Hey All,
I am yet doing another fix and this time it is Black Desert Online.. Now the major hurdles are that shadows are broke and can not be disabled, well I think I can get them disabled..
I am unsure I can fix them but will look into it.. For now I think I found a way to disable the shadows..
So if someone wants to help me confirm this theory Please read here: Get Ingame goto Settings goto Graphics Quality and cycle to "Optimization Mode" then click apply your screen may go blank but it will come back on and hopefully with no shadows..
IF this is the case I think I have a working fix as it is really not too broke besides UI and such but I fixed those effects..
If this does not disable shadows I can send you my options file that will hopefully finish the job.. but I think the optimization mode turns them off and I havbe a really fast PC with a 980 so I don't think my PC could not handle shadows..
So Please if you do thos report back and then I can continue with the fix and maybe put it up on Helixmod site..
I am yet doing another fix and this time it is Black Desert Online.. Now the major hurdles are that shadows are broke and can not be disabled, well I think I can get them disabled..
I am unsure I can fix them but will look into it.. For now I think I found a way to disable the shadows..
So if someone wants to help me confirm this theory Please read here: Get Ingame goto Settings goto Graphics Quality and cycle to "Optimization Mode" then click apply your screen may go blank but it will come back on and hopefully with no shadows..
IF this is the case I think I have a working fix as it is really not too broke besides UI and such but I fixed those effects..
If this does not disable shadows I can send you my options file that will hopefully finish the job.. but I think the optimization mode turns them off and I havbe a really fast PC with a 980 so I don't think my PC could not handle shadows..
So Please if you do thos report back and then I can continue with the fix and maybe put it up on Helixmod site..
I have tried this and it worked for me once. However after going back to the game later the shadows were back on. Multiple attempts to get them off again failed.. I did recall searching around google on this topic someone had found a solution to turning them off editing a file or something. When I came across this info I had given up on the game but if you search you might be able to find it.
I would love to see this game fixed, I would start playing it if it was.
I have tried this and it worked for me once. However after going back to the game later the shadows were back on. Multiple attempts to get them off again failed.. I did recall searching around google on this topic someone had found a solution to turning them off editing a file or something. When I came across this info I had given up on the game but if you search you might be able to find it.
I would love to see this game fixed, I would start playing it if it was.
NZXT Noctis 450. Asus ROG Formula VIII, 6700k, NZXT Kracken x61. Avexir Core DDR4 (Red) 16g. Windows 10. Samsung Evo 1T & 2T SSD. Asus Strix 2080 ti. EVGA 1300w Modular Gold PSU.
Asus ROG Swift PG278Q Monitor: 1440p 3D Vision
WEll I found the post where he edited the file but did not say how to doe it.. it was in the cef.pak file and he talked about opening it with Notepad++ then searching for Shadows..
Well I did that and a bunch of code was in there I tried to rem out some of it but nothing had an effect, possibly someone here might know how to do that??
Well for a test can you run the optimizer and see if it shuts off the shadows for you too ??
Unless we can turn off the shadows this game is not getting fixed by me as there are so many things broke and most seem to complex for me as I tried changing Profiles and on the ground you get a weird effect with things showing in one eye and in the other eye you see what should be there really screwed up..
Plus they have some sort of blur effect that really messes a lot of it up.. I was just hoping that by running the optimizer it just kills all those effects especially shadows..
WEll I found the post where he edited the file but did not say how to doe it.. it was in the cef.pak file and he talked about opening it with Notepad++ then searching for Shadows..
Well I did that and a bunch of code was in there I tried to rem out some of it but nothing had an effect, possibly someone here might know how to do that??
Well for a test can you run the optimizer and see if it shuts off the shadows for you too ??
Unless we can turn off the shadows this game is not getting fixed by me as there are so many things broke and most seem to complex for me as I tried changing Profiles and on the ground you get a weird effect with things showing in one eye and in the other eye you see what should be there really screwed up..
Plus they have some sort of blur effect that really messes a lot of it up.. I was just hoping that by running the optimizer it just kills all those effects especially shadows..
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Your Welcome Necropants, Do you have this game?? If so can you check to see if setting the optimization mode turns off shadows and is that what it does or did it just do it to my PC??
