The dawn of Project Flugan
  13 / 16    
CRYSIS!!!!!1111 giving my left egg for crysis fix!!! :D
CRYSIS!!!!!1111
giving my left egg for crysis fix!!! :D

Posted 08/07/2014 04:42 PM   
Hi Flugan. Thank you for your efforts on this project. I think bo3b was having some issues dumping the shaders for Watch Dogs. Maybe you can try & see if you are able to. Also, +1 for a Dx9 version of Project Flugan.
Hi Flugan. Thank you for your efforts on this project. I think bo3b was having some issues dumping the shaders for Watch Dogs. Maybe you can try & see if you are able to.

Also, +1 for a Dx9 version of Project Flugan.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 08/07/2014 04:57 PM   
I still havn't gotten around to buying watchdogs. Last month was terrible with hospital bills. Now I'm just trying to get back to where I was money wise.
I still havn't gotten around to buying watchdogs. Last month was terrible with hospital bills. Now I'm just trying to get back to where I was money wise.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 08/07/2014 05:28 PM   
I can also share: [code] cbuffer Viewport : register(b0) { float4x4 _ViewRotProjectionMatrix : packoffset(c0); float4x4 _ViewProjectionMatrix : packoffset(c4); float4x4 _ProjectionMatrix : packoffset(c8); float4x4 _InvProjectionMatrix : packoffset(c12); float4x4 _InvProjectionMatrixDepth : packoffset(c16); float4x4 _DepthTextureTransform : packoffset(c20); float4x3 _ViewMatrix : packoffset(c24); float4x3 _InvViewMatrix : packoffset(c27); float4x4 _PreviousViewProjectionMatrix : packoffset(c30); float4 _CameraDistances : packoffset(c34); float4 _ViewportSize : packoffset(c35); float4 _CameraPosition_MaxStaticReflectionMipIndex : packoffset(c36); float4 _CameraDirection_MaxParaboloidReflectionMipIndex : packoffset(c37); float4 _ViewPoint_ExposureScale : packoffset(c38); float4 _FogColorVector_ExposedWhitePointOverExposureScale : packoffset(c39); float3 _SideFogColor : packoffset(c40); float3 _SunFogColorDelta : packoffset(c41); float3 _OppositeFogColorDelta : packoffset(c42); float4 _FogValues0 : packoffset(c43); float4 _FogValues1 : packoffset(c44); float4 _CameraNearPlaneSize : packoffset(c45); float4 _UncompressDepthWeights_ShadowProjDepthMinValue : packoffset(c46); float4 _UncompressDepthWeightsWS_ReflectionFadeTarget : packoffset(c47); float4 _WorldAmbientColorParams0 : packoffset(c48); float4 _WorldAmbientColorParams1 : packoffset(c49); float4 _WorldAmbientColorParams2 : packoffset(c50); float4 _GlobalWorldTextureParams : packoffset(c51); float4 _CullingCameraPosition_OneOverAutoExposureScale : packoffset(c52); float4 _AmbientSkyColor_ReflectionScaleStrength : packoffset(c53); float4 _AmbientGroundColor_ReflectionScaleDistanceMul : packoffset(c54); float4 _FacettedShadowCastParams : packoffset(c55); float4 _FSMClipPlanes : packoffset(c56); float2 _ReflectionGIControl : packoffset(c57); } SamplerState Viewport__DepthVPSampler__SampObj___s : register(s0); SamplerState Viewport__GBufferNormalTexture__SampObj___s : register(s1); SamplerState AmbientOcclusionVolume__AmbientOcclusionTexure__SampObj___s : register(s2); Texture2D<float4> Viewport__DepthVPSampler__TexObj__ : register(t0); Texture2D<float4> Viewport__GBufferNormalTexture__TexObj__ : register(t1); Texture2D<float4> AmbientOcclusionVolume__AmbientOcclusionTexure__TexObj__ : register(t2); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : TEXCOORD0, float4 v1 : TEXCOORD1, float4 v2 : TEXCOORD2, float4 v3 : TEXCOORD3, float4 v4 : TEXCOORD4, float4 v5 : TEXCOORD5, float v6 : TEXCOORD6, float4 v7 : SV_Position0, out float4 o0 : SV_Target0) { float4 r0,r1,r2,r3,r4; uint4 bitmask; r0.xy = v0.xy / v0.zz; r0.z = Viewport__DepthVPSampler__TexObj__.Sample(Viewport__DepthVPSampler__SampObj___s, r0.xy).x; r1.xyz = Viewport__GBufferNormalTexture__TexObj__.Sample(Viewport__GBufferNormalTexture__SampObj___s, r0.xy).xyz; r1.xyz = r1.xyz * float3(2.000000e+000,2.000000e+000,2.000000e+000) + float3(-1.000000e+000,-1.000000e+000,-1.000000e+000); r0.w = 1.000000000e+000; r0.x = dot(r0.zw, _InvProjectionMatrix._m22_m32); r0.y = dot(r0.zw, _InvProjectionMatrix._m23_m33); r0.x = -r0.x / r0.y; r0.yzw = v5.xyz / v5.zzz; r2.x = v1.w; r2.y = v2.w; r2.z = v3.w; r0.xyz = r0.yzw * -r0.xxx + -r2.xyz; r2.z = dot(r0.xyz, v3.xyz); r2.z = abs(r2.z); r3.x = dot(r0.xyz, v1.xyz); r3.y = dot(r0.xyz, v2.xyz); r3.zw = abs(r3.xy) * abs(r3.xy); r4.xy = r3.xy * float2(5.000000e-001,5.000000e-001) + float2(5.000000e-001,5.000000e-001); r2.xy = r3.zw * r3.zw; r2.xyz = min(r2.xyz, float3(1.000000e+000,1.000000e+000,1.000000e+000)); r2.xyz = float3(1.000000e+000,1.000000e+000,1.000000e+000) + -r2.xyz; r0.w = r2.x * r2.y; r0.w = r0.w * r2.z; r4.z = 1.000000000e+000 + -r4.y; r2.xyzw = AmbientOcclusionVolume__AmbientOcclusionTexure__TexObj__.Sample(AmbientOcclusionVolume__AmbientOcclusionTexure__SampObj___s, r4.xz).xyzw; r1.w = dot(r2.xyzw, v4.xyzw); r0.w = r1.w * r0.w; r2.x = dot(r1.xyz, _ViewMatrix._m00_m10_m20); r2.y = dot(r1.xyz, _ViewMatrix._m01_m11_m21); r2.z = dot(r1.xyz, _ViewMatrix._m02_m12_m22); r1.x = dot(r2.xyz, r2.xyz); r1.x = rsqrt(r1.x); r1.xyz = r2.xyz * r1.xxx; r1.w = dot(r0.xyz, r0.xyz); r1.w = rsqrt(r1.w); r0.xyz = r1.www * r0.xyz; r0.x = dot(r1.xyz, r0.xyz); r0.x = saturate(5.000000000e-001 + r0.x); r0.x = -r0.x * v6.x + 1.000000000e+000; r0.x = r0.w * r0.x; r0.x = v5.w * r0.x; r0.x = saturate(min(r0.x, v4.w)); r0.x = v0.w + -r0.x; o0.xyzw = float4(1.000000e+000,1.000000e+000,1.000000e+000,1.000000e+000) + r0.xxxx; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // Buffer Definitions: // // cbuffer Viewport // { // // float4x4 _ViewRotProjectionMatrix; // Offset: 0 Size: 64 [unused] // float4x4 _ViewProjectionMatrix; // Offset: 64 Size: 64 [unused] // float4x4 _ProjectionMatrix; // Offset: 128 Size: 64 [unused] // float4x4 _InvProjectionMatrix; // Offset: 192 Size: 64 // float4x4 _InvProjectionMatrixDepth;// Offset: 256 Size: 64 [unused] // float4x4 _DepthTextureTransform; // Offset: 320 Size: 64 [unused] // float4x3 _ViewMatrix; // Offset: 384 Size: 48 // float4x3 _InvViewMatrix; // Offset: 432 Size: 48 [unused] // float4x4 _PreviousViewProjectionMatrix;// Offset: 480 Size: 64 [unused] // float4 _CameraDistances; // Offset: 544 Size: 16 [unused] // float4 _ViewportSize; // Offset: 560 Size: 16 [unused] // float4 _CameraPosition_MaxStaticReflectionMipIndex;// Offset: 576 Size: 16 [unused] // float4 _CameraDirection_MaxParaboloidReflectionMipIndex;// Offset: 592 Size: 16 [unused] // float4 _ViewPoint_ExposureScale; // Offset: 608 Size: 16 [unused] // float4 _FogColorVector_ExposedWhitePointOverExposureScale;// Offset: 624 Size: 16 [unused] // float3 _SideFogColor; // Offset: 640 Size: 12 [unused] // float3 _SunFogColorDelta; // Offset: 656 Size: 12 [unused] // float3 _OppositeFogColorDelta; // Offset: 672 Size: 12 [unused] // float4 _FogValues0; // Offset: 688 Size: 16 [unused] // float4 _FogValues1; // Offset: 704 Size: 16 [unused] // float4 _CameraNearPlaneSize; // Offset: 720 Size: 16 [unused] // float4 _UncompressDepthWeights_ShadowProjDepthMinValue;// Offset: 736 Size: 16 [unused] // float4 _UncompressDepthWeightsWS_ReflectionFadeTarget;// Offset: 752 Size: 16 [unused] // float4 _WorldAmbientColorParams0; // Offset: 768 Size: 16 [unused] // float4 _WorldAmbientColorParams1; // Offset: 784 Size: 16 [unused] // float4 _WorldAmbientColorParams2; // Offset: 800 Size: 16 [unused] // float4 _GlobalWorldTextureParams; // Offset: 816 Size: 16 [unused] // float4 _CullingCameraPosition_OneOverAutoExposureScale;// Offset: 832 Size: 16 [unused] // float4 _AmbientSkyColor_ReflectionScaleStrength;// Offset: 848 Size: 16 [unused] // float4 _AmbientGroundColor_ReflectionScaleDistanceMul;// Offset: 864 Size: 16 [unused] // float4 _FacettedShadowCastParams; // Offset: 880 Size: 16 [unused] // float4 _FSMClipPlanes; // Offset: 896 Size: 16 [unused] // float2 _ReflectionGIControl; // Offset: 912 Size: 8 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // Viewport__DepthVPSampler__SampObj__ sampler NA NA 0 1 // Viewport__GBufferNormalTexture__SampObj__ sampler NA NA 1 1 // AmbientOcclusionVolume__AmbientOcclusionTexure__SampObj__ sampler NA NA 2 1 // Viewport__DepthVPSampler__TexObj__ texture float4 2d 0 1 // Viewport__GBufferNormalTexture__TexObj__ texture float4 2d 1 1 // AmbientOcclusionVolume__AmbientOcclusionTexure__TexObj__ texture float4 2d 2 1 // Viewport cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyzw 0 NONE float xyzw // TEXCOORD 1 xyzw 1 NONE float xyzw // TEXCOORD 2 xyzw 2 NONE float xyzw // TEXCOORD 3 xyzw 3 NONE float xyzw // TEXCOORD 4 xyzw 4 NONE float xyzw // TEXCOORD 5 xyzw 5 NONE float xyzw // TEXCOORD 6 x 6 NONE float x // SV_Position 0 xyzw 7 POS float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[27], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_input_ps linear v0.xyzw dcl_input_ps linear v1.xyzw dcl_input_ps linear v2.xyzw dcl_input_ps linear v3.xyzw dcl_input_ps linear v4.xyzw dcl_input_ps linear v5.xyzw dcl_input_ps linear v6.x dcl_output o0.xyzw dcl_temps 5 div r0.xy, v0.xyxx, v0.zzzz sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t0.zwxy, s0 sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t1.xyzw, s1 mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000) mov r0.w, l(1.000000) dp2 r0.x, r0.zwzz, cb0[14].zwzz dp2 r0.y, r0.zwzz, cb0[15].zwzz div r0.x, -r0.x, r0.y div r0.yzw, v5.xxyz, v5.zzzz mov r2.x, v1.w mov r2.y, v2.w mov r2.z, v3.w mad r0.xyz, r0.yzwy, -r0.xxxx, -r2.xyzx dp3 r2.z, r0.xyzx, v3.xyzx mov r2.z, |r2.z| dp3 r3.x, r0.xyzx, v1.xyzx dp3 r3.y, r0.xyzx, v2.xyzx mul r3.zw, |r3.xxxy|, |r3.xxxy| mad r4.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mul r2.xy, r3.zwzz, r3.zwzz min r2.xyz, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) add r2.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r0.w, r2.y, r2.x mul r0.w, r2.z, r0.w add r4.z, -r4.y, l(1.000000) sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r4.xzxx, t2.xyzw, s2 dp4 r1.w, r2.xyzw, v4.xyzw mul r0.w, r0.w, r1.w dp3 r2.x, r1.xyzx, cb0[24].xyzx dp3 r2.y, r1.xyzx, cb0[25].xyzx dp3 r2.z, r1.xyzx, cb0[26].xyzx dp3 r1.x, r2.xyzx, r2.xyzx rsq r1.x, r1.x mul r1.xyz, r1.xxxx, r2.xyzx dp3 r1.w, r0.xyzx, r0.xyzx rsq r1.w, r1.w mul r0.xyz, r0.xyzx, r1.wwww dp3 r0.x, r1.xyzx, r0.xyzx add_sat r0.x, r0.x, l(0.500000) mad r0.x, -r0.x, v6.x, l(1.000000) mul r0.x, r0.x, r0.w mul r0.x, r0.x, v5.w min_sat r0.x, r0.x, v4.w add r0.x, -r0.x, v0.w add o0.xyzw, r0.xxxx, l(1.000000, 1.000000, 1.000000, 1.000000) ret // Approximately 46 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Shadows on cars in WatchDogs... More soon. :->
I can also share:

