r4.y = r6.x * r5.x;
r3.w = cb0[29].y * r0.x + r3.w;
r4.y = r4.y * r2.x;
r4.z = -1.44269502 * r3.w;
r4.z = exp2(r4.z);
r4.y = r4.y * r4.z;
r5.xyz = -cb0[4].xyz + r3.xyz;
r4.z = dot(r5.xyz, r5.xyz);
r4.z = rsqrt(r4.z);
r5.xyz = r5.xyz * r4.zzz;
r4.z = dot(r5.xyz, -r0.yzw);
r4.z = -cb0[30].z * r4.z + cb0[30].y;
r4.z = log2(r4.z);
r4.z = 1.5 * r4.z;
r4.z = exp2(r4.z);
r4.z = cb0[30].x / r4.z;
r4.z = cb0[30].w * r4.z;
r2.yzw = r4.yyy * r4.zzz + r2.yzw;
r3.xyz = r0.yzw * r0.xxx + r3.xyz;
r4.x = (int)r4.x + 1;
}
r0.xyz = cb0[5].xyz * r2.yzw;
o0.xyz = max(float3(0,0,0), r0.xyz);
o0.w = 0;
return;
}

#4
Posted 08/12/2017 11:01 PM   
Is there any way to insert it into a vertex shader? When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below http://imgur.com/utJlnrO
Is there any way to insert it into a vertex shader?
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below

http://imgur.com/utJlnrO

i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K

#5
Posted 08/12/2017 11:40 PM   
[quote="ndlrjajdlfo"]Is there any way to insert it into a vertex shader? When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below http://imgur.com/utJlnrO[/quote] upload here the vertexshader, we need to know the SV_POSITION0 to disable the vertexshader.
ndlrjajdlfo said:Is there any way to insert it into a vertex shader?
When I added it to the pixel shader, and the toggle key works, but the screen is broken as like link below


http://imgur.com/utJlnrO


upload here the vertexshader, we need to know the SV_POSITION0 to disable the vertexshader.

#6
Posted 08/13/2017 07:01 AM   
@cicicleta here it is // UI Interface.. // ---- Created with 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017 cbuffer _Globals : register(b0) { int nOperate[7] : packoffset(c0); float4 vecParam[4] : packoffset(c7); bool isDepthCheck : packoffset(c11) = false; bool isUseTexture : packoffset(c11.y) = true; float4x4 matTransform : packoffset(c12); float4x4 matWorldTransform : packoffset(c16); float fUIDyeSpecularExp : packoffset(c20); float fUIDyeEnvRate : packoffset(c20.y); float3 vecViewDirection : packoffset(c21); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : COLOR0, float2 v2 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD1, out float4 o2 : COLOR0, out float3 o3 : TEXCOORD2) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz; r0.w = 1; o0.x = dot(r0.xyzw, matTransform._m00_m10_m20_m30); o0.y = dot(r0.xyzw, matTransform._m01_m11_m21_m31); o0.z = dot(r0.xyzw, matTransform._m02_m12_m22_m32); o0.w = dot(r0.xyzw, matTransform._m03_m13_m23_m33); o1.xy = v2.xy; p1.xy = v0.xy; o2.xyzw = v1.xyzw; o3.x = dot(r0.xyzw, matWorldTransform._m00_m10_m20_m30); o3.y = dot(r0.xyzw, matWorldTransform._m01_m11_m21_m31); o3.z = dot(r0.xyzw, matWorldTransform._m02_m12_m22_m32); // UI Interface.. float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o0.x+=stereo.x*params.y; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // using 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017 // // // Buffer Definitions: // // cbuffer $Globals // { // // int nOperate[7]; // Offset: 0 Size: 100 [unused] // float4 vecParam[4]; // Offset: 112 Size: 64 [unused] // bool isDepthCheck; // Offset: 176 Size: 4 [unused] // = 0x00000000 // bool isUseTexture; // Offset: 180 Size: 4 [unused] // = 0xffffffff // float4x4 matTransform; // Offset: 192 Size: 64 // float4x4 matWorldTransform; // Offset: 256 Size: 64 // float fUIDyeSpecularExp; // Offset: 320 Size: 4 [unused] // float fUIDyeEnvRate; // Offset: 324 Size: 4 [unused] // float3 vecViewDirection; // Offset: 336 Size: 12 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyz // COLOR 0 xyzw 1 NONE float xyzw // TEXCOORD 0 xy 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // TEXCOORD 1 zw 1 NONE float zw // COLOR 0 xyzw 2 NONE float xyzw // TEXCOORD 2 xyz 3 NONE float xyz // vs_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[19], immediateIndexed dcl_input v0.xyz dcl_input v1.xyzw dcl_input v2.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_output o1.zw dcl_output o2.xyzw dcl_output o3.xyz dcl_temps 1 mov r0.xyz, v0.xyzx mov r0.w, l(1.000000) dp4 o0.x, r0.xyzw, cb0[12].xyzw dp4 o0.y, r0.xyzw, cb0[13].xyzw dp4 o0.z, r0.xyzw, cb0[14].xyzw dp4 o0.w, r0.xyzw, cb0[15].xyzw mov o1.xy, v2.xyxx mov o1.zw, v0.xxxy mov o2.xyzw, v1.xyzw dp4 o3.x, r0.xyzw, cb0[16].xyzw dp4 o3.y, r0.xyzw, cb0[17].xyzw dp4 o3.z, r0.xyzw, cb0[18].xyzw ret // Approximately 13 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
@cicicleta
here it is