IF this is the case the fix is near complete but no shadows or other effects but it still looks pretty decent..
I wish we had more control on those effects they pout in instead of the general options we have I like to be in Control this auto input has to go.. I for one don't like it and never have..
I mean not everybody can afford new and latest PC's and sometimes we need to turn some things off to gain a performance hit..
Your Welcome Necropants, Do you have this game?? If so can you check to see if setting the optimization mode turns off shadows and is that what it does or did it just do it to my PC??
IF this is the case the fix is near complete but no shadows or other effects but it still looks pretty decent..
I wish we had more control on those effects they pout in instead of the general options we have I like to be in Control this auto input has to go.. I for one don't like it and never have..
I mean not everybody can afford new and latest PC's and sometimes we need to turn some things off to gain a performance hit..
I don't have it installed right now, but I have been meaning to take another look.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
OK no worries don't worry about it yet..
I did run into a stopper sort of.. There is this circle enveloped around the player and this is creating a weird effect on the Ground in the circle around the player screenshot down bottom..
What it is looks like a green swampy effect.. now I looked at ALL the shaders and the only one I find makes it disappear and when I mean that I see what looks like a mirror image on the ground of what is in the sky so that really breaks it..
I tried several approaches and I even got it too a point where it looked like I could remove the effect of green swampy and then another anomaly appeared.. I was thinking maybe disable the green swampy effect and when looking at the new broke effect see If I can either switch the texture to another texture but I am unsure how to do that..
Going to go look in the ini file and see what can be done but I am running out of options.. Another thing I found that could be a problem is that I think with different levels of settings like High and Very high use different shaders or something..
I was on High Settings and had a lot of bad effects disabled and I then switched to Med and some of the broke effects came back. I thought I just needed to reload the fix but it did not after pressing F10. Then when I put it back to High the fix was corrected. So this could be bad as I might have to go through every graphics setting finding all the bad shaders :(
Well I am just taking a break to report my findings oh and the green swampoy effect it ONLY the 1 eye I think, I tried quite a few different profiles but may try some more to be sure that will bnot fix it..
Oh and the Graphic setting fixes will not work here as there is NOT many Options for the user to change what is broke.. So this is making it harder to fix..
I did run into a stopper sort of.. There is this circle enveloped around the player and this is creating a weird effect on the Ground in the circle around the player screenshot down bottom..
What it is looks like a green swampy effect.. now I looked at ALL the shaders and the only one I find makes it disappear and when I mean that I see what looks like a mirror image on the ground of what is in the sky so that really breaks it..
I tried several approaches and I even got it too a point where it looked like I could remove the effect of green swampy and then another anomaly appeared.. I was thinking maybe disable the green swampy effect and when looking at the new broke effect see If I can either switch the texture to another texture but I am unsure how to do that..
Going to go look in the ini file and see what can be done but I am running out of options.. Another thing I found that could be a problem is that I think with different levels of settings like High and Very high use different shaders or something..
I was on High Settings and had a lot of bad effects disabled and I then switched to Med and some of the broke effects came back. I thought I just needed to reload the fix but it did not after pressing F10. Then when I put it back to High the fix was corrected. So this could be bad as I might have to go through every graphics setting finding all the bad shaders :(
Well I am just taking a break to report my findings oh and the green swampoy effect it ONLY the 1 eye I think, I tried quite a few different profiles but may try some more to be sure that will bnot fix it..
Oh and the Graphic setting fixes will not work here as there is NOT many Options for the user to change what is broke.. So this is making it harder to fix..
Well I tried swapping low quality shader of the circle enveloping around the character with the High quality ones which are broke and it did not work.. I did get a success when I hit F10 but the low detail textures did not load to fix the problem..
I am wondering if there is something else I should do to get that idea to work or it does not work like that I guess the latter..
Will try some more things damn shame cause the game loos pretty good on high now except for that Circle Zone around the character and the green swampy lookin effect..
Well I tried swapping low quality shader of the circle enveloping around the character with the High quality ones which are broke and it did not work.. I did get a success when I hit F10 but the low detail textures did not load to fix the problem..
I am wondering if there is something else I should do to get that idea to work or it does not work like that I guess the latter..
