Kingdom Come: Deliverance - 3D-Vision Ready Fix V3.11
  4 / 18    
Very nice that work! Edit: @Losti: I put a more detail explanation, beacause you are very open to learn. Hope this help to understand more. [quote]damn....sepend so much time in it and you came here ans fix it in 5 minutes[/quote] i just replicate the same thing i do in Sniper3....and in Sniper3 i spend some hours fixing it and a few more to create/test the Regex....will be very nice if we can fix stuff in 5 minutes :) for the 7c9794852e9729ae-cs you can also replicate the fix from the Sniper3 "volumetric lights" fix. [quote]//there are some shadow problems in day sceenes i have to track down.......it appears left/right from the source with the fixed cs 82c shader ... HM....[/quote] Be sure to undo any other tweak or change you do in the ini or by shader to trying to solve any of the issues that are now fixed, this will lead in a double correction that may broke something else.
Very nice that work!

Edit: @Losti: I put a more detail explanation, beacause you are very open to learn. Hope this help to understand more.


damn....sepend so much time in it and you came here ans fix it in 5 minutes

i just replicate the same thing i do in Sniper3....and in Sniper3 i spend some hours fixing it and a few more to create/test the Regex....will be very nice if we can fix stuff in 5 minutes :)


for the 7c9794852e9729ae-cs you can also replicate the fix from the Sniper3 "volumetric lights" fix.


//there are some shadow problems in day sceenes i have to track down.......it appears left/right from the source with the fixed cs 82c shader ... HM....

Be sure to undo any other tweak or change you do in the ini or by shader to trying to solve any of the issues that are now fixed, this will lead in a double correction that may broke something else.

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#46
Posted 03/14/2018 07:38 PM   
Hm, the problem is that one [code] [ShaderOverride_Volunetric_Lighting2] Hash = 6a8a4ce1dd7bc2bc cs-cb13 = Resource_NearFarClipDist [/code] if i delete this, i will hav a near full black screen. If if i will leave it, it will be ok in main menue and in the night but will give me left and right shadows next to the object in the day...but i cant find this shader in the chace folder... hm... any idea?? will restart and try some ingame settings for shaders....
Hm, the problem is that one

[ShaderOverride_Volunetric_Lighting2]
Hash = 6a8a4ce1dd7bc2bc
cs-cb13 = Resource_NearFarClipDist


if i delete this, i will hav a near full black screen. If if i will leave it, it will be ok in main menue and in the night but will give me left and right shadows next to the object in the day...but i cant find this shader in the chace folder... hm... any idea?? will restart and try some ingame settings for shaders....

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#47
Posted 03/14/2018 08:04 PM   
Be sure you are not declaring twice the [Resource_NearFarClipDist], this one: (Need to be one time in the ini) [code][Resource_NearFarClipDist] max_copies_per_frame = 1[/code] And you can delete that...is not used in any part. Very strange you have a full black screen if you remove it. [code][ShaderOverride_Volunetric_Lighting2] Hash = 6a8a4ce1dd7bc2bc cs-cb13 = Resource_NearFarClipDist[/code]
Be sure you are not declaring twice the [Resource_NearFarClipDist], this one:
(Need to be one time in the ini)
[Resource_NearFarClipDist]
max_copies_per_frame = 1


And you can delete that...is not used in any part. Very strange you have a full black screen if you remove it.
[ShaderOverride_Volunetric_Lighting2]
Hash = 6a8a4ce1dd7bc2bc
cs-cb13 = Resource_NearFarClipDist

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#48
Posted 03/14/2018 08:17 PM   
[quote="DHR"]Be sure you are not declaring twice the [Resource_NearFarClipDist], this one: (Need to be one time in the ini) [code][Resource_NearFarClipDist] max_copies_per_frame = 1[/code] And you can delete that...is not used in any part. Very strange you have a full black screen if you remove it. [code][ShaderOverride_Volunetric_Lighting2] Hash = 6a8a4ce1dd7bc2bc cs-cb13 = Resource_NearFarClipDist[/code] [/quote] Strange, but if i delete this: [code] [ShaderOverride_Volunetric_Lighting2] Hash = 6a8a4ce1dd7bc2bc cs-cb13 = Resource_NearFarClipDist [/code] will result in black screen, and leave it will result in the problem i have written above...6a8a4ce1dd7bc2bc is a CS if i only have [code] [ShaderOverrideCS_LIGHTS-DHR] hash=82c08ee7da67f710 ResourceVSBuff=vs-cb2 Resource_NearFarClipDist = vs-cb2 [/code] as override in the ini i have black sceen. if i add [code][ShaderOverride_Volunetric_Lighting2] Hash = 6a8a4ce1dd7bc2bc cs-cb13 = Resource_NearFarClipDist[/code] its OK but the left/right shadow glitches/haloes/ghost-shadows from the object occures 6a8a4ce1dd7bc2bc [code] // Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229 // // using 3Dmigoto v1.3.3 on Wed Mar 14 21:15:39 2018 // // // Buffer Definitions: // // cbuffer PER_BATCH // { // // float4 vfDistributionParams; // Offset: 0 Size: 16 // float4 ScreenInfo; // Offset: 16 Size: 16 [unused] // float4 ScreenSize; // Offset: 32 Size: 16 // // } // // cbuffer CBStaticPerInst // { // // struct <unnamed> // { // // row_major float3x4 SPIObjWorldMat;// Offset: 0 // float4 SPIBendInfo; // Offset: 48 // float4 SPIRainLayerParams; // Offset: 64 // float4 SPIVertexAO; // Offset: 80 // float4 SPIAlphaTest; // Offset: 96 // // } SPI[128]; // Offset: 0 Size: 14336 [unused] // // } // // cbuffer CBIndirectPerInst // { // // uint4 SPIIndex; // Offset: 0 Size: 16 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // BlurredInscatteringInput texture float4 3d 0 1 // BlurredInscatteringDepthMaxInput texture float 2d 1 1 // BlurredInscatteringOutput UAV float4 3d 0 1 // PER_BATCH cbuffer NA NA 0 1 // CBStaticPerInst cbuffer NA NA 8 1 // CBIndirectPerInst cbuffer NA NA 11 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_immediateConstantBuffer { { 0.00390625000, 0, 0, 0}, { 0.031250, 0, 0, 0}, { 0.109375, 0, 0, 0}, { 0.218750, 0, 0, 0}, { 0.273437500, 0, 0, 0}, { 0.218750, 0, 0, 0}, { 0.109375, 0, 0, 0}, { 0.031250, 0, 0, 0}, { 0.00390625000, 0, 0, 0} } dcl_constantbuffer cb0[3], immediateIndexed dcl_constantbuffer cb8[1], immediateIndexed dcl_constantbuffer cb11[1], immediateIndexed dcl_resource_texture3d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_uav_typed_texture3d (float,float,float,float) u0 dcl_input vThreadGroupID.xy dcl_input vThreadIDInGroup.xy dcl_input vThreadID.xyz dcl_temps 5 dcl_tgsm_structured g0, 4, 128 dcl_tgsm_structured g1, 4, 128 dcl_tgsm_structured g2, 4, 128 dcl_tgsm_structured g3, 4, 128 dcl_tgsm_structured g4, 4, 128 dcl_thread_group 8, 8, 1 ishl r0.xy, vThreadGroupID.xyxx, l(3, 3, 0, 0) iadd r0.xy, r0.xyxx, l(-4, 0, 0, 0) add r0.z, cb0[0].x, cb0[0].y and r0.w, vThreadIDInGroup.y, l(1) movc r0.w, r0.w, l(8), l(0) iadd r1.x, r0.w, vThreadIDInGroup.x ushr r0.w, vThreadIDInGroup.y, l(1) add r1.zw, cb0[2].xxxy, l(0.000000, 0.000000, -1.000000, -1.000000) ftoi r1.zw, r1.zzzw ishl r2.x, r0.w, l(4) mov r3.z, vThreadID.z mov r3.w, l(0) mov r2.y, l(0) loop ige r2.z, r2.y, l(2) breakc_nz r2.z imad r1.y, r2.y, l(4), r0.w iadd r2.zw, r0.xxxy, r1.xxxy imax r1.y, r2.z, l(0) imin r3.x, r1.z, r1.y imin r3.y, r1.w, r2.w ld_indexable(texture3d)(float,float,float,float) r4.xyzw, r3.xyzw, t0.xyzw imad r1.y, r2.y, l(64), r2.x iadd r1.y, r1.y, r1.x store_structured g0.x, r1.y, l(0), r4.x store_structured g1.x, r1.y, l(0), r4.y store_structured g2.x, r1.y, l(0), r4.z store_structured g3.x, r1.y, l(0), r4.w ld_indexable(texture2d)(float,float,float,float) r2.z, r3.xyww, t1.yzxw mul r2.z, r0.z, r2.z store_structured g4.x, r1.y, l(0), r2.z iadd r2.y, r2.y, l(1) endloop utof r0.x, vThreadID.z add r0.xy, r0.xxxx, l(-1.000000, -3.000000, 0.000000, 0.000000) mul_sat r0.xy, r0.xyxx, cb0[0].zzzz mul r0.xy, r0.xyxx, r0.xyxx mad r0.xy, cb0[0].yyyy, r0.xyxx, cb0[0].xxxx add r0.x, r0.x, l(-6.000000) min r0.x, r0.y, r0.x sync_g_t iadd r0.yz, vThreadIDInGroup.xxyx, l(0, 4, 0, 0) ishl r0.z, r0.z, l(4) mov r1.xyzw, l(0,0,0,0) mov r0.w, l(0) mov r2.x, l(-4) loop ilt r2.y, l(4), r2.x breakc_nz r2.y iadd r2.y, r0.y, r2.x iadd r2.y, r0.z, r2.y ld_structured r2.z, r2.y, l(0), g4.xxxx lt r2.z, r0.x, r2.z if_nz r2.z iadd r2.z, r2.x, l(4) ld_structured r2.w, r2.y, l(0), g0.xxxx mad r1.x, icb[r2.z + 0].x, r2.w, r1.x ld_structured r2.w, r2.y, l(0), g1.xxxx mad r1.y, icb[r2.z + 0].x, r2.w, r1.y ld_structured r2.w, r2.y, l(0), g2.xxxx mad r1.z, icb[r2.z + 0].x, r2.w, r1.z ld_structured r2.y, r2.y, l(0), g3.xxxx mad r1.w, icb[r2.z + 0].x, r2.y, r1.w add r0.w, r0.w, icb[r2.z + 0].x endif iadd r2.x, r2.x, l(1) endloop lt r0.x, l(0.000000), r0.w div r1.xyzw, r1.xyzw, r0.wwww and r0.xyzw, r0.xxxx, r1.xyzw store_uav_typed u0.xyzw, vThreadID.xyzz, r0.xyzw ret // Approximately 72 instruction slots used [/code] I have to get some sleep .... i am off for today....have to get up 5:30 (AM) every day .... strange thing this shader hacking ^^ will check back here tomorrow.
DHR said:Be sure you are not declaring twice the [Resource_NearFarClipDist], this one:
(Need to be one time in the ini)
[Resource_NearFarClipDist]
max_copies_per_frame = 1