// UI Interface..
// ---- Created with 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017

cbuffer _Globals : register(b0)
{
int nOperate[7] : packoffset(c0);
float4 vecParam[4] : packoffset(c7);
bool isDepthCheck : packoffset(c11) = false;
bool isUseTexture : packoffset(c11.y) = true;
float4x4 matTransform : packoffset(c12);
float4x4 matWorldTransform : packoffset(c16);
float fUIDyeSpecularExp : packoffset(c20);
float fUIDyeEnvRate : packoffset(c20.y);
float3 vecViewDirection : packoffset(c21);
}



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


void main(
float4 v0 : POSITION0,
float4 v1 : COLOR0,
float2 v2 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : COLOR0,
out float3 o3 : TEXCOORD2)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz;
r0.w = 1;
o0.x = dot(r0.xyzw, matTransform._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, matTransform._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, matTransform._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, matTransform._m03_m13_m23_m33);
o1.xy = v2.xy;
p1.xy = v0.xy;
o2.xyzw = v1.xyzw;
o3.x = dot(r0.xyzw, matWorldTransform._m00_m10_m20_m30);
o3.y = dot(r0.xyzw, matWorldTransform._m01_m11_m21_m31);
o3.z = dot(r0.xyzw, matWorldTransform._m02_m12_m22_m32);

// UI Interface..
float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*params.y;



return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// int nOperate[7]; // Offset: 0 Size: 100 [unused]
// float4 vecParam[4]; // Offset: 112 Size: 64 [unused]
// bool isDepthCheck; // Offset: 176 Size: 4 [unused]
// = 0x00000000
// bool isUseTexture; // Offset: 180 Size: 4 [unused]
// = 0xffffffff
// float4x4 matTransform; // Offset: 192 Size: 64
// float4x4 matWorldTransform; // Offset: 256 Size: 64
// float fUIDyeSpecularExp; // Offset: 320 Size: 4 [unused]
// float fUIDyeEnvRate; // Offset: 324 Size: 4 [unused]
// float3 vecViewDirection; // Offset: 336 Size: 12 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
// TEXCOORD 1 zw 1 NONE float zw
// COLOR 0 xyzw 2 NONE float xyzw
// TEXCOORD 2 xyz 3 NONE float xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[19], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o1.zw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb0[12].xyzw
dp4 o0.y, r0.xyzw, cb0[13].xyzw
dp4 o0.z, r0.xyzw, cb0[14].xyzw
dp4 o0.w, r0.xyzw, cb0[15].xyzw
mov o1.xy, v2.xyxx
mov o1.zw, v0.xxxy
mov o2.xyzw, v1.xyzw
dp4 o3.x, r0.xyzw, cb0[16].xyzw
dp4 o3.y, r0.xyzw, cb0[17].xyzw
dp4 o3.z, r0.xyzw, cb0[18].xyzw
ret
// Approximately 13 instruction slots used