Will try some more things damn shame cause the game loos pretty good on high now except for that Circle Zone around the character and the green swampy lookin effect..
well time iz almost up on my 7 day trial so I could use some help here.. I know I have 2 projects going on but when I get stick in one I goto the other but I am at a standstill with both..
I did just learn my Guild is currently playing this so maybe I will buy it but not sure yet.. I was doing a lot of reading and I seen where Migoto can replace with custom shaders but I was wondering could that be a possibility that I could use the low quality shaders into the high quality shader and make it like the low quality one are the custom shaders??
I am thinking this may be the only way to make it work or if the optimize mode turns off all the other effects I have a fix.. the only thing killing it right now in High Quality is that green swampy looking effect..
well time iz almost up on my 7 day trial so I could use some help here.. I know I have 2 projects going on but when I get stick in one I goto the other but I am at a standstill with both..
I did just learn my Guild is currently playing this so maybe I will buy it but not sure yet.. I was doing a lot of reading and I seen where Migoto can replace with custom shaders but I was wondering could that be a possibility that I could use the low quality shaders into the high quality shader and make it like the low quality one are the custom shaders??
I am thinking this may be the only way to make it work or if the optimize mode turns off all the other effects I have a fix.. the only thing killing it right now in High Quality is that green swampy looking effect..
OK Let me post the picture here.. I removed the grass to better get a picture of the bubble surrounding the player.. There is a camaflouge color on the ground all around the plaer in a circle around them..
Now some parts like where the character is facing does not show it but it is there when panning around.. Now this effect is either caused by Bloom, Post Processing or some other fancy gadget effect..
I see no way to disable it.. I thought I could replace the texture but am having issues with getting the to work.. I just don't understand what that effect is inside the player Bubble??
I am gonna look and see if there is a way to disable those two effects I am sure one of them is the culprit.. here is the screenshot..
OK Let me post the picture here.. I removed the grass to better get a picture of the bubble surrounding the player.. There is a camaflouge color on the ground all around the plaer in a circle around them..
Now some parts like where the character is facing does not show it but it is there when panning around.. Now this effect is either caused by Bloom, Post Processing or some other fancy gadget effect..
I see no way to disable it.. I thought I could replace the texture but am having issues with getting the to work.. I just don't understand what that effect is inside the player Bubble??
I am gonna look and see if there is a way to disable those two effects I am sure one of them is the culprit.. here is the screenshot..
Well I seen a similar effect just a minute ago on War Thunder. it was not a freaked out color but I seen the Player Bubble when dive bombing..
I am wondering if it is my drivers or a setting in d3dx.ini?? Or could it perhaps be a setting in Windows will have to do some digging maybe the problem I see is not really a problem per say just a glitch of my system..
Well I seen a similar effect just a minute ago on War Thunder. it was not a freaked out color but I seen the Player Bubble when dive bombing..
I am wondering if it is my drivers or a setting in d3dx.ini?? Or could it perhaps be a setting in Windows will have to do some digging maybe the problem I see is not really a problem per say just a glitch of my system..
Well I can say with almost 100% Guarantee it is not a profile issue.. I just spen the last 2 hours going through a ton of prfiles mostly DX11 Games with some sort of 3D PRofile..
This is really weird.. I did see a post from a few months ago and some guy had a similar issue with his and he was suing 3D Migoto I think as well..
So basically it is either gonna be a show stopper or we can just run Optimazation mode and run it without all the eye candy.. But I would say not many would do that but who knows..
I probaly would at least it works.. ;)
Well I can say with almost 100% Guarantee it is not a profile issue.. I just spen the last 2 hours going through a ton of prfiles mostly DX11 Games with some sort of 3D PRofile..
This is really weird.. I did see a post from a few months ago and some guy had a similar issue with his and he was suing 3D Migoto I think as well..
So basically it is either gonna be a show stopper or we can just run Optimazation mode and run it without all the eye candy.. But I would say not many would do that but who knows..
Hey Nephilim i found the shader who distract the ground around the player. I was
playin around with the numbers in it and find a way to push it out of the players view.
Not realy a fix but now its possible to use the high graphic settings.
I hope i marked all numbers i changed i dont have the original shader.
