3Dmigoto now open-source...
  112 / 143    
[quote="mx-2"][quote="bo3b"]This is fixed cleanly now in top-of-tree, and will be included in 1.2.67. If you get a chance, you can build and try this. I don't have any games that use this path, so it would be good if you can verify I got this right.[/quote]Just tested it, it works now :)[/quote] Thanks for double checking that. Took me awhile to work out the best way to do this, and it's always tricky when I can't test it directly.
mx-2 said:
bo3b said:This is fixed cleanly now in top-of-tree, and will be included in 1.2.67.

If you get a chance, you can build and try this. I don't have any games that use this path, so it would be good if you can verify I got this right.
Just tested it, it works now :)

Thanks for double checking that. Took me awhile to work out the best way to do this, and it's always tricky when I can't test it directly.

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

Posted 10/28/2017 06:48 PM   
[quote="DarkStarSword"][quote="DHR"]@DSS If i want to use the ShaderRegex in an VS, i need to use this: [code]shader_model = vs_4_0 vs_5_0[/code][/quote]Yep, that will work :)[/quote] Thanks DSS!! works I have a question....how do you search for "r0.xyzw", using: [code](?P<pos_x>r\d+)\.(?P<swizzle_x>[xyzw])[xyzw]{3}[/code] That previous code is for searching rX.xxxx I try a few stuff but don't work.
DarkStarSword said:
DHR said:@DSS
If i want to use the ShaderRegex in an VS, i need to use this:

shader_model = vs_4_0 vs_5_0
Yep, that will work :)


Thanks DSS!! works

I have a question....how do you search for "r0.xyzw", using:
(?P<pos_x>r\d+)\.(?P<swizzle_x>[xyzw])[xyzw]{3}

That previous code is for searching rX.xxxx

I try a few stuff but don't work.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 10/29/2017 01:35 AM   
Just literally use "r0\.xyzw" if you want to specifically match r0 and xyzw components. If you want to match any register with swizzle xyzw use "r\d+\.xyzw" (which is the same as "r[0-9]+\.xyzw"), and if you need to capture that register number with a capture group, use "(?P<capture_group_name>r\d+)\.xyzw" In the example you quoted I'm capturing the register and the first component of the swizzle (specifically the first - I expect them all to be the same, but in the replace text I only wanted to output a single character, so I only captured one) and allowed the remaining three to match any swizzle character without capturing them. To break it down: [code] (?x) (?# Enables extended mode to ignore all whitespace for a verbose breakdown) (?P<pos_x> (?# This opens a named capture group for the register number) r (?# Matches the literal "r" for a temporary register) \d+ (?# Matches one or more digits for the register number) ) (?# Closes this named capture group) \. (?# Matches a literal dot between the register number and swizzle) (?P<swizzle_x> (?# Opens a named capture group for the *first* character in the swizzle) [xyzw] (?# Matches exactly one swizzle character, which can be any of these) ) (?# Closes this named capture group) [xyzw]{3} (?# Matches the remaining three characters in the swizzle, regardless of what they are) [/code] If you wanted to match any combination of exactly four swizzle characters you would use "[xyzw]{4}", or you could use "[xyzw]+" to match one or more swizzle characters - but if I know there will be exactly four I prefer to make it exact.
Just literally use "r0\.xyzw" if you want to specifically match r0 and xyzw components. If you want to match any register with swizzle xyzw use "r\d+\.xyzw" (which is the same as "r[0-9]+\.xyzw"), and if you need to capture that register number with a capture group, use "(?P<capture_group_name>r\d+)\.xyzw"

In the example you quoted I'm capturing the register and the first component of the swizzle (specifically the first - I expect them all to be the same, but in the replace text I only wanted to output a single character, so I only captured one) and allowed the remaining three to match any swizzle character without capturing them. To break it down:

(?x) (?# Enables extended mode to ignore all whitespace for a verbose breakdown)

(?P<pos_x> (?# This opens a named capture group for the register number)
r (?# Matches the literal "r" for a temporary register)
\d+ (?# Matches one or more digits for the register number)
) (?# Closes this named capture group)

\. (?# Matches a literal dot between the register number and swizzle)

(?P<swizzle_x> (?# Opens a named capture group for the *first* character in the swizzle)
[xyzw] (?# Matches exactly one swizzle character, which can be any of these)
) (?# Closes this named capture group)

[xyzw]{3} (?# Matches the remaining three characters in the swizzle, regardless of what they are)


If you wanted to match any combination of exactly four swizzle characters you would use "[xyzw]{4}", or you could use "[xyzw]+" to match one or more swizzle characters - but if I know there will be exactly four I prefer to make it exact.