cbuffer Viewport : register(b0)
{
float4x4 _ViewRotProjectionMatrix : packoffset(c0);
float4x4 _ViewProjectionMatrix : packoffset(c4);
float4x4 _ProjectionMatrix : packoffset(c8);
float4x4 _InvProjectionMatrix : packoffset(c12);
float4x4 _InvProjectionMatrixDepth : packoffset(c16);
float4x4 _DepthTextureTransform : packoffset(c20);
float4x3 _ViewMatrix : packoffset(c24);
float4x3 _InvViewMatrix : packoffset(c27);
float4x4 _PreviousViewProjectionMatrix : packoffset(c30);
float4 _CameraDistances : packoffset(c34);
float4 _ViewportSize : packoffset(c35);
float4 _CameraPosition_MaxStaticReflectionMipIndex : packoffset(c36);
float4 _CameraDirection_MaxParaboloidReflectionMipIndex : packoffset(c37);
float4 _ViewPoint_ExposureScale : packoffset(c38);
float4 _FogColorVector_ExposedWhitePointOverExposureScale : packoffset(c39);
float3 _SideFogColor : packoffset(c40);
float3 _SunFogColorDelta : packoffset(c41);
float3 _OppositeFogColorDelta : packoffset(c42);
float4 _FogValues0 : packoffset(c43);
float4 _FogValues1 : packoffset(c44);
float4 _CameraNearPlaneSize : packoffset(c45);
float4 _UncompressDepthWeights_ShadowProjDepthMinValue : packoffset(c46);
float4 _UncompressDepthWeightsWS_ReflectionFadeTarget : packoffset(c47);
float4 _WorldAmbientColorParams0 : packoffset(c48);
float4 _WorldAmbientColorParams1 : packoffset(c49);
float4 _WorldAmbientColorParams2 : packoffset(c50);
float4 _GlobalWorldTextureParams : packoffset(c51);
float4 _CullingCameraPosition_OneOverAutoExposureScale : packoffset(c52);
float4 _AmbientSkyColor_ReflectionScaleStrength : packoffset(c53);
float4 _AmbientGroundColor_ReflectionScaleDistanceMul : packoffset(c54);
float4 _FacettedShadowCastParams : packoffset(c55);
float4 _FSMClipPlanes : packoffset(c56);
float2 _ReflectionGIControl : packoffset(c57);
}
SamplerState Viewport__DepthVPSampler__SampObj___s : register(s0);
SamplerState Viewport__GBufferNormalTexture__SampObj___s : register(s1);
SamplerState AmbientOcclusionVolume__AmbientOcclusionTexure__SampObj___s : register(s2);
Texture2D<float4> Viewport__DepthVPSampler__TexObj__ : register(t0);
Texture2D<float4> Viewport__GBufferNormalTexture__TexObj__ : register(t1);
Texture2D<float4> AmbientOcclusionVolume__AmbientOcclusionTexure__TexObj__ : register(t2);