Im on win7 and using the witcher3 profile.
Hopefully it helps alittle bit and thanks for all your effort and great fixes
i was exited to play arma3 in 3d after all this years:D
Hey Great,
I was looking to replace that exact shader with a texture I dug up it is a dirt texture and that file covers all the dirt. So do you know how to replace a shader with a tessxture we might have something..
But in the meantime I am trying to figure out how to do that.. I was reading up on it and I might have gotten it but I have not tried it yet..
I was looking to replace that exact shader with a texture I dug up it is a dirt texture and that file covers all the dirt. So do you know how to replace a shader with a tessxture we might have something..
But in the meantime I am trying to figure out how to do that.. I was reading up on it and I might have gotten it but I have not tried it yet..
I am yet doing another fix and this time it is Black Desert Online.. Now the major hurdles are that shadows are broke and can not be disabled, well I think I can get them disabled..
I am unsure I can fix them but will look into it.. For now I think I found a way to disable the shadows..
So if someone wants to help me confirm this theory Please read here: Get Ingame goto Settings goto Graphics Quality and cycle to "Optimization Mode" then click apply your screen may go blank but it will come back on and hopefully with no shadows..
IF this is the case I think I have a working fix as it is really not too broke besides UI and such but I fixed those effects..
If this does not disable shadows I can send you my options file that will hopefully finish the job.. but I think the optimization mode turns them off and I havbe a really fast PC with a 980 so I don't think my PC could not handle shadows..
So Please if you do thos report back and then I can continue with the fix and maybe put it up on Helixmod site..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I would love to see this game fixed, I would start playing it if it was.
NZXT Noctis 450. Asus ROG Formula VIII, 6700k, NZXT Kracken x61. Avexir Core DDR4 (Red) 16g. Windows 10. Samsung Evo 1T & 2T SSD. Asus Strix 2080 ti. EVGA 1300w Modular Gold PSU.
Asus ROG Swift PG278Q Monitor: 1440p 3D Vision
Well I did that and a bunch of code was in there I tried to rem out some of it but nothing had an effect, possibly someone here might know how to do that??
Well for a test can you run the optimizer and see if it shuts off the shadows for you too ??
Unless we can turn off the shadows this game is not getting fixed by me as there are so many things broke and most seem to complex for me as I tried changing Profiles and on the ground you get a weird effect with things showing in one eye and in the other eye you see what should be there really screwed up..
Plus they have some sort of blur effect that really messes a lot of it up.. I was just hoping that by running the optimizer it just kills all those effects especially shadows..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
IF this is the case the fix is near complete but no shadows or other effects but it still looks pretty decent..
I wish we had more control on those effects they pout in instead of the general options we have I like to be in Control this auto input has to go.. I for one don't like it and never have..
I mean not everybody can afford new and latest PC's and sometimes we need to turn some things off to gain a performance hit..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
I did run into a stopper sort of.. There is this circle enveloped around the player and this is creating a weird effect on the Ground in the circle around the player screenshot down bottom..
What it is looks like a green swampy effect.. now I looked at ALL the shaders and the only one I find makes it disappear and when I mean that I see what looks like a mirror image on the ground of what is in the sky so that really breaks it..
I tried several approaches and I even got it too a point where it looked like I could remove the effect of green swampy and then another anomaly appeared.. I was thinking maybe disable the green swampy effect and when looking at the new broke effect see If I can either switch the texture to another texture but I am unsure how to do that..
Going to go look in the ini file and see what can be done but I am running out of options.. Another thing I found that could be a problem is that I think with different levels of settings like High and Very high use different shaders or something..
I was on High Settings and had a lot of bad effects disabled and I then switched to Med and some of the broke effects came back. I thought I just needed to reload the fix but it did not after pressing F10. Then when I put it back to High the fix was corrected. So this could be bad as I might have to go through every graphics setting finding all the bad shaders :(
Well I am just taking a break to report my findings oh and the green swampoy effect it ONLY the 1 eye I think, I tried quite a few different profiles but may try some more to be sure that will bnot fix it..
Oh and the Graphic setting fixes will not work here as there is NOT many Options for the user to change what is broke.. So this is making it harder to fix..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I am wondering if there is something else I should do to get that idea to work or it does not work like that I guess the latter..