And you can delete that...is not used in any part. Very strange you have a full black screen if you remove it.
[ShaderOverride_Volunetric_Lighting2]
Hash = 6a8a4ce1dd7bc2bc
cs-cb13 = Resource_NearFarClipDist




Strange, but if i delete this:
[ShaderOverride_Volunetric_Lighting2]
Hash = 6a8a4ce1dd7bc2bc
cs-cb13 = Resource_NearFarClipDist

will result in black screen, and leave it will result in the problem i have written above...6a8a4ce1dd7bc2bc is a CS


if i only have
[ShaderOverrideCS_LIGHTS-DHR]
hash=82c08ee7da67f710
ResourceVSBuff=vs-cb2
Resource_NearFarClipDist = vs-cb2

as override in the ini i have black sceen. if i add

[ShaderOverride_Volunetric_Lighting2]
Hash = 6a8a4ce1dd7bc2bc
cs-cb13 = Resource_NearFarClipDist


its OK but the left/right shadow glitches/haloes/ghost-shadows from the object occures



6a8a4ce1dd7bc2bc
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
// using 3Dmigoto v1.3.3 on Wed Mar 14 21:15:39 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
// float4 vfDistributionParams; // Offset: 0 Size: 16
// float4 ScreenInfo; // Offset: 16 Size: 16 [unused]
// float4 ScreenSize; // Offset: 32 Size: 16
//
// }
//
// cbuffer CBStaticPerInst
// {
//
// struct <unnamed>
// {
//
// row_major float3x4 SPIObjWorldMat;// Offset: 0
// float4 SPIBendInfo; // Offset: 48
// float4 SPIRainLayerParams; // Offset: 64
// float4 SPIVertexAO; // Offset: 80
// float4 SPIAlphaTest; // Offset: 96
//
// } SPI[128]; // Offset: 0 Size: 14336 [unused]
//
// }
//
// cbuffer CBIndirectPerInst
// {
//
// uint4 SPIIndex; // Offset: 0 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// BlurredInscatteringInput texture float4 3d 0 1
// BlurredInscatteringDepthMaxInput texture float 2d 1 1
// BlurredInscatteringOutput UAV float4 3d 0 1
// PER_BATCH cbuffer NA NA 0 1
// CBStaticPerInst cbuffer NA NA 8 1
// CBIndirectPerInst cbuffer NA NA 11 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_immediateConstantBuffer { { 0.00390625000, 0, 0, 0},
{ 0.031250, 0, 0, 0},
{ 0.109375, 0, 0, 0},
{ 0.218750, 0, 0, 0},
{ 0.273437500, 0, 0, 0},
{ 0.218750, 0, 0, 0},
{ 0.109375, 0, 0, 0},
{ 0.031250, 0, 0, 0},
{ 0.00390625000, 0, 0, 0} }
dcl_constantbuffer cb0[3], immediateIndexed
dcl_constantbuffer cb8[1], immediateIndexed
dcl_constantbuffer cb11[1], immediateIndexed
dcl_resource_texture3d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_uav_typed_texture3d (float,float,float,float) u0
dcl_input vThreadGroupID.xy
dcl_input vThreadIDInGroup.xy
dcl_input vThreadID.xyz
dcl_temps 5
dcl_tgsm_structured g0, 4, 128
dcl_tgsm_structured g1, 4, 128
dcl_tgsm_structured g2, 4, 128
dcl_tgsm_structured g3, 4, 128
dcl_tgsm_structured g4, 4, 128
dcl_thread_group 8, 8, 1
ishl r0.xy, vThreadGroupID.xyxx, l(3, 3, 0, 0)
iadd r0.xy, r0.xyxx, l(-4, 0, 0, 0)
add r0.z, cb0[0].x, cb0[0].y
and r0.w, vThreadIDInGroup.y, l(1)
movc r0.w, r0.w, l(8), l(0)
iadd r1.x, r0.w, vThreadIDInGroup.x
ushr r0.w, vThreadIDInGroup.y, l(1)
add r1.zw, cb0[2].xxxy, l(0.000000, 0.000000, -1.000000, -1.000000)
ftoi r1.zw, r1.zzzw
ishl r2.x, r0.w, l(4)
mov r3.z, vThreadID.z
mov r3.w, l(0)
mov r2.y, l(0)
loop
ige r2.z, r2.y, l(2)
breakc_nz r2.z
imad r1.y, r2.y, l(4), r0.w
iadd r2.zw, r0.xxxy, r1.xxxy
imax r1.y, r2.z, l(0)
imin r3.x, r1.z, r1.y
imin r3.y, r1.w, r2.w
ld_indexable(texture3d)(float,float,float,float) r4.xyzw, r3.xyzw, t0.xyzw
imad r1.y, r2.y, l(64), r2.x
iadd r1.y, r1.y, r1.x
store_structured g0.x, r1.y, l(0), r4.x
store_structured g1.x, r1.y, l(0), r4.y
store_structured g2.x, r1.y, l(0), r4.z
store_structured g3.x, r1.y, l(0), r4.w
ld_indexable(texture2d)(float,float,float,float) r2.z, r3.xyww, t1.yzxw
mul r2.z, r0.z, r2.z
store_structured g4.x, r1.y, l(0), r2.z
iadd r2.y, r2.y, l(1)
endloop
utof r0.x, vThreadID.z
add r0.xy, r0.xxxx, l(-1.000000, -3.000000, 0.000000, 0.000000)
mul_sat r0.xy, r0.xyxx, cb0[0].zzzz
mul r0.xy, r0.xyxx, r0.xyxx
mad r0.xy, cb0[0].yyyy, r0.xyxx, cb0[0].xxxx
add r0.x, r0.x, l(-6.000000)
min r0.x, r0.y, r0.x
sync_g_t
iadd r0.yz, vThreadIDInGroup.xxyx, l(0, 4, 0, 0)
ishl r0.z, r0.z, l(4)
mov r1.xyzw, l(0,0,0,0)
mov r0.w, l(0)
mov r2.x, l(-4)
loop
ilt r2.y, l(4), r2.x
breakc_nz r2.y
iadd r2.y, r0.y, r2.x
iadd r2.y, r0.z, r2.y
ld_structured r2.z, r2.y, l(0), g4.xxxx
lt r2.z, r0.x, r2.z
if_nz r2.z
iadd r2.z, r2.x, l(4)
ld_structured r2.w, r2.y, l(0), g0.xxxx
mad r1.x, icb[r2.z + 0].x, r2.w, r1.x
ld_structured r2.w, r2.y, l(0), g1.xxxx
mad r1.y, icb[r2.z + 0].x, r2.w, r1.y
ld_structured r2.w, r2.y, l(0), g2.xxxx
mad r1.z, icb[r2.z + 0].x, r2.w, r1.z
ld_structured r2.y, r2.y, l(0), g3.xxxx
mad r1.w, icb[r2.z + 0].x, r2.y, r1.w
add r0.w, r0.w, icb[r2.z + 0].x
endif
iadd r2.x, r2.x, l(1)
endloop
lt r0.x, l(0.000000), r0.w
div r1.xyzw, r1.xyzw, r0.wwww
and r0.xyzw, r0.xxxx, r1.xyzw
store_uav_typed u0.xyzw, vThreadID.xyzz, r0.xyzw
ret
// Approximately 72 instruction slots used