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

i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K

#7
Posted 08/13/2017 09:37 AM   
use this: [code]// UI Interface.. // ---- Created with 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017 cbuffer _Globals : register(b0) { int nOperate[7] : packoffset(c0); float4 vecParam[4] : packoffset(c7); bool isDepthCheck : packoffset(c11) = false; bool isUseTexture : packoffset(c11.y) = true; float4x4 matTransform : packoffset(c12); float4x4 matWorldTransform : packoffset(c16); float fUIDyeSpecularExp : packoffset(c20); float fUIDyeEnvRate : packoffset(c20.y); float3 vecViewDirection : packoffset(c21); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : POSITION0, float4 v1 : COLOR0, float2 v2 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0, out float2 p1 : TEXCOORD1, out float4 o2 : COLOR0, out float3 o3 : TEXCOORD2) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz; r0.w = 1; o0.x = dot(r0.xyzw, matTransform._m00_m10_m20_m30); o0.y = dot(r0.xyzw, matTransform._m01_m11_m21_m31); o0.z = dot(r0.xyzw, matTransform._m02_m12_m22_m32); o0.w = dot(r0.xyzw, matTransform._m03_m13_m23_m33); o1.xy = v2.xy; p1.xy = v0.xy; o2.xyzw = v1.xyzw; o3.x = dot(r0.xyzw, matWorldTransform._m00_m10_m20_m30); o3.y = dot(r0.xyzw, matWorldTransform._m01_m11_m21_m31); o3.z = dot(r0.xyzw, matWorldTransform._m02_m12_m22_m32); // UI Interface.. //float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o0.x+=stereo.x*params.y; float4 iniParams = IniParams.Load(0); if (iniParams.x == 1) {o0 = 0;} // this disable the shader return; }[/code]
use this:
// UI Interface..
// ---- Created with 3Dmigoto v1.2.56 on Fri Mar 31 04:26:58 2017

cbuffer _Globals : register(b0)
{
int nOperate[7] : packoffset(c0);
float4 vecParam[4] : packoffset(c7);
bool isDepthCheck : packoffset(c11) = false;
bool isUseTexture : packoffset(c11.y) = true;
float4x4 matTransform : packoffset(c12);
float4x4 matWorldTransform : packoffset(c16);
float fUIDyeSpecularExp : packoffset(c20);
float fUIDyeEnvRate : packoffset(c20.y);
float3 vecViewDirection : packoffset(c21);
}



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


void main(
float4 v0 : POSITION0,
float4 v1 : COLOR0,
float2 v2 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0,
out float2 p1 : TEXCOORD1,
out float4 o2 : COLOR0,
out float3 o3 : TEXCOORD2)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz;
r0.w = 1;
o0.x = dot(r0.xyzw, matTransform._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, matTransform._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, matTransform._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, matTransform._m03_m13_m23_m33);
o1.xy = v2.xy;
p1.xy = v0.xy;
o2.xyzw = v1.xyzw;
o3.x = dot(r0.xyzw, matWorldTransform._m00_m10_m20_m30);
o3.y = dot(r0.xyzw, matWorldTransform._m01_m11_m21_m31);
o3.z = dot(r0.xyzw, matWorldTransform._m02_m12_m22_m32);

// UI Interface..
//float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*params.y;

float4 iniParams = IniParams.Load(0);
if (iniParams.x == 1) {o0 = 0;} // this disable the shader



return;
}

#8
Posted 08/13/2017 09:49 AM   
@cicicleta thank you very much! it works perfect now It did not work the first time  This is the only part I have modified. //float4 params ===> float4 params :) And for additional reference, This is about Black Desert online games, so it might be useful to someone else.
@cicicleta

thank you very much!

it works perfect now

It did not work the first time
 This is the only part I have modified.

//float4 params ===> float4 params

:)



And for additional reference,
This is about Black Desert online games, so it might be useful to someone else.

i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K

#9
Posted 08/13/2017 11:13 AM   
[quote="ndlrjajdlfo"]@cicicleta thank you very much! it works perfect now It did not work the first time  This is the only part I have modified. //float4 params ===> float4 params :) And for additional reference, This is about Black Desert online games, so it might be useful to someone else. [/quote] You're welcome!!! We all here help each other.
ndlrjajdlfo said:@cicicleta

thank you very much!

it works perfect now

It did not work the first time
 This is the only part I have modified.

//float4 params ===> float4 params

:)



And for additional reference,
This is about Black Desert online games, so it might be useful to someone else.


You're welcome!!! We all here help each other.

#10
Posted 08/13/2017 02:02 PM   
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