Texture2D<float4> StereoParams : register(t125);

void main(
float4 v0 : TEXCOORD0,
float4 v1 : TEXCOORD1,
float4 v2 : TEXCOORD2,
float4 v3 : TEXCOORD3,
float4 v4 : TEXCOORD4,
float4 v5 : TEXCOORD5,
float v6 : TEXCOORD6,
float4 v7 : SV_Position0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask;
r0.xy = v0.xy / v0.zz;
r0.z = Viewport__DepthVPSampler__TexObj__.Sample(Viewport__DepthVPSampler__SampObj___s, r0.xy).x;
r1.xyz = Viewport__GBufferNormalTexture__TexObj__.Sample(Viewport__GBufferNormalTexture__SampObj___s, r0.xy).xyz;
r1.xyz = r1.xyz * float3(2.000000e+000,2.000000e+000,2.000000e+000) + float3(-1.000000e+000,-1.000000e+000,-1.000000e+000);
r0.w = 1.000000000e+000;
r0.x = dot(r0.zw, _InvProjectionMatrix._m22_m32);
r0.y = dot(r0.zw, _InvProjectionMatrix._m23_m33);
r0.x = -r0.x / r0.y;
r0.yzw = v5.xyz / v5.zzz;
r2.x = v1.w;
r2.y = v2.w;
r2.z = v3.w;
r0.xyz = r0.yzw * -r0.xxx + -r2.xyz;
r2.z = dot(r0.xyz, v3.xyz);
r2.z = abs(r2.z);
r3.x = dot(r0.xyz, v1.xyz);
r3.y = dot(r0.xyz, v2.xyz);
r3.zw = abs(r3.xy) * abs(r3.xy);
r4.xy = r3.xy * float2(5.000000e-001,5.000000e-001) + float2(5.000000e-001,5.000000e-001);
r2.xy = r3.zw * r3.zw;
r2.xyz = min(r2.xyz, float3(1.000000e+000,1.000000e+000,1.000000e+000));
r2.xyz = float3(1.000000e+000,1.000000e+000,1.000000e+000) + -r2.xyz;
r0.w = r2.x * r2.y;
r0.w = r0.w * r2.z;
r4.z = 1.000000000e+000 + -r4.y;
r2.xyzw = AmbientOcclusionVolume__AmbientOcclusionTexure__TexObj__.Sample(AmbientOcclusionVolume__AmbientOcclusionTexure__SampObj___s, r4.xz).xyzw;
r1.w = dot(r2.xyzw, v4.xyzw);
r0.w = r1.w * r0.w;
r2.x = dot(r1.xyz, _ViewMatrix._m00_m10_m20);
r2.y = dot(r1.xyz, _ViewMatrix._m01_m11_m21);
r2.z = dot(r1.xyz, _ViewMatrix._m02_m12_m22);
r1.x = dot(r2.xyz, r2.xyz);
r1.x = rsqrt(r1.x);
r1.xyz = r2.xyz * r1.xxx;
r1.w = dot(r0.xyz, r0.xyz);
r1.w = rsqrt(r1.w);
r0.xyz = r1.www * r0.xyz;
r0.x = dot(r1.xyz, r0.xyz);
r0.x = saturate(5.000000000e-001 + r0.x);
r0.x = -r0.x * v6.x + 1.000000000e+000;
r0.x = r0.w * r0.x;
r0.x = v5.w * r0.x;
r0.x = saturate(min(r0.x, v4.w));
r0.x = v0.w + -r0.x;
o0.xyzw = float4(1.000000e+000,1.000000e+000,1.000000e+000,1.000000e+000) + r0.xxxx;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions:
//
// cbuffer Viewport
// {
//
// float4x4 _ViewRotProjectionMatrix; // Offset: 0 Size: 64 [unused]
// float4x4 _ViewProjectionMatrix; // Offset: 64 Size: 64 [unused]