I have to get some sleep .... i am off for today....have to get up 5:30 (AM) every day .... strange thing this shader hacking ^^ will check back here tomorrow.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#49
Posted 03/14/2018 08:35 PM   
OK I am not able to track this problem down on my own.... its some like a random issue withthe black screen... The light will be correct with xour regec but the shadows are borken. This are some what like ambient shadows on houses etc....something like AO, THIS is left and right next to the object occuring. This needs to be fixed but is not fixedwith yoour regex. Hence i cant update... But your regex fixes all other isses wo WHATS THE PROBLEM HERE ^^ what shader needs the [code] ResourceVSBuff=vs-cb2 Resource_NearFarClipDist = vs-cb2 [/code] a cs? a vs? a PS? What do you mean with " have the g_VS_NearFarClipDist" ?? PS in this game has this but not a singel VS. So i think i we clearify the override wwe can make it ^^ PS: The shadwo is alco created by the lightening CS 82c08ee7da67f710
OK I am not able to track this problem down on my own.... its some like a random issue withthe black screen...

The light will be correct with xour regec but the shadows are borken. This are some what like ambient shadows on houses etc....something like AO, THIS is left and right next to the object occuring. This needs to be fixed but is not fixedwith yoour regex.

Hence i cant update...

But your regex fixes all other isses wo WHATS THE PROBLEM HERE ^^

what shader needs the

ResourceVSBuff=vs-cb2
Resource_NearFarClipDist = vs-cb2


a cs? a vs? a PS?

What do you mean with " have the g_VS_NearFarClipDist" ?? PS in this game has this but not a singel VS.

So i think i we clearify the override wwe can make it ^^

PS: The shadwo is alco created by the lightening CS 82c08ee7da67f710

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#50
Posted 03/15/2018 05:26 PM   
Hi Losti If you can upload a screenshot to see the issue...If is some kind of Ambient Oclussion issue, i remember in Sniper3 i use a command (r_SSDO = 0), because that ulgy AO blur some objects...was an additional AO to the normal AO. The 82c08ee7da67f710-cs have declared this: "float4 SSDOParams" (cb0[9]), so the fix may be also affecting that ugly AO, and if is working ok without the fix, the fix may break it....but you need the fix for the lights and reflections. Also double check to undo any other tweak or change you do in the ini or by shader to trying to solve any of the issues that are now fixed, this will lead in a double correction that may broke something else. Sadly, right now i don't have space in my HDD to install any more games, yesterday i install 2 games (that use a lot of GB), and run out of space. Maybe DSS can take a look if he already install the game.
Hi Losti

If you can upload a screenshot to see the issue...If is some kind of Ambient Oclussion issue, i remember in Sniper3 i use a command (r_SSDO = 0), because that ulgy AO blur some objects...was an additional AO to the normal AO. The 82c08ee7da67f710-cs have declared this: "float4 SSDOParams" (cb0[9]), so the fix may be also affecting that ugly AO, and if is working ok without the fix, the fix may break it....but you need the fix for the lights and reflections.

Also double check to undo any other tweak or change you do in the ini or by shader to trying to solve any of the issues that are now fixed, this will lead in a double correction that may broke something else.


Sadly, right now i don't have space in my HDD to install any more games, yesterday i install 2 games (that use a lot of GB), and run out of space. Maybe DSS can take a look if he already install the game.

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My 3D Screenshot Gallery

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#51
Posted 03/15/2018 06:28 PM   
[img]http://fs1.directupload.net/images/180315/e977nqyq.jpg[/img] I have checked all things today there is no way to get it working, the light is OK but the shadow is broken that is renderes with this shader even i i onle declare this, it woll not be fixed [code] [Resource_NearFarClipDist] max_copies_per_frame = 1 [ShaderOverrideCS_LIGHTS-DHR] hash=82c08ee7da67f710 ResourceVSBuff=vs-cb2 Resource_NearFarClipDist = vs-cb2 ;Misc [ShaderOverrideRainSplatter] hash=d69673ba75d8bf19 ps-cb13=vs-cb2 [/code] This is not realy AO but it seems to be, but this problem is a shadow from the 82c08ee7da67f710-cs The problem is connected with a VS 15946622d52b9a8c-vs_replace.txt This is the same shader loke // Snow VS 1 in your SGW fix
Image

I have checked all things today there is no way to get it working, the light is OK but the shadow is broken that is renderes with this shader

even i i onle declare this, it woll not be fixed

[Resource_NearFarClipDist]
max_copies_per_frame = 1

[ShaderOverrideCS_LIGHTS-DHR]
hash=82c08ee7da67f710
ResourceVSBuff=vs-cb2
Resource_NearFarClipDist = vs-cb2

;Misc
[ShaderOverrideRainSplatter]
hash=d69673ba75d8bf19
ps-cb13=vs-cb2


This is not realy AO but it seems to be, but this problem is a shadow from the 82c08ee7da67f710-cs



The problem is connected with a VS 15946622d52b9a8c-vs_replace.txt


This is the same shader loke // Snow VS 1 in your SGW fix

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#52
Posted 03/15/2018 06:37 PM   
That's not the same issue i saw in Sniper3 with the SSDO. [quote]This is the same shader loke // Snow VS 1 in your SGW fix[/quote] Same hash number...LOL...So, grab the "Snow PS 1" pattern i use to fix that, to fix the PS related...if i remember correctly the snow in Sniper3 have a shadows/reflections on it...maybe is that. You need to declare this in the ini. Even if in the VS there is not declared the cb2 in the headers, is used anyways. i use Frame Analysis with that shader in Sniper3 and the constant buffer is used, have data...but not declared in the headers. [code][ShaderOverride_Snow_VS] Hash = 15946622d52b9a8c ;analyse_options = dump_cb_txt ps-cb13 = vs-cb2[/code] Hope this solve the issue!!
That's not the same issue i saw in Sniper3 with the SSDO.



This is the same shader loke // Snow VS 1 in your SGW fix

Same hash number...LOL...So, grab the "Snow PS 1" pattern i use to fix that, to fix the PS related...if i remember correctly the snow in Sniper3 have a shadows/reflections on it...maybe is that.

You need to declare this in the ini.
Even if in the VS there is not declared the cb2 in the headers, is used anyways. i use Frame Analysis with that shader in Sniper3 and the constant buffer is used, have data...but not declared in the headers.
[ShaderOverride_Snow_VS]
Hash = 15946622d52b9a8c
;analyse_options = dump_cb_txt
ps-cb13 = vs-cb2


Hope this solve the issue!!