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

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

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

Posted 10/29/2017 04:37 AM   
Thanks DSS!! "(?P<capture_group_name>r\d+)\.xyzw" was the one i needed. because i need the x and w capture group for the replace text. Man, this ShaderRegex feature is amazing....will save A LOT OF TIME!!
Thanks DSS!!

"(?P<capture_group_name>r\d+)\.xyzw" was the one i needed. because i need the x and w capture group for the replace text.

Man, this ShaderRegex feature is amazing....will save A LOT OF TIME!!

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 10/29/2017 10:03 AM   
I've ended up deciding to re-implement disable_scissor as an alias for the command lists for backwards compatibility with the NieR Automata fix - the groundwork to make that work will also come in handy to allow the upcoming UE4 extension DLL to add custom shader sections on the fly to work with different UE4 versions, so I can justify it that way.
I've ended up deciding to re-implement disable_scissor as an alias for the command lists for backwards compatibility with the NieR Automata fix - the groundwork to make that work will also come in handy to allow the upcoming UE4 extension DLL to add custom shader sections on the fly to work with different UE4 versions, so I can justify it that way.

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

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

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

Posted 10/29/2017 05:09 PM   
[center][color="orange"][size="XL"]3Dmigoto 1.2.67[/size][/color][/center][center][color="green"][url]https://github.com/bo3b/3Dmigoto/releases[/url][/color][/center] - Fixes serious regression where key bindings would clear unrelated Ini Params - Fixes performance regression in hunting mode related to hash contamination detection of index buffers (we no longer detect this hash contamination, because the cost is too high to do anything about it - if this ever becomes a problem in practice we will need to find an alternative solution). - Fixes performance regression related to per-shader scissor clipping overrides introduced in 1.2.63 - disable_scissor=0/1 is now implemented as a built in command list - Fix crash when using draw calls from the command list while hooking was enabled (and other bad behaviour, such as 3DMigoto's DirectX calls showing up in the frame analysis log) - Per-draw call separation/convergence overrides moved to the command list (by default these are still per-draw call, but if you are feeling adventurous and explicitly specify either "pre" or "post" they will persist afterwards. Generally though, you should use presets if you wanted to do that) - draw=from_caller will now work with shader hunting in skip and mono marking modes. Pink already worked, and theoretically zero should as well (if it doesn't crash) - draw=from_caller will now work with Indirect and DrawAuto calls (untested) - command lists from Indirect draw calls can now get access to the argument buffer via the "this" resource copy target. This is untested, and there is no way to get the argument offset yet. - The iteration feature of ShaderOverrides has been removed (iterations in TextureOverrides are still present) because it has been broken forever and is now completely useless. - Improved HackerUnknown::QueryInterface implementation (Bo3b) I have a few more performance improvements in the works, but they are a little more risky so I felt it best to make a release now, so if they do break something we have a release to test with. Edit: Forgot to mention, that the index buffer filtering will NOT change compared to the previous release, so go ahead and use it if you want it.
3Dmigoto 1.2.67


- Fixes serious regression where key bindings would clear unrelated Ini Params

- Fixes performance regression in hunting mode related to hash contamination detection of index buffers (we no longer detect this hash contamination, because the cost is too high to do anything about it - if this ever becomes a problem in practice we will need to find an alternative solution).

- Fixes performance regression related to per-shader scissor clipping overrides introduced in 1.2.63

- disable_scissor=0/1 is now implemented as a built in command list

- Fix crash when using draw calls from the command list while hooking was enabled (and other bad behaviour, such as 3DMigoto's DirectX calls showing up in the frame analysis log)

- Per-draw call separation/convergence overrides moved to the command list (by default these are still per-draw call, but if you are feeling adventurous and explicitly specify either "pre" or "post" they will persist afterwards. Generally though, you should use presets if you wanted to do that)

- draw=from_caller will now work with shader hunting in skip and mono marking modes. Pink already worked, and theoretically zero should as well (if it doesn't crash)

- draw=from_caller will now work with Indirect and DrawAuto calls (untested)

- command lists from Indirect draw calls can now get access to the argument buffer via the "this" resource copy target. This is untested, and there is no way to get the argument offset yet.

- The iteration feature of ShaderOverrides has been removed (iterations in TextureOverrides are still present) because it has been broken forever and is now completely useless.

- Improved HackerUnknown::QueryInterface implementation (Bo3b)


I have a few more performance improvements in the works, but they are a little more risky so I felt it best to make a release now, so if they do break something we have a release to test with.

Edit: Forgot to mention, that the index buffer filtering will NOT change compared to the previous release, so go ahead and use it if you want it.