// float4x4 _ProjectionMatrix; // Offset: 128 Size: 64 [unused]
// float4x4 _InvProjectionMatrix; // Offset: 192 Size: 64
// float4x4 _InvProjectionMatrixDepth;// Offset: 256 Size: 64 [unused]
// float4x4 _DepthTextureTransform; // Offset: 320 Size: 64 [unused]
// float4x3 _ViewMatrix; // Offset: 384 Size: 48
// float4x3 _InvViewMatrix; // Offset: 432 Size: 48 [unused]
// float4x4 _PreviousViewProjectionMatrix;// Offset: 480 Size: 64 [unused]
// float4 _CameraDistances; // Offset: 544 Size: 16 [unused]
// float4 _ViewportSize; // Offset: 560 Size: 16 [unused]
// float4 _CameraPosition_MaxStaticReflectionMipIndex;// Offset: 576 Size: 16 [unused]
// float4 _CameraDirection_MaxParaboloidReflectionMipIndex;// Offset: 592 Size: 16 [unused]
// float4 _ViewPoint_ExposureScale; // Offset: 608 Size: 16 [unused]
// float4 _FogColorVector_ExposedWhitePointOverExposureScale;// Offset: 624 Size: 16 [unused]
// float3 _SideFogColor; // Offset: 640 Size: 12 [unused]
// float3 _SunFogColorDelta; // Offset: 656 Size: 12 [unused]
// float3 _OppositeFogColorDelta; // Offset: 672 Size: 12 [unused]
// float4 _FogValues0; // Offset: 688 Size: 16 [unused]
// float4 _FogValues1; // Offset: 704 Size: 16 [unused]
// float4 _CameraNearPlaneSize; // Offset: 720 Size: 16 [unused]
// float4 _UncompressDepthWeights_ShadowProjDepthMinValue;// Offset: 736 Size: 16 [unused]
// float4 _UncompressDepthWeightsWS_ReflectionFadeTarget;// Offset: 752 Size: 16 [unused]
// float4 _WorldAmbientColorParams0; // Offset: 768 Size: 16 [unused]
// float4 _WorldAmbientColorParams1; // Offset: 784 Size: 16 [unused]
// float4 _WorldAmbientColorParams2; // Offset: 800 Size: 16 [unused]
// float4 _GlobalWorldTextureParams; // Offset: 816 Size: 16 [unused]
// float4 _CullingCameraPosition_OneOverAutoExposureScale;// Offset: 832 Size: 16 [unused]
// float4 _AmbientSkyColor_ReflectionScaleStrength;// Offset: 848 Size: 16 [unused]
// float4 _AmbientGroundColor_ReflectionScaleDistanceMul;// Offset: 864 Size: 16 [unused]
// float4 _FacettedShadowCastParams; // Offset: 880 Size: 16 [unused]
// float4 _FSMClipPlanes; // Offset: 896 Size: 16 [unused]
// float2 _ReflectionGIControl; // Offset: 912 Size: 8 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Viewport__DepthVPSampler__SampObj__ sampler NA NA 0 1
// Viewport__GBufferNormalTexture__SampObj__ sampler NA NA 1 1