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#53
Posted 03/15/2018 07:02 PM   
No way to fix it here :-( [code] // ---- Created with 3Dmigoto v1.3.3 on Thu Mar 15 20:21:18 2018 //NEW cbuffer PER_FRAME : register(b13) { row_major float4x4 g_VS_ViewProjMatr : packoffset(c0); float4 g_VS_ScreenSize : packoffset(c7); float4 g_VS_NearFarClipDist : packoffset(c9); } cbuffer PER_BATCH : register(b0) { float4 PS_NearFarClipDist : packoffset(c0); row_major float3x4 SVO_ReprojectionMatrix : packoffset(c1); float4 PS_ScreenSize : packoffset(c4); float4 SVO_TargetResScale : packoffset(c5); float4 SVO_SrcPixSize : packoffset(c6); } SamplerState sceneDepthMapSampler_s : register(s4); SamplerState SVO_VelocityRT_s : register(s8); SamplerState sceneFinOutPrev_s : register(s9); SamplerState sceneAldSamplerMin_s : register(s10); SamplerState sceneRgbSamplerMin_s : register(s11); SamplerState sceneAldSamplerMax_s : register(s12); SamplerState sceneRgbSamplerMax_s : register(s13); SamplerState sceneGBuffer0_s : register(s14); Texture2D<float4> sceneDepthMapSampler : register(t4); Texture2D<float4> SVO_VelocityRT : register(t8); Texture2D<float4> sceneFinOutPrev : register(t9); Texture2D<float4> sceneAldSamplerMin : register(t10); Texture2D<float4> sceneRgbSamplerMin : register(t11); Texture2D<float4> sceneAldSamplerMax : register(t12); Texture2D<float4> sceneRgbSamplerMax : register(t13); Texture2D<float4> sceneGBuffer0 : register(t14); // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); #include "matrix.hlsl" void main( float4 v0 : SV_Position0, float4 v1 : TEXCOORD0, float4 v2 : TEXCOORD1, out float4 o0 : SV_Target0, out float4 o1 : SV_Target1, out float4 o2 : SV_Target2, out float4 o3 : SV_Target3) { float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10; uint4 bitmask, uiDest; float4 fDest; r0.w = sceneDepthMapSampler.Sample(sceneDepthMapSampler_s, v1.xy).x; //Fix float4 stereo = StereoParams.Load(0); matrix vp = g_VS_ViewProjMatr; matrix ivp = inverse(vp); float4 tmp = mul(vp, v2 * r0.w); tmp.x -= stereo.x * (tmp.w - stereo.y); v2 = mul(ivp, tmp) / r0.w; r1.xyz = sceneGBuffer0.Sample(sceneGBuffer0_s, v1.xy).xyz; r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1); r1.w = dot(r1.xyz, r1.xyz); r1.w = rsqrt(r1.w); r1.xyz = r1.xyz * r1.www; r2.xyzw = float4(0,0,0,0); r1.w = 0; r3.xyzw = float4(0,0,0,-1); while (true) { r4.x = cmp(1 < (int)r3.w); if (r4.x != 0) break; r4.x = (int)r3.w; r5.xyzw = r2.xyzw; r6.xyz = r3.xyz; r4.z = r1.w; r4.w = -1; while (true) { r6.w = cmp(1 < (int)r4.w); if (r6.w != 0) break; r4.y = (int)r4.w; r7.xy = SVO_SrcPixSize.xy * r4.xy; r7.xy = r7.xy * float2(0.5,0.5) + v1.xy; r8.xyzw = sceneRgbSamplerMin.SampleLevel(sceneRgbSamplerMin_s, r7.xy, 0).xyzw; r9.xyzw = sceneAldSamplerMin.SampleLevel(sceneAldSamplerMin_s, r7.xy, 0).xyzw; r10.xyzw = sceneRgbSamplerMax.SampleLevel(sceneRgbSamplerMax_s, r7.xy, 0).xyzw; r7.xyzw = sceneAldSamplerMax.SampleLevel(sceneAldSamplerMax_s, r7.xy, 0).xyzw; r4.y = -r8.w + r0.w; r6.w = r10.w + -r8.w; r6.w = max(9.99999975e-005, r6.w); r4.y = saturate(r4.y / r6.w); r10.xyzw = r10.xyzw + -r8.xyzw; r8.xyzw = r4.yyyy * r10.xyzw + r8.xyzw; r7.xyzw = r7.xyzw + -r9.xyzw; r7.xyzw = r4.yyyy * r7.xyzw + r9.xyzw; r4.y = dot(r7.xyz, r7.xyz); r6.w = rsqrt(r4.y); r9.xyz = r7.xyz * r6.www; r6.w = dot(r9.xyz, r1.xyz); r6.w = saturate(-0.349999994 + r6.w); r4.y = sqrt(r4.y); r9.x = max(9.99999975e-005, r7.w); r4.y = r4.y / r9.x; r4.y = 8 * r4.y; r4.y = min(1, r4.y); r6.w = -0.25 + r6.w; r4.y = r4.y * r6.w + 0.250999987; r6.w = r0.w / r8.w; r6.w = 1 + -r6.w; r6.w = 0.119999997 + -abs(r6.w); r6.w = 4 * r6.w; r6.w = max(0, r6.w); r6.w = 0.00100000005 + r6.w; r8.w = r6.w * r4.y; r6.xyz = r8.xyz * r8.www + r6.xyz; r5.xyzw = r7.xyzw * r8.wwww + r5.xyzw; r4.z = r6.w * r4.y + r4.z; r4.w = (int)r4.w + 2; } r2.xyzw = r5.xyzw; r3.xyz = r6.xyz; r1.w = r4.z; r3.w = (int)r3.w + 2; } r3.w = cmp(0 != r1.w); r4.xyz = r3.xyz / r1.www; r5.xyzw = r2.xyzw / r1.wwww; r3.xyz = r3.www ? r4.xyz : r3.xyz; r2.xyzw = r3.wwww ? r5.xyzw : r2.xyzw; r1.w = dot(r2.xyz, r2.xyz); r3.w = sqrt(r1.w); r1.w = rsqrt(r1.w); r2.xyz = r2.xyz * r1.www; r1.x = saturate(dot(r1.xyz, r2.xyz)); r1.y = -r3.w + r2.w; r1.y = max(0, r1.y); r1.x = r3.w * r1.x + r1.y; r0.xyz = r3.xyz * r1.xxx; r1.w = 1 / r0.w; r1.xy = v1.xy; r1.z = 1; r2.x = dot(SVO_ReprojectionMatrix._m00_m01_m02_m03, r1.xyzw); r2.y = dot(SVO_ReprojectionMatrix._m10_m11_m12_m13, r1.xyzw); r1.x = dot(SVO_ReprojectionMatrix._m20_m21_m22_m23, r1.xyzw); r1.xy = r2.xy / r1.xx; r1.zw = SVO_VelocityRT.Sample(SVO_VelocityRT_s, v1.xy).xy; r2.x = cmp(r1.z != 0.000000); r1.zw = float2(-0.498039216,-0.498039216) + r1.zw; r2.yz = r1.zw + r1.zw; r2.yz = r2.yz * r2.yz; r1.zw = cmp(float2(0,0) < r1.zw); r1.zw = r1.zw ? float2(1,1) : float2(-1,-1); r1.zw = r2.yz * r1.zw + v1.xy; r1.xy = r2.xx ? r1.zw : r1.xy; r2.xyzw = sceneFinOutPrev.SampleLevel(sceneFinOutPrev_s, r1.xy, 0).xyzw; r1.z = SVO_TargetResScale.z * 0.25 + SVO_TargetResScale.w; r1.w = -r2.w + r0.w; r1.w = saturate(abs(r1.w) * PS_NearFarClipDist.y + -0.25); r1.z = r1.z + r1.w; r3.xy = cmp(r1.xy < float2(0,0)); r1.xy = cmp(float2(1,1) < r1.xy); r1.x = (int)r1.x | (int)r3.x; r1.x = (int)r3.y | (int)r1.x; r1.x = (int)r1.y | (int)r1.x; r1.x = r1.x ? 