Will try some more things damn shame cause the game loos pretty good on high now except for that Circle Zone around the character and the green swampy lookin effect..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I did just learn my Guild is currently playing this so maybe I will buy it but not sure yet.. I was doing a lot of reading and I seen where Migoto can replace with custom shaders but I was wondering could that be a possibility that I could use the low quality shaders into the high quality shader and make it like the low quality one are the custom shaders??
I am thinking this may be the only way to make it work or if the optimize mode turns off all the other effects I have a fix.. the only thing killing it right now in High Quality is that green swampy looking effect..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Now some parts like where the character is facing does not show it but it is there when panning around.. Now this effect is either caused by Bloom, Post Processing or some other fancy gadget effect..
I see no way to disable it.. I thought I could replace the texture but am having issues with getting the to work.. I just don't understand what that effect is inside the player Bubble??
I am gonna look and see if there is a way to disable those two effects I am sure one of them is the culprit.. here is the screenshot..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I am wondering if it is my drivers or a setting in d3dx.ini?? Or could it perhaps be a setting in Windows will have to do some digging maybe the problem I see is not really a problem per say just a glitch of my system..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
This is really weird.. I did see a post from a few months ago and some guy had a similar issue with his and he was suing 3D Migoto I think as well..
So basically it is either gonna be a show stopper or we can just run Optimazation mode and run it without all the eye candy.. But I would say not many would do that but who knows..
I probaly would at least it works.. ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
playin around with the numbers in it and find a way to push it out of the players view.
Not realy a fix but now its possible to use the high graphic settings.
I hope i marked all numbers i changed i dont have the original shader.
Im on win7 and using the witcher3 profile.
Hopefully it helps alittle bit and thanks for all your effort and great fixes
i was exited to play arma3 in 3d after all this years:D
Shader nr.:bf0d4c7acbbf3a71-vs_replace.txt
cbuffer TerrainCommonConst : register(b0)
{
row_major float4x4 matRelativeViewProjection : packoffset(c0);
float3 vecViewPosition : packoffset(c4);
float dummy_0 : packoffset(c4.w);
float2 vecGuideStart : packoffset(c5);
float2 vecGuideSize : packoffset(c5.z);
float sectorLayerRenderDistance : packoffset(c6);
float grassLODScale : packoffset(c6.y) = float(0.800000012);
bool bSatelliteShot : packoffset(c6.z);
bool bGuideTexture : packoffset(c6.w);
}
Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);
void main(
float3 v0 : POSITION0,
float4 v1 : NORMAL0,
float4 v2 : COLOR0,
out float4 o0 : SV_POSITION0,
out float4 o1 : COLOR0,
out float4 o2 : TEXCOORD0,
out float4 o3 : TEXCOORD1,
out float4 o4 : TEXCOORD3,
out float4 o5 : TEXCOORD5,
out float4 o6 : TEXCOORD6,
out float4 o7 : TEXCOORD7,
out float4 o8 : TEXCOORD8)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
uint4 bitmask, uiDest;
float4 fDest;
r0.xyz = -vecViewPosition.xyz + v0.xyz;
r1.x = dot(r0.xz, r0.xz);
r1.x = sqrt(r1.x);
r1.x = -192000 + r1.x; ;;;change this ??