// AmbientOcclusionVolume__AmbientOcclusionTexure__SampObj__ sampler NA NA 2 1
// Viewport__DepthVPSampler__TexObj__ texture float4 2d 0 1
// Viewport__GBufferNormalTexture__TexObj__ texture float4 2d 1 1
// AmbientOcclusionVolume__AmbientOcclusionTexure__TexObj__ texture float4 2d 2 1
// Viewport cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyzw 0 NONE float xyzw
// TEXCOORD 1 xyzw 1 NONE float xyzw
// TEXCOORD 2 xyzw 2 NONE float xyzw
// TEXCOORD 3 xyzw 3 NONE float xyzw
// TEXCOORD 4 xyzw 4 NONE float xyzw
// TEXCOORD 5 xyzw 5 NONE float xyzw
// TEXCOORD 6 x 6 NONE float x
// SV_Position 0 xyzw 7 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[27], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v0.xyzw
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_input_ps linear v6.x
dcl_output o0.xyzw
dcl_temps 5
div r0.xy, v0.xyxx, v0.zzzz
sample_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t0.zwxy, s0
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t1.xyzw, s1
mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
mov r0.w, l(1.000000)
dp2 r0.x, r0.zwzz, cb0[14].zwzz
dp2 r0.y, r0.zwzz, cb0[15].zwzz
div r0.x, -r0.x, r0.y
div r0.yzw, v5.xxyz, v5.zzzz
mov r2.x, v1.w
mov r2.y, v2.w
mov r2.z, v3.w
mad r0.xyz, r0.yzwy, -r0.xxxx, -r2.xyzx
dp3 r2.z, r0.xyzx, v3.xyzx
mov r2.z, |r2.z|
dp3 r3.x, r0.xyzx, v1.xyzx
dp3 r3.y, r0.xyzx, v2.xyzx
mul r3.zw, |r3.xxxy|, |r3.xxxy|
mad r4.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r2.xy, r3.zwzz, r3.zwzz
min r2.xyz, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
add r2.xyz, -r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.w, r2.y, r2.x
mul r0.w, r2.z, r0.w
add r4.z, -r4.y, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, r4.xzxx, t2.xyzw, s2
dp4 r1.w, r2.xyzw, v4.xyzw
mul r0.w, r0.w, r1.w
dp3 r2.x, r1.xyzx, cb0[24].xyzx
dp3 r2.y, r1.xyzx, cb0[25].xyzx
dp3 r2.z, r1.xyzx, cb0[26].xyzx
dp3 r1.x, r2.xyzx, r2.xyzx
rsq r1.x, r1.x
mul r1.xyz, r1.xxxx, r2.xyzx
dp3 r1.w, r0.xyzx, r0.xyzx
rsq r1.w, r1.w
mul r0.xyz, r0.xyzx, r1.wwww
dp3 r0.x, r1.xyzx, r0.xyzx
add_sat r0.x, r0.x, l(0.500000)
mad r0.x, -r0.x, v6.x, l(1.000000)
mul r0.x, r0.x, r0.w
mul r0.x, r0.x, v5.w
min_sat r0.x, r0.x, v4.w
add r0.x, -r0.x, v0.w
add o0.xyzw, r0.xxxx, l(1.000000, 1.000000, 1.000000, 1.000000)
ret
// Approximately 46 instruction slots used