0.250000 : 0; r1.x = saturate(r1.z + r1.x); r1.yzw = r0.xyz / r2.xyz; r1.yzw = float3(1,1,1) + -r1.yzw; r1.y = dot(abs(r1.yzw), float3(0.330000013,0.330000013,0.330000013)); r1.z = cmp(0 < r1.y); r1.w = 1 + -r1.x; r1.y = 3 * r1.y; r1.y = min(1, r1.y); r1.y = r1.w * r1.y + r1.x; r1.x = r1.z ? r1.y : r1.x; r0.xyzw = -r2.xyzw + r0.xyzw; r0.xyzw = r1.xxxx * r0.xyzw + r2.xyzw; r0.xyzw = max(float4(0,0,0,0), r0.xyzw); o0.xyzw = min(float4(8,8,8,8), r0.xyzw); o1.xyzw = float4(0,0,0,0); o2.xyzw = float4(0,0,0,0); o3.xyzw = float4(0,0,0,0); return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229 // // using 3Dmigoto v1.3.3 on Thu Mar 15 20:21:18 2018 // // // Buffer Definitions: // // cbuffer PER_BATCH // { // // float4 PS_NearFarClipDist; // Offset: 0 Size: 16 // row_major float3x4 SVO_ReprojectionMatrix;// Offset: 16 Size: 48 // float4 PS_ScreenSize; // Offset: 64 Size: 16 [unused] // float4 SVO_TargetResScale; // Offset: 80 Size: 16 // float4 SVO_SrcPixSize; // Offset: 96 Size: 16 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // sceneDepthMapSampler sampler NA NA 4 1 // SVO_VelocityRT sampler NA NA 8 1 // sceneFinOutPrev sampler NA NA 9 1 // sceneAldSamplerMin sampler NA NA 10 1 // sceneRgbSamplerMin sampler NA NA 11 1 // sceneAldSamplerMax sampler NA NA 12 1 // sceneRgbSamplerMax sampler NA NA 13 1 // sceneGBuffer0 sampler NA NA 14 1 // sceneDepthMapSampler texture float4 2d 4 1 // SVO_VelocityRT texture float4 2d 8 1 // sceneFinOutPrev texture float4 2d 9 1 // sceneAldSamplerMin texture float4 2d 10 1 // sceneRgbSamplerMin texture float4 2d 11 1 // sceneAldSamplerMax texture float4 2d 12 1 // sceneRgbSamplerMax texture float4 2d 13 1 // sceneGBuffer0 texture float4 2d 14 1 // PER_BATCH cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float // TEXCOORD 0 xyzw 1 NONE float xy // TEXCOORD 1 xyzw 2 NONE float // // // 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 // SV_Target 2 xyzw 2 TARGET float xyzw // SV_Target 3 xyzw 3 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[7], immediateIndexed dcl_sampler s4, mode_default dcl_sampler s8, mode_default dcl_sampler s9, mode_default dcl_sampler s10, mode_default dcl_sampler s11, mode_default dcl_sampler s12, mode_default dcl_sampler s13, mode_default dcl_sampler s14, mode_default dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t8 dcl_resource_texture2d (float,float,float,float) t9 dcl_resource_texture2d (float,float,float,float) t10 dcl_resource_texture2d (float,float,float,float) t11 dcl_resource_texture2d (float,float,float,float) t12 dcl_resource_texture2d (float,float,float,float) t13 dcl_resource_texture2d (float,float,float,float) t14 dcl_input_ps linear v1.xy dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_temps 11 sample_indexable(texture2d)(float,float,float,float) r0.w, v1.xyxx, t4.yzwx, s4 sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t14.xyzw, s14 mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000) dp3 r1.w, r1.xyzx, r1.xyzx rsq r1.w, r1.w mul r1.xyz, r1.wwww, r1.xyzx mov r2.xyzw, l(0,0,0,0) mov r1.w, l(0) mov r3.xyzw, l(0,0,0,-1) loop ilt r4.x, l(1), r3.w breakc_nz r4.x itof r4.x, r3.w mov r5.xyzw, r2.xyzw mov r6.xyz, r3.xyzx mov r4.z, r1.w mov r4.w, l(-1) loop ilt r6.w, l(1), r4.w breakc_nz r6.w itof r4.y, r4.w mul r7.xy, r4.xyxx, cb0[6].xyxx mad r7.xy, r7.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), v1.xyxx sample_l_indexable(texture2d)(float,float,float,float) r8.xyzw, r7.xyxx, t11.xyzw, s11, l(0.000000) sample_l_indexable(texture2d)(float,float,float,float) r9.xyzw, r7.xyxx, t10.xyzw, s10, l(0.000000) sample_l_indexable(texture2d)(float,float,float,float) r10.xyzw, r7.xyxx, t13.xyzw, s13, l(0.000000) sample_l_indexable(texture2d)(float,float,float,float) r7.xyzw, r7.xyxx, t12.xyzw, s12, l(0.000000) add r4.y, r0.w, -r8.w add r6.w, -r8.w, r10.w max r6.w, r6.w, l(0.000100) div_sat r4.y, r4.y, r6.w add r10.xyzw, -r8.xyzw, r10.xyzw mad r8.xyzw, r4.yyyy, r10.xyzw, r8.xyzw add r7.xyzw, -r9.xyzw, r7.xyzw mad r7.xyzw, r4.yyyy, r7.xyzw, r9.xyzw dp3 r4.y, r7.xyzx, r7.xyzx rsq r6.w, r4.y mul r9.xyz, r6.wwww, r7.xyzx dp3 r6.w, r9.xyzx, r1.xyzx add_sat r6.w, r6.w, l(-0.350000) sqrt r4.y, r4.y max r9.x, r7.w, l(0.000100) div r4.y, r4.y, r9.x mul r4.y, r4.y, l(8.000000) min r4.y, r4.y, l(1.000000) add r6.w, r6.w, l(-0.250000) mad r4.y, r4.y, r6.w, l(0.251000) div r6.w, r0.w, r8.w add r6.w, -r6.w, l(1.000000) add r6.w, -|r6.w|, l(0.120000) mul r6.w, r6.w, l(4.000000) max r6.w, r6.w, l(0.000000) add r6.w, r6.w, l(0.001000) mul r8.w, r4.y, r6.w mad r6.xyz, r8.xyzx, r8.wwww, r6.xyzx mad r5.xyzw, r7.xyzw, r8.wwww, r5.xyzw mad r4.z, r6.w, r4.y, r4.z iadd r4.w, r4.w, l(2) endloop mov r2.xyzw, r5.xyzw mov r3.xyz, r6.xyzx mov r1.w, r4.z iadd r3.w, r3.w, l(2) endloop ne r3.w, l(0.000000, 0.000000, 0.000000, 0.000000), r1.w div r4.xyz, r3.xyzx, r1.wwww div r5.xyzw, r2.xyzw, r1.wwww movc r3.xyz, r3.wwww, r4.xyzx, r3.xyzx movc r2.xyzw, r3.wwww, r5.xyzw, r2.xyzw dp3 r1.w, r2.xyzx, r2.xyzx sqrt r3.w, r1.w rsq r1.w, r1.w mul r2.xyz, r1.wwww, r2.xyzx dp3_sat r1.x, r1.xyzx, r2.xyzx add r1.y, r2.w, -r3.w max r1.y, r1.y, l(0.000000) mad r1.x, r3.w, r1.x, r1.y mul r0.xyz, r1.xxxx, r3.xyzx div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w mov r1.xy, v1.xyxx mov r1.z, l(1.000000) dp4 r2.x, cb0[1].xyzw, r1.xyzw dp4 r2.y, cb0[2].xyzw, r1.xyzw dp4 r1.x, cb0[3].xyzw, r1.xyzw div r1.xy, r2.xyxx, r1.xxxx sample_indexable(texture2d)(float,float,float,float) r1.zw, v1.xyxx, t8.zwxy, s8 ne r2.x, r1.z, l(0.000000) add r1.zw, r1.zzzw, l(0.000000, 0.000000, -0.498039216, -0.498039216) add r2.yz, r1.zzwz, r1.zzwz mul r2.yz, r2.yyzy, r2.yyzy lt r1.zw, l(0.000000, 0.000000, 0.000000, 0.000000), r1.zzzw movc r1.zw, r1.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000) mad r1.zw, r2.yyyz, r1.zzzw, v1.xxxy movc r1.xy, r2.xxxx, r1.zwzz, r1.xyxx sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t9.xyzw, s9, l(0.000000) mad r1.z, cb0[5].z, l(0.250000), cb0[5].w add r1.w, r0.w, -r2.w mad_sat r1.w, |r1.w|, cb0[0].y, l(-0.250000) add r1.z, r1.w, r1.z lt r3.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) lt r1.xy, l(1.000000, 1.000000, 0.000000, 0.000000), r1.xyxx or r1.x, r1.x, r3.x or r1.x, r3.y, r1.x or r1.x, r1.y, r1.x and r1.x, r1.x, l(0x3e800000) add_sat r1.x, r1.x, r1.z div r1.yzw, r0.xxyz, r2.xxyz add r1.yzw, -r1.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000) dp3 r1.y, |r1.yzwy|, l(0.330000, 0.330000, 0.330000, 0.000000) lt r1.z, l(0.000000), r1.y add r1.w, -r1.x, l(1.000000) mul r1.y, r1.y, l(3.000000) min r1.y, r1.y, l(1.000000) mad r1.y, r1.w, r1.y, r1.x movc r1.x, r1.z, r1.y, r1.x add r0.xyzw, r0.xyzw, -r2.xyzw mad r0.xyzw, r1.xxxx, r0.xyzw, r2.xyzw max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000) min o0.xyzw, r0.xyzw, l(8.000000, 8.000000, 8.000000, 8.000000) mov o1.xyzw, l(0,0,0,0) mov o2.xyzw, l(0,0,0,0) mov o3.xyzw, l(0,0,0,0) ret // Approximately 123 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
No way to fix it here :-(