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

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

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

Posted 10/29/2017 10:22 PM   
Thanks for the update! Damn, and I had just posted the Grim Dawn fix with that build you gave me the other day. Well, I don't think this new version would have made a difference (I'm not using any of the new features).
Thanks for the update!

Damn, and I had just posted the Grim Dawn fix with that build you gave me the other day. Well, I don't think this new version would have made a difference (I'm not using any of the new features).

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 10/29/2017 10:42 PM   
The build I gave you the other day was not really supposed to be made public, because now we have two versions floating around that both will claim to be 1.2.67, yet have some major differences which will be a pain if we get any bug reports for that version (I guess the debug log for the official 1.2.67 will include [BuiltInCustomShader] sections in the d3d11_log.txt that aren't in the unofficial build, so we can probably tell that way if need be). Please update the fix to the official 1.2.67 release at your earliest convenience. (Also, I'll send you another engineering build for testing shortly that should wipe off another 2% CPU to help your framerate - this is one of the more risky optimisations that I decided to leave out of 1.2.67 as it needs some stress testing in a wider range of games to make sure it hasn't broken anything).
The build I gave you the other day was not really supposed to be made public, because now we have two versions floating around that both will claim to be 1.2.67, yet have some major differences which will be a pain if we get any bug reports for that version (I guess the debug log for the official 1.2.67 will include [BuiltInCustomShader] sections in the d3d11_log.txt that aren't in the unofficial build, so we can probably tell that way if need be). Please update the fix to the official 1.2.67 release at your earliest convenience.

(Also, I'll send you another engineering build for testing shortly that should wipe off another 2% CPU to help your framerate - this is one of the more risky optimisations that I decided to leave out of 1.2.67 as it needs some stress testing in a wider range of games to make sure it hasn't broken anything).

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

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

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

Posted 10/30/2017 12:05 AM   
For Eng/Test builds that are sent to other people, I think the best approach is to tag them in the version.h file, so that there is no possibility of confusion. Also, I do not use Publish.bat for this, because it will automatically create a commit for a version change, I just send/upload the file from my local build folder. What I do is add a string to the version, so that the end ProductVersionString shows like "1.2.66-Eng". This is viewable as product version using Properties. This is the line in version.h: [code]#define VER_PRODUCT_VERSION_STR VER_FILE_VERSION_STR "-Eng" [/code] If we wanted to make this more automatic, we could have it always tag things "-Eng" by default, and Publish.Bat could snip that out when making real builds.
For Eng/Test builds that are sent to other people, I think the best approach is to tag them in the version.h file, so that there is no possibility of confusion. Also, I do not use Publish.bat for this, because it will automatically create a commit for a version change, I just send/upload the file from my local build folder.

What I do is add a string to the version, so that the end ProductVersionString shows like "1.2.66-Eng". This is viewable as product version using Properties.

This is the line in version.h:

#define VER_PRODUCT_VERSION_STR     VER_FILE_VERSION_STR "-Eng"



If we wanted to make this more automatic, we could have it always tag things "-Eng" by default, and Publish.Bat could snip that out when making real builds.

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

Posted 10/30/2017 12:26 AM   
I like automatic things - bonus points if they include the git sha in the version string :) I only used publish.bat for that build because I wanted to make sure it was an apples to apples comparison - if I built from my desktop it would be a totally different toolchain, branch, SDK, etc - too many variables for a performance comparison.
I like automatic things - bonus points if they include the git sha in the version string :)

I only used publish.bat for that build because I wanted to make sure it was an apples to apples comparison - if I built from my desktop it would be a totally different toolchain, branch, SDK, etc - too many variables for a performance comparison.

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

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

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

Posted 10/30/2017 12:41 AM   
Can confirm this release has reclaimed a decent amount of performance (2-10 FPS) in CPU bound areas which would dip into low 20's, which has really helped smooth out the experience so thanks for this release, and thanks to Masterotaku for being keen enough to determine the issue and help the regression be found. I simply figured the performance drop was the cost of using the tool (gotta pay to play, sometimes), so getting some free performance is definitely welcome.
Can confirm this release has reclaimed a decent amount of performance (2-10 FPS) in CPU bound areas which would dip into low 20's, which has really helped smooth out the experience so thanks for this release, and thanks to Masterotaku for being keen enough to determine the issue and help the regression be found. I simply figured the performance drop was the cost of using the tool (gotta pay to play, sometimes), so getting some free performance is definitely welcome.