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


Shadows on cars in WatchDogs... More soon. :->

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

Posted 08/07/2014 10:14 PM   
Noone loves Crysis =(
Noone loves Crysis =(

Posted 08/08/2014 08:25 AM   
I did some test with Crysis 1 and my current wrapper crashes to desktop. I am only exporting 30% of the exported functions, hopefully it will resolve as I add more function exports. Running 64-bit version of crysis so that could be a complication. I'm currently on my dad's funeral so progress have to wait until the weekend.
I did some test with Crysis 1 and my current wrapper crashes to desktop.

I am only exporting 30% of the exported functions, hopefully it will resolve as I add more function exports.

Running 64-bit version of crysis so that could be a complication.

I'm currently on my dad's funeral so progress have to wait until the weekend.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 08/08/2014 09:05 AM   
Oh man. I'm sorry :(
Oh man.
I'm sorry :(

Posted 08/08/2014 09:58 AM   
Sorry for your loss, Flugan.
Sorry for your loss, Flugan.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 08/08/2014 11:05 AM   
Sorry for your Loss, Flugan
Sorry for your Loss, Flugan

Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55

Posted 08/08/2014 11:09 AM   
My deepest condoleances!
My deepest condoleances!

Posted 08/08/2014 11:25 AM   
Mate. I'm also really sorry for your loss.
Mate. I'm also really sorry for your loss.

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes

Posted 08/08/2014 03:09 PM   
Added some of the missing exports on my dx10 wrapper export 20/30 now. Crysis is running with dx10 wrapper in 64-bit mode. This is just one step but still great progress on my dx10 wrapper. Earlier Crysis did a quick crash to desktop so great improvement.
Added some of the missing exports on my dx10 wrapper export 20/30 now.

Crysis is running with dx10 wrapper in 64-bit mode.

This is just one step but still great progress on my dx10 wrapper.

Earlier Crysis did a quick crash to desktop so great improvement.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 08/08/2014 10:57 PM   
Just bought Watch_Dogs. It was fairly difficult to setup. Placing the wrapper in the Bin folder resulted in a early crash. Replacing the real d11 in windows system32 appears to be working so far.
Just bought Watch_Dogs. It was fairly difficult to setup. Placing the wrapper in the Bin folder resulted in a early crash. Replacing the real d11 in windows system32 appears to be working so far.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 08/09/2014 06:12 AM   
[quote="Flugan"]Just bought Watch_Dogs. It was fairly difficult to setup. Placing the wrapper in the Bin folder resulted in a early crash. Replacing the real d11 in windows system32 appears to be working so far.[/quote]I've been debugging their setup for awhile, and as near as I can tell, the game has linked directly with nvapi64.lib to get GameWorks additions. The nvapi64.lib directly calls d3d11.dll from System32, bypassing any wrapper in the game folder. If I overwrite the System32 d3d11.dll, 3Dmigoto works as well. Not sure this is a viable answer though, it's asking a lot to have people overwrite the system version of DX11, which of course would affect everything. Possibly OK as a last resort, but I'm looking for a better answer.
Flugan said:Just bought Watch_Dogs. It was fairly difficult to setup. Placing the wrapper in the Bin folder resulted in a early crash. Replacing the real d11 in windows system32 appears to be working so far.
I've been debugging their setup for awhile, and as near as I can tell, the game has linked directly with nvapi64.lib to get GameWorks additions. The nvapi64.lib directly calls d3d11.dll from System32, bypassing any wrapper in the game folder.

If I overwrite the System32 d3d11.dll, 3Dmigoto works as well. Not sure this is a viable answer though, it's asking a lot to have people overwrite the system version of DX11, which of course would affect everything. Possibly OK as a last resort, but I'm looking for a better answer.

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

Posted 08/09/2014 06:48 AM   
Thank you guys! Hope you will be success with that games!
Thank you guys! Hope you will be success with that games!

Posted 08/09/2014 11:08 AM   
  13 / 16    
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