r1.x = max(0, r1.x);
r1.x = r1.x * 9.99999997e-007 + -1;
r1.x = -1.57079995 * r1.x;
r1.x = cos(r1.x);
r1.x = max(0, r1.x);
r0.w = -r1.x * 30000 + r0.y;
r0.y = dot(r0.xzw, r0.xzw);
r0.y = sqrt(r0.y);
r0.y = 40.99999975e-005 * r0.y; // ;;;;change this for pushing out the distracting effect
r0.y = min(1, r0.y);
r1.x = r0.y * r0.y;
r0.y = r1.x * r0.y;
r1.x = -r0.y * 50 + 1;
r0.y = 50 * r0.y;
r1.x = max(0, r1.x);
r2.xyzw = matRelativeViewProjection._m10_m11_m12_m13 * r0.wwww;
r1.yzw = vecViewPosition.xyz + r0.xwz;
r2.xyzw = r0.xxxx * matRelativeViewProjection._m00_m01_m02_m03 + r2.xyzw;
r2.xyzw = r0.zzzz * matRelativeViewProjection._m20_m21_m22_m23 + r2.xyzw;
r2.xyzw = matRelativeViewProjection._m30_m31_m32_m33 + r2.xyzw;
o0.z = r2.z + -r1.x;
o0.xyw = r2.xyw;
r0.xzw = v1.xyz * float3(2,2,2) + float3(-1,-1,-1);
r1.xyz = r0.xzw * r0.yyy + r1.yzw;
r2.xyz = vecViewPosition.xyz + -r1.xyz;
o2.xyz = r1.xyz;
r0.y = dot(r2.xyz, r2.xyz);
r0.y = sqrt(r0.y);
r1.x = r0.y < sectorLayerRenderDistance;
r1.y = -sectorLayerRenderDistance * 0.660000026 + r0.y;
r1.zw = float2(0.660000026,0.340000004) * sectorLayerRenderDistance;
r1.y = r1.y / r1.w;
r0.y = r0.y < r1.z;
r1.y = 1 + -r1.y;
r1.x = r1.x ? r1.y : 0;
r0.y = r0.y ? 1 : r1.x;
o1.w = bSatelliteShot ? 1 : r0.y;
o1.xyz = v2.xyz;
o2.w = v2.w;
o3.xyz = r0.xzw;
r1.xyz = float3(-0.200000003,-0.200000003,-0.200000003) + abs(r0.xzw);
r1.xyz = float3(7,7,7) * r1.xyz;
r1.xyz = max(float3(0,0,0), r1.xyz);
r0.y = dot(r1.xyz, float3(1,1,1));
r1.xyz = r1.xyz / r0.yyy;
r2.xyz = r1.xyz * r1.xyz;
r1.xyz = r2.xyz * r1.xyz;
r0.y = dot(r1.xyz, r1.xyz);
r0.y = rsqrt(r0.y);
r1.xyz = r1.xyz * r0.yyy;
o4.xyz = r1.xyz;
r2.xyz = -r0.wxz * r0.xxx;
r3.xyz = float3(1,0,0) * r2.xyz;
r3.xyz = r2.zxy * float3(0,0,1) + -r3.xyz;
r0.y = dot(r3.xz, r3.xz);
r0.y = rsqrt(r0.y);
r4.xyz = r3.xyz * r0.yyy;
r5.xyz = -r0.wxz * r0.zzz;
r0.xyz = r0.wxz * r0.www;
r6.xyz = float3(0,1.00999999,0) * r5.xyz;
r6.xyz = r5.zxy * float3(1.00999999,0,0) + -r6.xyz;
r0.w = dot(r6.xy, r6.xy);
r0.w = rsqrt(r0.w);
r7.xyz = r6.xyz * r0.www + -r4.xyz;
r4.xyz = r1.yyy * r7.xyz + r4.xyz;
r7.xyz = float3(1,0,0) * r0.xyz;
r7.xyz = r0.zxy * float3(0,0,1) + -r7.xyz;
r0.w = dot(r7.xz, r7.xz);
r0.w = rsqrt(r0.w);
r8.xyz = r7.xyz * r0.www + -r4.xyz;
r4.xyz = r1.zzz * r8.xyz + r4.xyz;
r0.w = dot(r4.xyz, r4.xyz);
r0.w = rsqrt(r0.w);
o5.xyz = r4.xyz * r0.www;
r4.xyz = r7.yzx * r0.xyz;
r0.xyz = r0.zxy * r7.zxy + -r4.xyz;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
r4.xyz = r6.yzx * r5.xyz;
r4.xyz = r5.zxy * r6.zxy + -r4.xyz;
r1.x = dot(r4.xyz, r4.xyz);
r1.x = rsqrt(r1.x);
r5.xyz = r3.yzx * r2.xyz;
r2.xyz = r2.zxy * r3.zxy + -r5.xyz;
r1.w = dot(r2.xyz, r2.xyz);
r1.w = rsqrt(r1.w);
r2.xyz = r2.xyz * r1.www;