// ---- Created with 3Dmigoto v1.3.3 on Thu Mar 15 20:21:18 2018


//NEW
cbuffer PER_FRAME : register(b13)
{
row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);
float4 g_VS_ScreenSize : packoffset(c7);
float4 g_VS_NearFarClipDist : packoffset(c9);
}

cbuffer PER_BATCH : register(b0)
{
float4 PS_NearFarClipDist : packoffset(c0);
row_major float3x4 SVO_ReprojectionMatrix : packoffset(c1);
float4 PS_ScreenSize : packoffset(c4);
float4 SVO_TargetResScale : packoffset(c5);
float4 SVO_SrcPixSize : packoffset(c6);
}

SamplerState sceneDepthMapSampler_s : register(s4);
SamplerState SVO_VelocityRT_s : register(s8);
SamplerState sceneFinOutPrev_s : register(s9);
SamplerState sceneAldSamplerMin_s : register(s10);
SamplerState sceneRgbSamplerMin_s : register(s11);
SamplerState sceneAldSamplerMax_s : register(s12);
SamplerState sceneRgbSamplerMax_s : register(s13);
SamplerState sceneGBuffer0_s : register(s14);
Texture2D<float4> sceneDepthMapSampler : register(t4);
Texture2D<float4> SVO_VelocityRT : register(t8);
Texture2D<float4> sceneFinOutPrev : register(t9);
Texture2D<float4> sceneAldSamplerMin : register(t10);
Texture2D<float4> sceneRgbSamplerMin : register(t11);
Texture2D<float4> sceneAldSamplerMax : register(t12);
Texture2D<float4> sceneRgbSamplerMax : register(t13);
Texture2D<float4> sceneGBuffer0 : register(t14);


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

void main(
float4 v0 : SV_Position0,
float4 v1 : TEXCOORD0,
float4 v2 : TEXCOORD1,
out float4 o0 : SV_Target0,
out float4 o1 : SV_Target1,
out float4 o2 : SV_Target2,
out float4 o3 : SV_Target3)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10;
uint4 bitmask, uiDest;
float4 fDest;

r0.w = sceneDepthMapSampler.Sample(sceneDepthMapSampler_s, v1.xy).x;

//Fix
float4 stereo = StereoParams.Load(0);
matrix vp = g_VS_ViewProjMatr;
matrix ivp = inverse(vp);
float4 tmp = mul(vp, v2 * r0.w);
tmp.x -= stereo.x * (tmp.w - stereo.y);
v2 = mul(ivp, tmp) / r0.w;

r1.xyz = sceneGBuffer0.Sample(sceneGBuffer0_s, v1.xy).xyz;
r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
r1.w = dot(r1.xyz, r1.xyz);
r1.w = rsqrt(r1.w);
r1.xyz = r1.xyz * r1.www;
r2.xyzw = float4(0,0,0,0);
r1.w = 0;
r3.xyzw = float4(0,0,0,-1);
while (true) {
r4.x = cmp(1 < (int)r3.w);
if (r4.x != 0) break;
r4.x = (int)r3.w;
r5.xyzw = r2.xyzw;
r6.xyz = r3.xyz;
r4.z = r1.w;
r4.w = -1;
while (true) {
r6.w = cmp(1 < (int)r4.w);
if (r6.w != 0) break;
r4.y = (int)r4.w;
r7.xy = SVO_SrcPixSize.xy * r4.xy;
r7.xy = r7.xy * float2(0.5,0.5) + v1.xy;
r8.xyzw = sceneRgbSamplerMin.SampleLevel(sceneRgbSamplerMin_s, r7.xy, 0).xyzw;
r9.xyzw = sceneAldSamplerMin.SampleLevel(sceneAldSamplerMin_s, r7.xy, 0).xyzw;
r10.xyzw = sceneRgbSamplerMax.SampleLevel(sceneRgbSamplerMax_s, r7.xy, 0).xyzw;
r7.xyzw = sceneAldSamplerMax.SampleLevel(sceneAldSamplerMax_s, r7.xy, 0).xyzw;
r4.y = -r8.w + r0.w;
r6.w = r10.w + -r8.w;
r6.w = max(9.99999975e-005, r6.w);
r4.y = saturate(r4.y / r6.w);
r10.xyzw = r10.xyzw + -r8.xyzw;
r8.xyzw = r4.yyyy * r10.xyzw + r8.xyzw;
r7.xyzw = r7.xyzw + -r9.xyzw;
r7.xyzw = r4.yyyy * r7.xyzw + r9.xyzw;
r4.y = dot(r7.xyz, r7.xyz);
r6.w = rsqrt(r4.y);
r9.xyz = r7.xyz * r6.www;
r6.w = dot(r9.xyz, r1.xyz);
r6.w = saturate(-0.349999994 + r6.w);
r4.y = sqrt(r4.y);
r9.x = max(9.99999975e-005, r7.w);
r4.y = r4.y / r9.x;
r4.y = 8 * r4.y;
r4.y = min(1, r4.y);
r6.w = -0.25 + r6.w;
r4.y = r4.y * r6.w + 0.250999987;
r6.w = r0.w / r8.w;
r6.w = 1 + -r6.w;
r6.w = 0.119999997 + -abs(r6.w);
r6.w = 4 * r6.w;
r6.w = max(0, r6.w);
r6.w = 0.00100000005 + r6.w;
r8.w = r6.w * r4.y;
r6.xyz = r8.xyz * r8.www + r6.xyz;
r5.xyzw = r7.xyzw * r8.wwww + r5.xyzw;
r4.z = r6.w * r4.y + r4.z;
r4.w = (int)r4.w + 2;
}
r2.xyzw = r5.xyzw;
r3.xyz = r6.xyz;
r1.w = r4.z;
r3.w = (int)r3.w + 2;
}
r3.w = cmp(0 != r1.w);
r4.xyz = r3.xyz / r1.www;
r5.xyzw = r2.xyzw / r1.wwww;
r3.xyz = r3.www ? r4.xyz : r3.xyz;
r2.xyzw = r3.wwww ? r5.xyzw : r2.xyzw;
r1.w = dot(r2.xyz, r2.xyz);
r3.w = sqrt(r1.w);
r1.w = rsqrt(r1.w);
r2.xyz = r2.xyz * r1.www;
r1.x = saturate(dot(r1.xyz, r2.xyz));
r1.y = -r3.w + r2.w;
r1.y = max(0, r1.y);
r1.x = r3.w * r1.x + r1.y;
r0.xyz = r3.xyz * r1.xxx;
r1.w = 1 / r0.w;
r1.xy = v1.xy;
r1.z = 1;
r2.x = dot(SVO_ReprojectionMatrix._m00_m01_m02_m03, r1.xyzw);
r2.y = dot(SVO_ReprojectionMatrix._m10_m11_m12_m13, r1.xyzw);
r1.x = dot(SVO_ReprojectionMatrix._m20_m21_m22_m23, r1.xyzw);
r1.xy = r2.xy / r1.xx;
r1.zw = SVO_VelocityRT.Sample(SVO_VelocityRT_s, v1.xy).xy;
r2.x = cmp(r1.z != 0.000000);
r1.zw = float2(-0.498039216,-0.498039216) + r1.zw;
r2.yz = r1.zw + r1.zw;
r2.yz = r2.yz * r2.yz;
r1.zw = cmp(float2(0,0) < r1.zw);
r1.zw = r1.zw ? float2(1,1) : float2(-1,-1);
r1.zw = r2.yz * r1.zw + v1.xy;
r1.xy = r2.xx ? r1.zw : r1.xy;
r2.xyzw = sceneFinOutPrev.SampleLevel(sceneFinOutPrev_s, r1.xy, 0).xyzw;
r1.z = SVO_TargetResScale.z * 0.25 + SVO_TargetResScale.w;
r1.w = -r2.w + r0.w;
r1.w = saturate(abs(r1.w) * PS_NearFarClipDist.y + -0.25);
r1.z = r1.z + r1.w;
r3.xy = cmp(r1.xy < float2(0,0));
r1.xy = cmp(float2(1,1) < r1.xy);
r1.x = (int)r1.x | (int)r3.x;
r1.x = (int)r3.y | (int)r1.x;
r1.x = (int)r1.y | (int)r1.x;
r1.x = r1.x ? 0.250000 : 0;
r1.x = saturate(r1.z + r1.x);
r1.yzw = r0.xyz / r2.xyz;
r1.yzw = float3(1,1,1) + -r1.yzw;
r1.y = dot(abs(r1.yzw), float3(0.330000013,0.330000013,0.330000013));
r1.z = cmp(0 < r1.y);
r1.w = 1 + -r1.x;
r1.y = 3 * r1.y;
r1.y = min(1, r1.y);
r1.y = r1.w * r1.y + r1.x;
r1.x = r1.z ? r1.y : r1.x;
r0.xyzw = -r2.xyzw + r0.xyzw;
r0.xyzw = r1.xxxx * r0.xyzw + r2.xyzw;
r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
o0.xyzw = min(float4(8,8,8,8), r0.xyzw);
o1.xyzw = float4(0,0,0,0);
o2.xyzw = float4(0,0,0,0);
o3.xyzw = float4(0,0,0,0);
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.960.8229
//
// using 3Dmigoto v1.3.3 on Thu Mar 15 20:21:18 2018
//
//
// Buffer Definitions:
//
// cbuffer PER_BATCH
// {
//
// float4 PS_NearFarClipDist; // Offset: 0 Size: 16
// row_major float3x4 SVO_ReprojectionMatrix;// Offset: 16 Size: 48
// float4 PS_ScreenSize; // Offset: 64 Size: 16 [unused]
// float4 SVO_TargetResScale; // Offset: 80 Size: 16
// float4 SVO_SrcPixSize; // Offset: 96 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// sceneDepthMapSampler sampler NA NA 4 1
// SVO_VelocityRT sampler NA NA 8 1
// sceneFinOutPrev sampler NA NA 9 1
// sceneAldSamplerMin sampler NA NA 10 1
// sceneRgbSamplerMin sampler NA NA 11 1
// sceneAldSamplerMax sampler NA NA 12 1
// sceneRgbSamplerMax sampler NA NA 13 1
// sceneGBuffer0 sampler NA NA 14 1
// sceneDepthMapSampler texture float4 2d 4 1
// SVO_VelocityRT texture float4 2d 8 1
// sceneFinOutPrev texture float4 2d 9 1
// sceneAldSamplerMin texture float4 2d 10 1
// sceneRgbSamplerMin texture float4 2d 11 1
// sceneAldSamplerMax texture float4 2d 12 1
// sceneRgbSamplerMax texture float4 2d 13 1
// sceneGBuffer0 texture float4 2d 14 1
// PER_BATCH cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float
// TEXCOORD 0 xyzw 1 NONE float xy
// TEXCOORD 1 xyzw 2 NONE float
//
//
// 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
// SV_Target 2 xyzw 2 TARGET float xyzw
// SV_Target 3 xyzw 3 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[7], immediateIndexed
dcl_sampler s4, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_sampler s11, mode_default
dcl_sampler s12, mode_default
dcl_sampler s13, mode_default
dcl_sampler s14, mode_default
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_resource_texture2d (float,float,float,float) t13
dcl_resource_texture2d (float,float,float,float) t14
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 11
sample_indexable(texture2d)(float,float,float,float) r0.w, v1.xyxx, t4.yzwx, s4
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t14.xyzw, s14
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r1.w, r1.xyzx, r1.xyzx
rsq r1.w, r1.w
mul r1.xyz, r1.wwww, r1.xyzx
mov r2.xyzw, l(0,0,0,0)
mov r1.w, l(0)
mov r3.xyzw, l(0,0,0,-1)
loop
ilt r4.x, l(1), r3.w
breakc_nz r4.x
itof r4.x, r3.w
mov r5.xyzw, r2.xyzw
mov r6.xyz, r3.xyzx
mov r4.z, r1.w
mov r4.w, l(-1)
loop
ilt r6.w, l(1), r4.w
breakc_nz r6.w
itof r4.y, r4.w
mul r7.xy, r4.xyxx, cb0[6].xyxx
mad r7.xy, r7.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), v1.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r8.xyzw, r7.xyxx, t11.xyzw, s11, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r9.xyzw, r7.xyxx, t10.xyzw, s10, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r10.xyzw, r7.xyxx, t13.xyzw, s13, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r7.xyzw, r7.xyxx, t12.xyzw, s12, l(0.000000)
add r4.y, r0.w, -r8.w
add r6.w, -r8.w, r10.w
max r6.w, r6.w, l(0.000100)
div_sat r4.y, r4.y, r6.w
add r10.xyzw, -r8.xyzw, r10.xyzw
mad r8.xyzw, r4.yyyy, r10.xyzw, r8.xyzw
add r7.xyzw, -r9.xyzw, r7.xyzw
mad r7.xyzw, r4.yyyy, r7.xyzw, r9.xyzw
dp3 r4.y, r7.xyzx, r7.xyzx
rsq r6.w, r4.y
mul r9.xyz, r6.wwww, r7.xyzx
dp3 r6.w, r9.xyzx, r1.xyzx
add_sat r6.w, r6.w, l(-0.350000)
sqrt r4.y, r4.y
max r9.x, r7.w, l(0.000100)
div r4.y, r4.y, r9.x
mul r4.y, r4.y, l(8.000000)
min r4.y, r4.y, l(1.000000)
add r6.w, r6.w, l(-0.250000)
mad r4.y, r4.y, r6.w, l(0.251000)
div r6.w, r0.w, r8.w
add r6.w, -r6.w, l(1.000000)
add r6.w, -|r6.w|, l(0.120000)
mul r6.w, r6.w, l(4.000000)
max r6.w, r6.w, l(0.000000)
add r6.w, r6.w, l(0.001000)
mul r8.w, r4.y, r6.w
mad r6.xyz, r8.xyzx, r8.wwww, r6.xyzx
mad r5.xyzw, r7.xyzw, r8.wwww, r5.xyzw
mad r4.z, r6.w, r4.y, r4.z
iadd r4.w, r4.w, l(2)
endloop
mov r2.xyzw, r5.xyzw
mov r3.xyz, r6.xyzx
mov r1.w, r4.z
iadd r3.w, r3.w, l(2)
endloop
ne r3.w, l(0.000000, 0.000000, 0.000000, 0.000000), r1.w
div r4.xyz, r3.xyzx, r1.wwww
div r5.xyzw, r2.xyzw, r1.wwww
movc r3.xyz, r3.wwww, r4.xyzx, r3.xyzx
movc r2.xyzw, r3.wwww, r5.xyzw, r2.xyzw
dp3 r1.w, r2.xyzx, r2.xyzx
sqrt r3.w, r1.w
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
dp3_sat r1.x, r1.xyzx, r2.xyzx
add r1.y, r2.w, -r3.w
max r1.y, r1.y, l(0.000000)
mad r1.x, r3.w, r1.x, r1.y
mul r0.xyz, r1.xxxx, r3.xyzx
div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mov r1.xy, v1.xyxx
mov r1.z, l(1.000000)
dp4 r2.x, cb0[1].xyzw, r1.xyzw
dp4 r2.y, cb0[2].xyzw, r1.xyzw
dp4 r1.x, cb0[3].xyzw, r1.xyzw
div r1.xy, r2.xyxx, r1.xxxx
sample_indexable(texture2d)(float,float,float,float) r1.zw, v1.xyxx, t8.zwxy, s8
ne r2.x, r1.z, l(0.000000)
add r1.zw, r1.zzzw, l(0.000000, 0.000000, -0.498039216, -0.498039216)
add r2.yz, r1.zzwz, r1.zzwz
mul r2.yz, r2.yyzy, r2.yyzy
lt r1.zw, l(0.000000, 0.000000, 0.000000, 0.000000), r1.zzzw
movc r1.zw, r1.zzzw, l(0,0,1.000000,1.000000), l(0,0,-1.000000,-1.000000)
mad r1.zw, r2.yyyz, r1.zzzw, v1.xxxy
movc r1.xy, r2.xxxx, r1.zwzz, r1.xyxx
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r1.xyxx, t9.xyzw, s9, l(0.000000)
mad r1.z, cb0[5].z, l(0.250000), cb0[5].w
add r1.w, r0.w, -r2.w
mad_sat r1.w, |r1.w|, cb0[0].y, l(-0.250000)
add r1.z, r1.w, r1.z
lt r3.xy, r1.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
lt r1.xy, l(1.000000, 1.000000, 0.000000, 0.000000), r1.xyxx
or r1.x, r1.x, r3.x
or r1.x, r3.y, r1.x
or r1.x, r1.y, r1.x
and r1.x, r1.x, l(0x3e800000)
add_sat r1.x, r1.x, r1.z
div r1.yzw, r0.xxyz, r2.xxyz
add r1.yzw, -r1.yyzw, l(0.000000, 1.000000, 1.000000, 1.000000)
dp3 r1.y, |r1.yzwy|, l(0.330000, 0.330000, 0.330000, 0.000000)
lt r1.z, l(0.000000), r1.y
add r1.w, -r1.x, l(1.000000)
mul r1.y, r1.y, l(3.000000)
min r1.y, r1.y, l(1.000000)
mad r1.y, r1.w, r1.y, r1.x
movc r1.x, r1.z, r1.y, r1.x
add r0.xyzw, r0.xyzw, -r2.xyzw
mad r0.xyzw, r1.xxxx, r0.xyzw, r2.xyzw
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.xyzw, r0.xyzw, l(8.000000, 8.000000, 8.000000, 8.000000)
mov o1.xyzw, l(0,0,0,0)
mov o2.xyzw, l(0,0,0,0)
mov o3.xyzw, l(0,0,0,0)
ret
// Approximately 123 instruction slots used

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

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#54
Posted 03/15/2018 07:30 PM   
Pretty sure that image above is what I fixed via shader bfacf6866f9e3d1c-ps_replace.txt. Have you removed that when you tried merging your stuff with mine?
Pretty sure that image above is what I fixed via shader bfacf6866f9e3d1c-ps_replace.txt. Have you removed that when you tried merging your stuff with mine?

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
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#55
Posted 03/15/2018 07:32 PM   
[quote="DJ-RK"]Pretty sure that image above is what I fixed via shader bfacf6866f9e3d1c-ps_replace.txt. Have you removed that when you tried merging your stuff with mine?[/quote] Nope, (this is // Global/sun lighting - DJ-RK) and its present allready this is related to VS: 15946622d52b9a8c and/or CS: 9bb2844afdaaf217 AND it is occuring since the regex fix of the CS 8XXXXXXX. The Fix will cure the light but cause this problem and i have tryed the whole evening to get behind the scene but no way actually. everything I have tryed was without success. With the semi fixed 82c08ee7da67f710-cs every thing is OK but replacing it with the regex fixed one the shadow problem is an issue.... There is something completely wrong ... i think a pro shader hacker have to sort this out ^^ May be this is only one simple issue but i am overwhelmed. Nothing will fix this and i even cant disable this shader because the texture will stay and move over the screen. I think having a short look @this for a pro will solve this issue within a minute ^^ If not, the acutual version is likely playable ^^ The 7c9794852e9729ae-cs.txt is also not fixed (dynamic light) AND some shadow fare away .... often seen in the wood.... //I am off for today ... i hate my daylie routine .... dam fucking lack of time ^^ only 3 h a day for the computer :-(
DJ-RK said:Pretty sure that image above is what I fixed via shader bfacf6866f9e3d1c-ps_replace.txt. Have you removed that when you tried merging your stuff with mine?


Nope, (this is // Global/sun lighting - DJ-RK) and its present allready

this is related to VS: 15946622d52b9a8c and/or CS: 9bb2844afdaaf217 AND it is occuring since the regex fix of the CS 8XXXXXXX. The Fix will cure the light but cause this problem and i have tryed the whole evening to get behind the scene but no way actually. everything I have tryed was without success.

With the semi fixed 82c08ee7da67f710-cs every thing is OK but replacing it with the regex fixed one the shadow problem is an issue....

There is something completely wrong ... i think a pro shader hacker have to sort this out ^^ May be this is only one simple issue but i am overwhelmed. Nothing will fix this and i even cant disable this shader because the texture will stay and move over the screen.

I think having a short look @this for a pro will solve this issue within a minute ^^ If not, the acutual version is likely playable ^^ The 7c9794852e9729ae-cs.txt is also not fixed (dynamic light) AND some shadow fare away .... often seen in the wood....

//I am off for today ... i hate my daylie routine .... dam fucking lack of time ^^ only 3 h a day for the computer :-(

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#56
Posted 03/15/2018 07:50 PM   
Well sir, you have what we call a regression on your hands, because that is the exact backdrop I used to fix the above mentioned shader and last I touched it was fixed. If you load up the WIP I sent you (without anything you've introduced since) you'll find that lighting should be correct.
Well sir, you have what we call a regression on your hands, because that is the exact backdrop I used to fix the above mentioned shader and last I touched it was fixed. If you load up the WIP I sent you (without anything you've introduced since) you'll find that lighting should be correct.

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
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#57
Posted 03/15/2018 09:33 PM   
Since DJ-RK already fix that...please double check all the shaders and the d3dx.ini. Sadly this is the ShaderHackers routine for every game :( [quote="DHR"]The 82c08ee7da67f710-cs have declared this: "float4 SSDOParams" (cb0[9]), so the fix may be also affecting that ugly AO, and if is working ok without the fix, the fix may break it....but you need the fix for the lights and reflections.[/quote] I want to test something, that i thing is the cause of the initial issue....that SSDOparams was not present in the sniper3 shader, so the unfixed CS-shader works fine for that SSDO effect, but not the lights and the rest of the broken stuff... and looking the CS-shader that r8 fix is also affecting that SSDOparams...so with a little tweak this may work. @Losti: Can you please attach here a clean/vanilla 82c08ee7da67f710-cs shader....the one shipped in the fix have A LOT of modified lines....so if i tweak that one i will probably delete or modified some original lines.
Since DJ-RK already fix that...please double check all the shaders and the d3dx.ini. Sadly this is the ShaderHackers routine for every game :(


DHR said:The 82c08ee7da67f710-cs have declared this: "float4 SSDOParams" (cb0[9]), so the fix may be also affecting that ugly AO, and if is working ok without the fix, the fix may break it....but you need the fix for the lights and reflections.

I want to test something, that i thing is the cause of the initial issue....that SSDOparams was not present in the sniper3 shader, so the unfixed CS-shader works fine for that SSDO effect, but not the lights and the rest of the broken stuff... and looking the CS-shader that r8 fix is also affecting that SSDOparams...so with a little tweak this may work.

@Losti: Can you please attach here a clean/vanilla 82c08ee7da67f710-cs shader....the one shipped in the fix have A LOT of modified lines....so if i tweak that one i will probably delete or modified some original lines.

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#58
Posted 03/15/2018 11:56 PM   
(please ignore the wrong capital latters .... Auto correction in this damn brwoser @ work ^^) @DJ_RK You mean the 7c9794852e9729ae-cs.txt ? I will doublecheck this ^^ But i have not found that any regex was applyed to this shader even with your fix but i will have a look. But may be it was a ini Setting that i have missed? Ill check this! @DHR YES you are completely right!! Thats what i want to tell you. The r8 fix will cure all shadows that are drawed from this shader, all lights and all reflections except this "i called it strange AO shadow on objects and houses" thing. For more understanding: This "Problem shadow" is cast on near every oject. This makes the texture some what i think realistic....so i called it AO. If you see a npc for example, there are the same NPC drawed left of it and right of it as a semi transparent darken Version of it ^^. The DEPTH is OK but the "shadow" will not stay in ist position. It will spread moving away from the object and move to the objet will move the shadow also to it. The involved shaders are VS: 15946622d52b9a8c and/or PS: 9bb2844afdaaf217 ... but as i wrote above the PS can not be fixed with the SGW templates. I think ist because the PS 9bb is somewaht different and will not have a "g_WorldViewPos.xyz" Hence i guessed yesterday that the r8 modifying will be OK with your Fixing Routine for everything except this AO shadow. But the shadow is OK with the Routine DJ-RK applyed. Hence i was thinking in the night about this and the idea was to find the Position for this shadow and use the r8 modified with the DJ-Setup and re rest is made with your Setup. Not sure if this will work or may cause other Problems but if there is no solution until this evening i will Focus on that idea. I will give you the original shader, i just have to uncomment DJs an my modifications, just give me some time. BUT: There are modifications that are needed to fix some stil remaining shadwo glitch @ campfires and so on... but no Problem i can implement it later on if needed.
(please ignore the wrong capital latters .... Auto correction in this damn brwoser @ work ^^)

@DJ_RK
You mean the 7c9794852e9729ae-cs.txt ? I will doublecheck this ^^ But i have not found that any regex was applyed to this shader even with your fix but i will have a look. But may be it was a ini Setting that i have missed? Ill check this!

@DHR
YES you are completely right!! Thats what i want to tell you. The r8 fix will cure all shadows that are drawed from this shader, all lights and all reflections except this "i called it strange AO shadow on objects and houses" thing.

For more understanding: This "Problem shadow" is cast on near every oject. This makes the texture some what i think realistic....so i called it AO. If you see a npc for example, there are the same NPC drawed left of it and right of it as a semi transparent darken Version of it ^^. The DEPTH is OK but the "shadow" will not stay in ist position. It will spread moving away from the object and move to the objet will move the shadow also to it. The involved shaders are VS: 15946622d52b9a8c and/or PS: 9bb2844afdaaf217 ... but as i wrote above the PS can not be fixed with the SGW templates. I think ist because the PS 9bb is somewaht different and will not have a "g_WorldViewPos.xyz"

Hence i guessed yesterday that the r8 modifying will be OK with your Fixing Routine for everything except this AO shadow. But the shadow is OK with the Routine DJ-RK applyed. Hence i was thinking in the night about this and the idea was to find the Position for this shadow and use the r8 modified with the DJ-Setup and re rest is made with your Setup. Not sure if this will work or may cause other Problems but if there is no solution until this evening i will Focus on that idea.

I will give you the original shader, i just have to uncomment DJs an my modifications, just give me some time. BUT: There are modifications that are needed to fix some stil remaining shadwo glitch @ campfires and so on... but no Problem i can implement it later on if needed.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#59
Posted 03/16/2018 06:50 AM   
Ah and btw i will try to study the 9bb2844afdaaf217-ps to finf the richt Position to apply a fix and may modify the liney i apply ... if the other things will not work ^^
Ah and btw i will try to study the 9bb2844afdaaf217-ps to finf the richt Position to apply a fix and may modify the liney i apply ... if the other things will not work ^^

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#60
Posted 03/16/2018 07:00 AM   
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