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 10/30/2017 02:57 AM   
OK, DSS. I had to go to bed right after publishing the fix, and now I have to go to work, so it will take me 10 hours to be back home and change the fix. Send me a PM with the experimental build if you don't see me connected on Steam until then. Esit: is the Helixmod blog down right now? Anyway, I think I'll update the fix while at work. It's just changing a few files and using the new d3dx.ini. Edit 2: the site is up again.
OK, DSS. I had to go to bed right after publishing the fix, and now I have to go to work, so it will take me 10 hours to be back home and change the fix.

Send me a PM with the experimental build if you don't see me connected on Steam until then.

Esit: is the Helixmod blog down right now? Anyway, I think I'll update the fix while at work. It's just changing a few files and using the new d3dx.ini.

Edit 2: the site is up again.

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 10/30/2017 05:52 AM   
I have updated the Grim Dawn fix with the official 1.2.67. Not tested because I'm not at home :p. I hope it works.
I have updated the Grim Dawn fix with the official 1.2.67. Not tested because I'm not at home :p. I hope it works.

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 10/30/2017 07:15 AM   
Oh, for anyone who is using my automatic crosshair code, 1.2.66/67 allows for an easier method to get the depth buffer that will probably work in many (but not all) games: [code] [ResourceDepthBuffer] [ClearDepthStencilView] ResourceDepthBuffer = ref this [/code] That will set ResourceDepthBuffer to the most recent depth buffer the game cleared, which in a lot of cases will probably be one you want (this works in Hellblade), but it may not work in all games (e.g. this might get you a shadow map in some games instead of the depth buffer). Depending on the bind flags of the depth buffer you may or may not need to perform a full copy to use that in a destination shader - if that is necessary (or you aren't sure), I suggest using a second intermediate resource to limit the number of full copies, such as: [code] [ResourceDepthBufferRef] [ResourceDepthBufferCopy] max_copies_per_frame = 1 [ClearDepthStencilView] ResourceDepthBufferRef = ref this [ShaderOverrideHUD] hash = ... ResourceDepthBufferCopy = copy ResourceDepthBufferRef vs-t100 = ref ResourceDepthBufferCopy post vs-t100 = null [/code]
Oh, for anyone who is using my automatic crosshair code, 1.2.66/67 allows for an easier method to get the depth buffer that will probably work in many (but not all) games:

[ResourceDepthBuffer]

[ClearDepthStencilView]
ResourceDepthBuffer = ref this

That will set ResourceDepthBuffer to the most recent depth buffer the game cleared, which in a lot of cases will probably be one you want (this works in Hellblade), but it may not work in all games (e.g. this might get you a shadow map in some games instead of the depth buffer). Depending on the bind flags of the depth buffer you may or may not need to perform a full copy to use that in a destination shader - if that is necessary (or you aren't sure), I suggest using a second intermediate resource to limit the number of full copies, such as:

[ResourceDepthBufferRef]
[ResourceDepthBufferCopy]
max_copies_per_frame = 1

[ClearDepthStencilView]
ResourceDepthBufferRef = ref this

[ShaderOverrideHUD]
hash = ...
ResourceDepthBufferCopy = copy ResourceDepthBufferRef
vs-t100 = ref ResourceDepthBufferCopy
post vs-t100 = null

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

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

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

Posted 10/30/2017 08:18 AM   
I'll have to experiment with that in Grim Dawn. It sounds easier than before. The main HUD shader is "5241c522089fe7da-vs_replace.txt" (alongside the others, they are the last 4 edited shaders in my fix). With the first example you show, would it be like this, with no need for anything else?: [code] [ResourceDepthBuffer] [ClearDepthStencilView] ResourceDepthBuffer = ref this [ShaderOverrideHUD] hash = 5241c522089fe7da vs-t100 = ResourceDepthBuffer post vs-t100 = null [/code] Then how do I go about loading that inside the HUD vertex shader and the mouse vertex shader? It has been a long time since I tried something like that and I lost the files. I may have ideas about how to load it, but it's faster if I ask :p.
I'll have to experiment with that in Grim Dawn. It sounds easier than before. The main HUD shader is "5241c522089fe7da-vs_replace.txt" (alongside the others, they are the last 4 edited shaders in my fix).

With the first example you show, would it be like this, with no need for anything else?:

[ResourceDepthBuffer]

[ClearDepthStencilView]
ResourceDepthBuffer = ref this

[ShaderOverrideHUD]
hash = 5241c522089fe7da
vs-t100 = ResourceDepthBuffer
post vs-t100 = null


Then how do I go about loading that inside the HUD vertex shader and the mouse vertex shader? It has been a long time since I tried something like that and I lost the files. I may have ideas about how to load it, but it's faster if I ask :p.

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 10/30/2017 08:34 AM   
  112 / 143    
Scroll To Top