r3.xyz = r4.xyz * r1.xxx + -r2.xyz;
r1.xyw = r1.yyy * r3.xyz + r2.xyz;
r0.xyz = r0.xyz * r0.www + -r1.xyw;
r0.xyz = r1.zzz * r0.xyz + r1.xyw;
r0.w = dot(r0.xyz, r0.xyz);
r0.w = rsqrt(r0.w);
o6.xyz = r0.xyz * r0.www;
o7.xyzw = float4(0,0,0,0);
o8.xyzw = float4(0,0,0,0);
return;
}
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// using 3Dmigoto v1.2.9 on Thu Dec 01 13:51:14 2016
//
//
// Buffer Definitions:
//
// cbuffer TerrainCommonConst
// {
//
// row_major float4x4 matRelativeViewProjection;// Offset: 0 Size: 64
// float3 vecViewPosition; // Offset: 64 Size: 12
// float dummy_0; // Offset: 76 Size: 4 [unused]
// float2 vecGuideStart; // Offset: 80 Size: 8 [unused]
// float2 vecGuideSize; // Offset: 88 Size: 8 [unused]
// float sectorLayerRenderDistance; // Offset: 96 Size: 4
// float grassLODScale; // Offset: 100 Size: 4 [unused]
// = 0x3f4ccccd
// bool bSatelliteShot; // Offset: 104 Size: 4
// bool bGuideTexture; // Offset: 108 Size: 4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// TerrainCommonConst cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// NORMAL 0 xyzw 1 NONE float xyz
// COLOR 0 xyzw 2 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyzw 2 NONE float xyzw
// TEXCOORD 1 xyz 3 NONE float xyz
// TEXCOORD 3 xyz 4 NONE float xyz
// TEXCOORD 5 xyz 5 NONE float xyz
// TEXCOORD 6 xyz 6 NONE float xyz
// TEXCOORD 7 xyzw 7 NONE float xyzw
// TEXCOORD 8 xyzw 8 NONE float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[7], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyz
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_temps 9
add r0.xyz, v0.xyzx, -cb0[4].xyzx
dp2 r1.x, r0.xzxx, r0.xzxx
sqrt r1.x, r1.x
add r1.x, r1.x, l(-192000.000000)
max r1.x, r1.x, l(0.000000)
mad r1.x, r1.x, l(0.000001), l(-1.000000)
mul r1.x, r1.x, l(-1.570800)
sincos null, r1.x, r1.x
max r1.x, r1.x, l(0.000000)
mad r0.w, -r1.x, l(30000.000000), r0.y
dp3 r0.y, r0.xzwx, r0.xzwx
sqrt r0.y, r0.y
mul r0.y, r0.y, l(0.000100)
min r0.y, r0.y, l(1.000000)
mul r1.x, r0.y, r0.y
mul r0.y, r0.y, r1.x
mad r1.x, -r0.y, l(50.000000), l(1.000000)
mul r0.y, r0.y, l(50.000000)
max r1.x, r1.x, l(0.000000)
mul r2.xyzw, r0.wwww, cb0[1].xyzw
add r1.yzw, r0.xxwz, cb0[4].xxyz
mad r2.xyzw, r0.xxxx, cb0[0].xyzw, r2.xyzw
mad r2.xyzw, r0.zzzz, cb0[2].xyzw, r2.xyzw
add r2.xyzw, r2.xyzw, cb0[3].xyzw
add o0.z, -r1.x, r2.z
mov o0.xyw, r2.xyxw
mad r0.xzw, v1.xxyz, l(2.000000, 0.000000, 2.000000, 2.000000), l(-1.000000, 0.000000, -1.000000, -1.000000)
mad r1.xyz, r0.xzwx, r0.yyyy, r1.yzwy
add r2.xyz, -r1.xyzx, cb0[4].xyzx
mov o2.xyz, r1.xyzx
dp3 r0.y, r2.xyzx, r2.xyzx
sqrt r0.y, r0.y
lt r1.x, r0.y, cb0[6].x
mad r1.y, -cb0[6].x, l(0.660000), r0.y
mul r1.zw, cb0[6].xxxx, l(0.000000, 0.000000, 0.660000, 0.340000)
div r1.y, r1.y, r1.w
lt r0.y, r0.y, r1.z
add r1.y, -r1.y, l(1.000000)
and r1.x, r1.y, r1.x
movc r0.y, r0.y, l(1.000000), r1.x
movc o1.w, cb0[6].z, l(1.000000), r0.y
mov o1.xyz, v2.xyzx
mov o2.w, v2.w
mov o3.xyz, r0.xzwx
add r1.xyz, |r0.xzwx|, l(-0.200000, -0.200000, -0.200000, 0.000000)
mul r1.xyz, r1.xyzx, l(7.000000, 7.000000, 7.000000, 0.000000)
max r1.xyz, r1.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
dp3 r0.y, r1.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
div r1.xyz, r1.xyzx, r0.yyyy
mul r2.xyz, r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r2.xyzx
dp3 r0.y, r1.xyzx, r1.xyzx
rsq r0.y, r0.y
mul r1.xyz, r0.yyyy, r1.xyzx
mov o4.xyz, r1.xyzx
mul r2.xyz, r0.xxxx, -r0.wxzw
mul r3.xyz, r2.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000)
mad r3.xyz, r2.zxyz, l(0.000000, 0.000000, 1.000000, 0.000000), -r3.xyzx
dp2 r0.y, r3.xzxx, r3.xzxx
rsq r0.y, r0.y
mul r4.xyz, r0.yyyy, r3.xyzx
mul r5.xyz, r0.zzzz, -r0.wxzw
mul r0.xyz, r0.wwww, r0.wxzw
mul r6.xyz, r5.xyzx, l(0.000000, 1.010000, 0.000000, 0.000000)
mad r6.xyz, r5.zxyz, l(1.010000, 0.000000, 0.000000, 0.000000), -r6.xyzx
dp2 r0.w, r6.xyxx, r6.xyxx
rsq r0.w, r0.w
mad r7.xyz, r6.xyzx, r0.wwww, -r4.xyzx
mad r4.xyz, r1.yyyy, r7.xyzx, r4.xyzx
mul r7.xyz, r0.xyzx, l(1.000000, 0.000000, 0.000000, 0.000000)
mad r7.xyz, r0.zxyz, l(0.000000, 0.000000, 1.000000, 0.000000), -r7.xyzx
dp2 r0.w, r7.xzxx, r7.xzxx
rsq r0.w, r0.w
mad r8.xyz, r7.xyzx, r0.wwww, -r4.xyzx
mad r4.xyz, r1.zzzz, r8.xyzx, r4.xyzx
dp3 r0.w, r4.xyzx, r4.xyzx
rsq r0.w, r0.w
mul o5.xyz, r0.wwww, r4.xyzx
mul r4.xyz, r0.xyzx, r7.yzxy
mad r0.xyz, r0.zxyz, r7.zxyz, -r4.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r4.xyz, r5.xyzx, r6.yzxy
mad r4.xyz, r5.zxyz, r6.zxyz, -r4.xyzx
dp3 r1.x, r4.xyzx, r4.xyzx
rsq r1.x, r1.x
mul r5.xyz, r2.xyzx, r3.yzxy
mad r2.xyz, r2.zxyz, r3.zxyz, -r5.xyzx
dp3 r1.w, r2.xyzx, r2.xyzx
rsq r1.w, r1.w
mul r2.xyz, r1.wwww, r2.xyzx
mad r3.xyz, r4.xyzx, r1.xxxx, -r2.xyzx
mad r1.xyw, r1.yyyy, r3.xyxz, r2.xyxz
mad r0.xyz, r0.xyzx, r0.wwww, -r1.xywx
mad r0.xyz, r1.zzzz, r0.xyzx, r1.xywx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o6.xyz, r0.wwww, r0.xyzx
mov o7.xyzw, l(0,0,0,0)
mov o8.xyzw, l(0,0,0,0)
ret
// Approximately 101 instruction slots used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
I was looking to replace that exact shader with a texture I dug up it is a dirt texture and that file covers all the dirt. So do you know how to replace a shader with a tessxture we might have something..
But in the meantime I am trying to figure out how to do that.. I was reading up on it and I might have gotten it but I have not tried it yet..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit