FFXV (Final Fantasy 15)
https://www.youtube.com/watch?v=ujghsaHflT8 Cannot wait to see this in 3d.


Cannot wait to see this in 3d.

#1
Posted 08/21/2017 01:22 PM   
[img]https://media.giphy.com/media/3wzV2fYB8qQYo/200.gif[/img] I'll get it. Maybe day 1 or maybe not. Depends on the price. If it's day 1, I'll see what I can do about fixing it. I hope it's DX11, at least as an option. If it's DX12 or Vulkan, RIP 3D.
Image

I'll get it. Maybe day 1 or maybe not. Depends on the price. If it's day 1, I'll see what I can do about fixing it. I hope it's DX11, at least as an option. If it's DX12 or Vulkan, RIP 3D.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#2
Posted 08/21/2017 02:13 PM   
[quote="masterotaku"]. If it's DX12 or Vulkan, RIP 3D.[/quote] https://www.geforce.com/whats-new/articles/final-fantasy-xv-windows-edition-4k-trailer-nvidia-gameworks-enhancements Maybe it will be DX12 based on the video from the link above:P
masterotaku said:. If it's DX12 or Vulkan, RIP 3D.



https://www.geforce.com/whats-new/articles/final-fantasy-xv-windows-edition-4k-trailer-nvidia-gameworks-enhancements

Maybe it will be DX12 based on the video from the link above:P

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#3
Posted 08/21/2017 06:28 PM   
I love the series final fantasy but pity square enix lives in a fantasy world lol Recommended Specs Intel i7 3.4Ghz or Ryzen 7 1700 Geforce GTX 1080TI 16GB RAM Support 4K HDD 170GB I hope this is false :)
I love the series final fantasy but pity square enix lives in a fantasy world lol

Recommended Specs
Intel i7 3.4Ghz or Ryzen 7 1700
Geforce GTX 1080TI
16GB RAM
Support 4K
HDD 170GB

I hope this is false :)

ASUS VG248QE - 3D Vision 2 - GTX 1080 - i7 7700 - 16GB RAM - WIN 10

#4
Posted 08/23/2017 08:24 AM   
[quote="norbert72"]I love the series final fantasy but pity square enix lives in a fantasy world lol Recommended Specs Intel i7 3.4Ghz or Ryzen 7 1700 Geforce GTX 1080TI 16GB RAM Support 4K HDD 170GB I hope this is false :)[/quote] That is for 4K support:)
norbert72 said:I love the series final fantasy but pity square enix lives in a fantasy world lol

Recommended Specs
Intel i7 3.4Ghz or Ryzen 7 1700
Geforce GTX 1080TI
16GB RAM
Support 4K
HDD 170GB

I hope this is false :)


That is for 4K support:)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#5
Posted 08/23/2017 07:56 PM   
Pre-ordered this for a fair price. I'll test the benchmark today and see how it looks and runs. If it's "regexable" and if there is some water or special effects, the game may be playable day 1. That is, if I'm able to fix it :p. I wanted to wait for Volta, but playing a few hours and locations won't hurt.
Pre-ordered this for a fair price. I'll test the benchmark today and see how it looks and runs. If it's "regexable" and if there is some water or special effects, the game may be playable day 1.

That is, if I'm able to fix it :p. I wanted to wait for Volta, but playing a few hours and locations won't hurt.

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#6
Posted 02/02/2018 10:46 AM   
I saw the game for 35 EUR which is definitely fair. I will get it on release. :)
I saw the game for 35 EUR which is definitely fair. I will get it on release. :)

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

#7
Posted 02/03/2018 11:00 AM   
WIP fix: https://s3.amazonaws.com/masterotaku/FFXV/FFXV_benchmark_fix_WIP1.7z Instructions about how to get 3D in the benchmark: - Download SpecialK (I got the "SpecialK_0_8_66.7z" version): https://github.com/Kaldaien/SpecialK/releases/ - Copy "SpecialK64.dll" and "SpecialK64.pdb" into the benchmark folder, and rename them to "dxgi.dll" and "dxgi.pdb". - Run the benchmark directly through shortcuts (https://www.reddit.com/r/pcgaming/comments/7uk6el/final_fantasy_xv_windows_edition_benchmark_now/dtl570c/?st=jd7ttjeh&sh=5a49a11b). - When it starts, press ctrl+shift+backspace. It will make the SpecialK OSD appear. - Go to "Display" -> "Windowed Mode", and change it to "Fullscreen Mode". You have to repeat this step every tme you run the benchmark or alt+tab out of it. [u]Fixed[/u] - Specular reflections (vehicles, eyes, skin, clothes, metal, wood...). - Skybox. - Sun distance. [u]Disabled[/u] - Some ambient occlusion below cars, for example. - Temporal AA and motion blur. [u]Not fixed[/u] - Sun rays are at screen depth. - Ice decals on geometry. They are at screen depth. - Shadows (I put them to full depth, so 0 convergence is 100% correct, and incorrect otherwise). - Grass and some part of smoke if you use "High" settings (gameworks affects I assume). They only appear in the right eye. The game uses screen space reflections in water if you use mid or high settings, so expect inaccuracies inherent to them. [u]Hotkeys[/u] - F1: convergence presets (0 included, for good shadows). - F4: depth of field and some other ugly post processing effects toggle. Not disabled by default. - F5: skybox zoom in, to compensate clipping at the sides that appeared when I put it to full depth. However, it makes it move a bit when you move the camera. No zoom in by default. If you use mid or low settings and 0 convergence, it will be near perfect except for the ice decals in the Shiva sequence. A pair of screenshots: https://u.cubeupload.com/masterotaku/ffxv006.jpg https://u.cubeupload.com/masterotaku/ffxv008.jpg
WIP fix: https://s3.amazonaws.com/masterotaku/FFXV/FFXV_benchmark_fix_WIP1.7z

Instructions about how to get 3D in the benchmark:

- Download SpecialK (I got the "SpecialK_0_8_66.7z" version): https://github.com/Kaldaien/SpecialK/releases/
- Copy "SpecialK64.dll" and "SpecialK64.pdb" into the benchmark folder, and rename them to "dxgi.dll" and "dxgi.pdb".
- Run the benchmark directly through shortcuts (https://www.reddit.com/r/pcgaming/comments/7uk6el/final_fantasy_xv_windows_edition_benchmark_now/dtl570c/?st=jd7ttjeh&sh=5a49a11b).
- When it starts, press ctrl+shift+backspace. It will make the SpecialK OSD appear.
- Go to "Display" -> "Windowed Mode", and change it to "Fullscreen Mode". You have to repeat this step every tme you run the benchmark or alt+tab out of it.


Fixed
- Specular reflections (vehicles, eyes, skin, clothes, metal, wood...).
- Skybox.
- Sun distance.

Disabled
- Some ambient occlusion below cars, for example.
- Temporal AA and motion blur.

Not fixed
- Sun rays are at screen depth.
- Ice decals on geometry. They are at screen depth.
- Shadows (I put them to full depth, so 0 convergence is 100% correct, and incorrect otherwise).
- Grass and some part of smoke if you use "High" settings (gameworks affects I assume). They only appear in the right eye.

The game uses screen space reflections in water if you use mid or high settings, so expect inaccuracies inherent to them.

Hotkeys
- F1: convergence presets (0 included, for good shadows).
- F4: depth of field and some other ugly post processing effects toggle. Not disabled by default.
- F5: skybox zoom in, to compensate clipping at the sides that appeared when I put it to full depth. However, it makes it move a bit when you move the camera. No zoom in by default.

If you use mid or low settings and 0 convergence, it will be near perfect except for the ice decals in the Shiva sequence.

A pair of screenshots:

https://u.cubeupload.com/masterotaku/ffxv006.jpg
https://u.cubeupload.com/masterotaku/ffxv008.jpg

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#8
Posted 02/03/2018 09:19 PM   
I’m going to contribut a large amount to the people fixing this game when it comes out ;)! I am super excited about this game in 3D and I am glad I waited last about 5 hours because of all the features they’ve added in the past 1.5 years
I’m going to contribut a large amount to the people fixing this game when it comes out ;)! I am super excited about this game in 3D and I am glad I waited last about 5 hours because of all the features they’ve added in the past 1.5 years

I'm ishiki, forum screwed up my name.

7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti

#9
Posted 02/04/2018 07:33 PM   
[quote="limextree"]I’m going to contribut a large amount to the people fixing this game when it comes out ;)! I am super excited about this game in 3D and I am glad I waited last about 5 hours because of all the features they’ve added in the past 1.5 years[/quote][quote="limextree"]I’m going to contribut a large amount to the people fixing this game when it comes out ;)! I am super excited about this game in 3D and I am glad I waited last about 5 hours because of all the features they’ve added in the past 1.5 years[/quote]
limextree said:I’m going to contribut a large amount to the people fixing this game when it comes out ;)! I am super excited about this game in 3D and I am glad I waited last about 5 hours because of all the features they’ve added in the past 1.5 years
limextree said:I’m going to contribut a large amount to the people fixing this game when it comes out ;)! I am super excited about this game in 3D and I am glad I waited last about 5 hours because of all the features they’ve added in the past 1.5 years

I'm ishiki, forum screwed up my name.

7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti

#10
Posted 02/04/2018 07:35 PM   
I've managed to make ice decals perfect... at 0 convergence again :p. b90b37ccd0ad15a7-ps.txt (HLSL code commented out): [code] //Ice decals. // ---- Created with 3Dmigoto v1.2.71 on Sat Feb 03 15:11:55 2018 // //cbuffer cbPerFrame : register(b0) //{ // // struct // { // float4 time; // float2 _SystemInverseRTDimensions; // float2 _SystemDepthConv; // float _FlowOrientation; // float _debug_0; // float _debug_1; // float _debug_2; // float3 CameraPos; // float g_EmissiveScale; // float LodScale; // uint frameCount; // uint depthPassMode; // float dummy; // float2 WetAmountBlend; // float2 WetOffset; // float4 WetRippleWeights; // float4 WetRippleUVScale; // float3 WetFlowDirection; // float WetFlowWeight; // float WetFlowStretch; // float WetFlowSpeed; // float WetFlowNoiseScale; // float WetFlowNoiseMin; // float WetRainVolume; // float WetClock; // float2 WetFadeStartRangeInv; // row_major float3x4 RainDepthMapProj; // float4 RainDepthMapZDir; // float RainDepthMapResolution; // float RainDepthMapTexelSize; // int2 DitherOffsetPixel; // float3 g_LPVCorner1; // float g_LPVSize1; // float3 g_LPVCorner2; // float g_LPVSize2; // float3 g_LPVCorner3; // float g_LPVSize3; // float2 g_StartEndFade1; // float2 g_StartEndFade2; // float3 g_CamPos; // float g_lpvDummy; // float3 g_ColorScale; // float g_lpvDummy2; // } cbPerFrame_CB : packoffset(c0); // //} // //cbuffer FX_BasicShader_M1_Material : register(b1) //{ // // struct // { // float DecalStartAngleFade; // float DecalEndAngleFade; // float DecalStartDepthFade; // float DecalEndDepthFade; // float4 AlphaCurve3_Offset; // float Roughness; // float RoughnessRandom; // float Specular; // float Transparency; // float LightWrap; // float BackScatterMin; // float BackScatterMax; // float BackScatterGamma; // float NormalScale; // float NormalRandom; // float Exposure1; // float ExposureFadeInStartDistance1; // float ExposureFadeInEndDistance1; // float ExposureAddRandom1; // float RGBGamma1; // float3 MultiplyColor1; // float MultiplyColorFadeInStartDistance1; // float MultiplyColorFadeInEndDistance1; // float Lightness1; // float3 Contrast1; // float ContrastRandom1; // float3 Lift1; // float3 Gamma1; // float3 Gain1; // float Hue1; // float HueFadeInStartDistance1; // float HueFadeInEndDistance1; // float HueRandom1; // float Saturation1; // float SaturationFadeInStartDistance1; // float SaturationFadeInEndDistance1; // float SaturationRandom1; // float AlphaAll; // float AlphaAllRandom; // float AlphaAllFadeInStartDistance; // float AlphaAllFadeInEndDistance; // bool OpacityMask0_Texture_OFF; // float AlphaThreshold; // float Fade_Power; // float2 map1_UVScale; // float4 AlphaBlend1; // float Alpha1; // float AlphaFadeInStartDistance1; // float AlphaFadeInEndDistance1; // float AlphaGamma1; // float AlphaMin1; // float AlphaMax1; // float AlphaPower1; // float Alpha2; // float AlphaFadeInStartDistance2; // float AlphaFadeInEndDistance2; // float AlphaGamma2; // float AlphaMin2; // float AlphaMax2; // float AlphaPower2; // float Alpha3; // float AlphaFadeInStartDistance3; // float AlphaFadeInEndDistance3; // float AlphaGamma3; // float AlphaMin3; // float AlphaMax3; // float AlphaPower3; // float2 BumpResolution; // int RampRepeat1; // float RampRotate1; // float RampGamma1; // float RampMin1; // float RampMax1; // float2 Pivot1; // float CircularScale1; // int CircularRepeat1; // float CircularOffset1; // float CircularGamma1; // float CircularMin1; // float CircularMax1; // float CircularGain1; // int CircularRepeatAddRandom1; // int RampRepeat2; // float RampRotate2; // float RampGamma2; // float RampMin2; // float RampMax2; // float2 Pivot2; // float CircularScale2; // int CircularRepeat2; // float CircularOffset2; // float CircularGamma2; // float CircularMin2; // float CircularMax2; // float CircularGain2; // float4 ExposureCurve1_Offset; // float4 ExposureCurve1_Scale; // float4 RGBGammaCurve1_Scale; // float4 RGBGammaCurve1_Offset; // float4 _SystemParam; // float4 Ramp1_Offset; // float4 Ramp1_Scale; // float4 HueCurve1_Offset; // float4 HueCurve1_Scale; // float4 AlphaGammaCurve1_Scale; // float4 AlphaGammaCurve1_Offset; // float4 AlphaGammaCurve2_Scale; // float4 AlphaGammaCurve2_Offset; // float4 AlphaGammaCurve3_Offset; // float4 AlphaGammaCurve3_Scale; // float4 MultiplyColorCurve1_Offset; // float4 MultiplyColorCurve1_Scale; // float4 SaturationCurve1_Offset; // float4 SaturationCurve1_Scale; // float4 AlphaAllCurve_Scale; // float4 AlphaAllCurve_Offset; // float4 AlphaCurve1_Scale; // float4 AlphaCurve1_Offset; // float4 AlphaCurve2_Scale; // float4 AlphaCurve2_Offset; // float4 AlphaCurve3_Scale; // } FX_BasicShader_M1_Material_CB : packoffset(c0); // // // struct // { // float2 Pivot; // float2 Offset; // float OffsetFadeInStartDistance; // float OffsetFadeInEndDistance; // float2 OffsetRandom; // float2 OffsetSpeed; // float2 OffsetSpeedAddRandom; // float2 Repeat; // float RepeatAll; // float RepeatAllFadeInStartDistance; // float RepeatAllFadeInEndDistance; // float RepeatAllAddRandom; // float RepeatAllSpeed; // float Rotate; // float RotateFadeInStartDistance; // float RotateFadeInEndDistance; // float RotationRandom; // float RotationalSpeed; // float RotationalSpeedAddRandom; // float RotateDirectionRandom; // float2 RepeatAddRandom; // float4 RepeatAllCurve_Offset; // float4 RepeatAllCurve_Scale; // float4 OffsetCurve_Offset; // float4 OffsetCurve_Scale; // float4 RotateCurve_Offset; // float4 RotateCurve_Scale; // } vE2_UV_Basic_M0_CB[5] : packoffset(c57); // //} // //cbuffer cbMeshFlags : register(b2) //{ // // struct // { // bool indoor; // } cbMeshFlags_CB : packoffset(c0); // //} // //cbuffer IView_Combined_cbView : register(b3) //{ // // struct // { // row_major float4x4 Projection; // row_major float4x4 View; // row_major float4x4 ViewProj; // row_major float4x4 InvView; // row_major float4x4 InvProjection; // // struct // { // int2 TopLeft; // int2 Size; // } ViewPort; // // float3 ViewPoint; // row_major float4x4 PreviousView; // row_major float4x4 PreviousProj; // row_major float4x4 PreviousViewProj; // row_major float4x4 InvViewProj; // int RenderTargetViewIndex; // int dummy_0; // int dummy_1; // int dummy_2; // row_major float4x4 ViewProjLS; // row_major float4x4 PreviousViewProjLS; // float3 PreviousViewPoint; // } IView_Combined_cbView_CB : packoffset(c0); // //} // //SamplerState Alpha1TextureSample_s : register(s0); //SamplerState Alpha2TextureSample_s : register(s1); //SamplerState Alpha3TextureSample_s : register(s2); //SamplerState ColorTextureSample_s : register(s3); //SamplerState NormalTextureSample_s : register(s4); //SamplerState pointClampSampler_s : register(s5); //Texture2D<float4> AlphaTexture1_TEX_Material0_ : register(t0); //Texture2D<float4> AlphaTexture2_TEX_Material0_ : register(t1); //Texture2D<float4> AlphaTexture3_TEX_Material0_ : register(t2); //Texture2D<float4> NormalTexture_TEX_Material0_ : register(t3); //Texture2D<float4> Texture1_TEX_Material0_ : register(t4); //Texture2D<float4> _SystemDepthTexture_TEX_ScreenDepth0_ : register(t5); //Texture2D<float4> _SystemNormalTexture_TEX_ScreenDepth0_ : register(t6); // // //// 3Dmigoto declarations //#define cmp - //Texture1D<float4> IniParams : register(t120); //Texture2D<float4> StereoParams : register(t125); // // //void main( // float4 v0 : SV_Position0, // float4 v1 : SEM_COLOR3, // float2 v2 : SEM_TEXCOORD_UV0, // float4 v3 : SEM_WORLDMATRIX_ROW0, // float4 v4 : SEM_WORLDMATRIX_ROW1, // float4 v5 : SEM_WORLDMATRIX_ROW2, // 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; // uint4 bitmask, uiDest; // float4 fDest; // // r0.xy = cbPerFrame_CB._SystemInverseRTDimensions.xy * v0.xy; // r0.zw = r0.xy * float2(2,2) + float2(-1,-1); // r1.xyzw = _SystemNormalTexture_TEX_ScreenDepth0_.SampleLevel(pointClampSampler_s, r0.xy, 0, int2(0, 0)).xyzw; // r2.xyzw = IView_Combined_cbView_CB.InvViewProj._m10_m11_m12_m13 * -r0.wwww; // r0.xyzw = r0.zzzz * IView_Combined_cbView_CB.InvViewProj._m00_m01_m02_m03 + r2.xyzw; // r2.xy = (int2)v0.xy; // r2.zw = float2(0,0); // r3.x = _SystemDepthTexture_TEX_ScreenDepth0_.Load(r2.xyw).x; // r2.xyz = _SystemNormalTexture_TEX_ScreenDepth0_.Load(r2.xyz).xyz; // r2.xyz = float3(15.9375,1.99267399,0.124542125) * r2.yxz; // r0.xyzw = r3.xxxx * IView_Combined_cbView_CB.InvViewProj._m20_m21_m22_m23 + r0.xyzw; // r0.xyzw = IView_Combined_cbView_CB.InvViewProj._m30_m31_m32_m33 + r0.xyzw; // r0.xyz = r0.xyz / r0.www; // r2.w = dot(v3.xyz, v3.xyz); // r3.xyz = v3.xyz / r2.www; // r2.w = rsqrt(r2.w); // r4.xyz = v3.xyz * r2.www; // r5.x = v3.w; // r5.y = v4.w; // r5.z = v5.w; // r2.w = dot(r5.xyz, r3.xyz); // r3.w = -r2.w; // r0.w = 1; // r3.x = dot(r0.xyzw, r3.xyzw); // r2.w = dot(v4.xyz, v4.xyz); // r6.xyz = v4.xyz / r2.www; // r2.w = rsqrt(r2.w); // r7.xyz = v4.xyz * r2.www; // r2.w = dot(r5.xyz, r6.xyz); // r6.w = -r2.w; // r3.y = dot(r0.xyzw, r6.xyzw); // r3.zw = cmp(float2(0.5,0.5) < r3.xy); // r3.zw = r3.zw ? float2(1,1) : 0; // r6.xy = cmp(r3.xy < float2(-0.5,-0.5)); // r3.xy = float2(1,-1) * r3.xy; // r6.xy = r6.xy ? float2(1,1) : 0; // r2.w = r6.x + r3.z; // r2.w = r2.w + r3.w; // r2.w = r2.w + r6.y; // r3.z = dot(v5.xyz, v5.xyz); // r6.xyz = v5.xyz / r3.zzz; // r3.z = rsqrt(r3.z); // r8.xyz = v5.xyz * r3.zzz; // r3.z = dot(r5.xyz, r6.xyz); // r6.w = -r3.z; // r0.x = dot(r0.xyzw, r6.xyzw); // r0.y = cmp(0 < r0.x); // r0.x = cmp(r0.x < -1); // r0.xy = r0.xy ? float2(1,1) : 0; // r0.y = r2.w + r0.y; // r0.x = r0.y + r0.x; // r0.y = floor(r2.x); // r0.y = r0.y * 0.000488400517 + r2.y; // r5.x = -1 + r0.y; // r0.y = frac(r2.x); // r0.y = r0.y * 2.00048852 + r2.z; // r5.y = -1 + r0.y; // r0.yz = cmp(r5.xy >= float2(0,0)); // r0.yz = r0.yz ? float2(1.40129846e-045,1.40129846e-045) : float2(-1,-1); // r0.yz = (int2)r0.yz; // r2.xyz = float3(1,1,1) + -abs(r5.xyx); // r0.yz = r2.yz * r0.yz; // r2.z = r2.x + -abs(r5.y); // r0.w = cmp(r2.z < 0); // r2.xy = r0.ww ? r0.yz : r5.xy; // r0.y = dot(r2.xyz, r2.xyz); // r0.y = rsqrt(r0.y); // r0.yzw = r2.xyz * r0.yyy; // r0.y = dot(r0.yzw, r8.xyz); // r0.y = -0.200000003 + r0.y; // r0.y = saturate(5 * r0.y); // r0.z = r0.y * -2 + 3; // r0.y = r0.y * r0.y; // r0.y = r0.z * r0.y; // r0.zw = float2(694.790405,146.351196) * v1.ww; // r0.zw = frac(r0.zw); // r0.zw = r0.zw * float2(2,2) + float2(-1,-1); // r2.xy = abs(r0.zz) * vE2_UV_Basic_M0_CB[1].RotationalSpeedAddRandom.zw + float2(1,1); // r2.xy = max(float2(0,0), r2.xy); // r2.xy = min(float2(100,100), r2.xy); // r2.xy = r3.xy * r2.xy; // r2.xy = r2.xy * float2(20,20) + float2(0.5,0.5); // r2.xy = vE2_UV_Basic_M0_CB[1].Pivot.zw * float2(-1,1) + r2.xy; // r2.x = AlphaTexture1_TEX_Material0_.Sample(Alpha1TextureSample_s, r2.xy, int2(0, 0)).x; // r2.x = log2(r2.x); // r2.y = max(0, FX_BasicShader_M1_Material_CB.AlphaGamma1); // r2.y = r2.y * r2.y; // r2.y = 1 / r2.y; // r2.x = r2.y * r2.x; // r2.x = exp2(r2.x); // r2.yz = abs(r0.zz) * vE2_UV_Basic_M0_CB[0].RepeatAddRandom.xy + float2(1,1); // r2.yz = max(float2(0,0), r2.yz); // r2.xyz = min(float3(1,100,100), r2.xyz); // r2.yz = r3.xy * r2.yz; // r2.yz = r2.yz * float2(100,100) + float2(0.5,0.5); // r2.yz = vE2_UV_Basic_M0_CB[0].Offset.xy * float2(-1,1) + r2.yz; // r2.y = AlphaTexture2_TEX_Material0_.Sample(Alpha2TextureSample_s, r2.yz, int2(0, 0)).y; // r2.y = log2(r2.y); // r2.z = max(0, FX_BasicShader_M1_Material_CB.AlphaGamma2); // r2.z = r2.z * r2.z; // r2.z = 1 / r2.z; // r2.y = r2.z * r2.y; // r2.y = exp2(r2.y); // r2.y = min(1, r2.y); // r2.x = r2.x * r2.y; // r2.y = max(0, vE2_UV_Basic_M0_CB[2].Repeat.z); // r2.zw = abs(r0.zz) * vE2_UV_Basic_M0_CB[2].RotationalSpeedAddRandom.zw + float2(1,1); // r2.zw = max(float2(0,0), r2.zw); // r2.yzw = min(float3(100,100,100), r2.yzw); // r2.yz = r2.yy * r2.zw; // r2.yz = r2.yz * r3.xy + float2(0.5,0.5); // r2.y = AlphaTexture3_TEX_Material0_.Sample(Alpha3TextureSample_s, r2.yz, int2(0, 0)).x; // r2.y = saturate(r2.y); // r2.x = r2.y * r2.x; // r2.x = 8 * r2.x; // r0.y = r2.x * r0.y; // r2.w = saturate(FX_BasicShader_M1_Material_CB._SystemParam.w * r0.y); // r0.y = cmp(0 >= r2.w); // r0.y = r0.y ? -1 : 1; // r0.x = min(r0.y, -r0.x); // r0.x = cmp(r0.x < 0); // if (r0.x != 0) discard; // o0.w = r2.w; // o0.xyz = float3(0,0,0); // r0.xy = abs(r0.zz) * vE2_UV_Basic_M0_CB[4].RotationalSpeedAddRandom + float2(1,1); // r0.xy = max(float2(0,0), r0.xy); // r0.xy = min(float2(100,100), r0.xy); // r0.xy = r3.xy * r0.xy; // r0.xy = r0.xy * float2(100,100) + float2(0.5,0.5); // r0.xy = vE2_UV_Basic_M0_CB[4].Pivot.zw * float2(-1,1) + r0.xy; // r0.xy = NormalTexture_TEX_Material0_.Sample(NormalTextureSample_s, r0.xy, int2(0, 0)).xy; // r0.xy = r0.xy * float2(2,2) + float2(-1,-1); // r0.w = abs(r0.w) * 1.10000002 + -1.10000002; // r3.zw = abs(r0.zz) * vE2_UV_Basic_M0_CB[3].RotationalSpeedAddRandom.zw + float2(1,1); // r3.zw = max(float2(0,0), r3.zw); // r3.zw = min(float2(100,100), r3.zw); // r3.xy = r3.xy * r3.zw; // r3.xy = r3.xy * float2(10,10) + float2(0.5,0.5); // r3.xy = vE2_UV_Basic_M0_CB[3].Pivot.zw * float2(-1,1) + r3.xy; // r0.z = Texture1_TEX_Material0_.Sample(ColorTextureSample_s, r3.xy, int2(0, 0)).x; // r3.xyz = float3(-0.0819791555,-0.0802575946,-0.0741596222) + r0.zzz; // r3.xyz = saturate(float3(0.857065499,0.967945397,0.975855947) * r3.xyz); // r0.z = saturate(FX_BasicShader_M1_Material_CB.NormalRandom); // r0.z = r0.z * r0.w + 1.10000002; // r0.xy = r0.zz * r0.xy; // r0.yzw = r0.yyy * r7.xyz; // r0.xyz = r0.xxx * r4.xyz + r0.yzw; // r0.xyz = r0.xyz * r2.www; // r1.xyz = float3(15.9375,1.99267399,0.124542125) * r1.yxz; // r0.w = floor(r1.x); // r0.w = r0.w * 0.000488400517 + r1.y; // r4.x = -1 + r0.w; // r0.w = frac(r1.x); // r0.w = r0.w * 2.00048852 + r1.z; // r4.y = -1 + r0.w; // r1.xy = cmp(r4.xy >= float2(0,0)); // r1.xy = r1.xy ? float2(1,1) : float2(-1,-1); // r1.xy = (int2)r1.xy; // r5.xyz = float3(1,1,1) + -abs(r4.xyx); // r1.xy = r5.yz * r1.xy; // r5.z = r5.x + -abs(r4.y); // r0.w = cmp(r5.z < 0); // r5.xy = r0.ww ? r1.xy : r4.xy; // r0.w = dot(r5.xyz, r5.xyz); // r0.w = rsqrt(r0.w); // r0.xyz = r5.xyz * r0.www + r0.xyz; // r0.w = abs(r0.x) + abs(r0.y); // r0.w = r0.w + abs(r0.z); // r0.w = 1 / r0.w; // r0.xy = r0.xy * r0.ww; // r0.z = cmp(r0.z < 0); // r1.xy = cmp(r0.xy >= float2(0,0)); // r1.xy = r1.xy ? float2(1,1) : float2(-1,-1); // r1.xy = (int2)r1.xy; // r4.xy = float2(1,1) + -abs(r0.yx); // r1.xy = r4.xy * r1.xy; // r0.xy = r0.zz ? r1.xy : r0.xy; // r0.xy = saturate(r0.xy * float2(0.5,0.5) + float2(0.5,0.5)); // r0.xy = float2(4095,4095) * r0.xy; // r0.xy = round(r0.xy); // r0.xz = float2(0.0625,0.00390625) * r0.xy; // r0.w = frac(r0.x); // r4.xy = floor(r0.zx); // r0.x = r0.w * 256 + r4.x; // r4.z = floor(r0.x); // r4.w = -r4.x * 256 + r0.y; // o1.xyz = float3(0.00392156886,0.00392156886,0.00392156886) * r4.yzw; // r0.x = 0.5 + -r1.w; // o1.w = r2.w * r0.x + r1.w; // r0.xyz = r3.xyz + r3.xyz; // r1.xyz = r3.xyz * float3(-4,-4,-4) + float3(2,2,2); // r3.xyz = cmp(r3.xyz >= float3(0.5,0.5,0.5)); // r3.xyz = r3.xyz ? float3(1,1,1) : 0; // r0.xyz = r3.xyz * r1.xyz + r0.xyz; // r1.xyz = float3(1,1,1) + -r0.xyz; // r1.xyz = r3.xyz * r1.xyz; // r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + r1.xyz; // r0.xyz = log2(r0.xyz); // r0.xyz = float3(1.22189629,1.1627394,1.07526886) * r0.xyz; // r0.w = max(0, FX_BasicShader_M1_Material_CB.RGBGamma1); // r0.w = 1 / r0.w; // r0.xyz = r0.www * r0.xyz; // r0.xyz = exp2(r0.xyz); // r2.xyz = r2.www * r0.xyz; // o2.xyzw = float4(32,32,32,1) * r2.xyzw; // r0.x = 0.501960814 * r2.w; // o3.w = cbMeshFlags_CB.indoor ? r0.x : 0; // o3.xyz = float3(0,0,0); // return; //} // ///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // using 3Dmigoto v1.2.71 on Sat Feb 03 15:11:55 2018 // // // Buffer Definitions: // // cbuffer cbPerFrame // { // // struct ScbPerFrame // { // // float4 time; // Offset: 0 // float2 _SystemInverseRTDimensions;// Offset: 16 // float2 _SystemDepthConv; // Offset: 24 // float _FlowOrientation; // Offset: 32 // float _debug_0; // Offset: 36 // float _debug_1; // Offset: 40 // float _debug_2; // Offset: 44 // float3 CameraPos; // Offset: 48 // float g_EmissiveScale; // Offset: 60 // float LodScale; // Offset: 64 // uint frameCount; // Offset: 68 // uint depthPassMode; // Offset: 72 // float dummy; // Offset: 76 // float2 WetAmountBlend; // Offset: 80 // float2 WetOffset; // Offset: 88 // float4 WetRippleWeights; // Offset: 96 // float4 WetRippleUVScale; // Offset: 112 // float3 WetFlowDirection; // Offset: 128 // float WetFlowWeight; // Offset: 140 // float WetFlowStretch; // Offset: 144 // float WetFlowSpeed; // Offset: 148 // float WetFlowNoiseScale; // Offset: 152 // float WetFlowNoiseMin; // Offset: 156 // float WetRainVolume; // Offset: 160 // float WetClock; // Offset: 164 // float2 WetFadeStartRangeInv; // Offset: 168 // row_major float3x4 RainDepthMapProj;// Offset: 176 // float4 RainDepthMapZDir; // Offset: 224 // float RainDepthMapResolution; // Offset: 240 // float RainDepthMapTexelSize; // Offset: 244 // int2 DitherOffsetPixel; // Offset: 248 // float3 g_LPVCorner1; // Offset: 256 // float g_LPVSize1; // Offset: 268 // float3 g_LPVCorner2; // Offset: 272 // float g_LPVSize2; // Offset: 284 // float3 g_LPVCorner3; // Offset: 288 // float g_LPVSize3; // Offset: 300 // float2 g_StartEndFade1; // Offset: 304 // float2 g_StartEndFade2; // Offset: 312 // float3 g_CamPos; // Offset: 320 // float g_lpvDummy; // Offset: 332 // float3 g_ColorScale; // Offset: 336 // float g_lpvDummy2; // Offset: 348 // // } cbPerFrame_CB; // Offset: 0 Size: 352 // // } // // cbuffer FX_BasicShader_M1_Material // { // // struct SFX_BasicShader_M1_Material // { // // float DecalStartAngleFade; // Offset: 0 // float DecalEndAngleFade; // Offset: 4 // float DecalStartDepthFade; // Offset: 8 // float DecalEndDepthFade; // Offset: 12 // float4 AlphaCurve3_Offset; // Offset: 16 // float Roughness; // Offset: 32 // float RoughnessRandom; // Offset: 36 // float Specular; // Offset: 40 // float Transparency; // Offset: 44 // float LightWrap; // Offset: 48 // float BackScatterMin; // Offset: 52 // float BackScatterMax; // Offset: 56 // float BackScatterGamma; // Offset: 60 // float NormalScale; // Offset: 64 // float NormalRandom; // Offset: 68 // float Exposure1; // Offset: 72 // float ExposureFadeInStartDistance1;// Offset: 76 // float ExposureFadeInEndDistance1;// Offset: 80 // float ExposureAddRandom1; // Offset: 84 // float RGBGamma1; // Offset: 88 // float3 MultiplyColor1; // Offset: 96 // float MultiplyColorFadeInStartDistance1;// Offset: 108 // float MultiplyColorFadeInEndDistance1;// Offset: 112 // float Lightness1; // Offset: 116 // float3 Contrast1; // Offset: 128 // float ContrastRandom1; // Offset: 140 // float3 Lift1; // Offset: 144 // float3 Gamma1; // Offset: 160 // float3 Gain1; // Offset: 176 // float Hue1; // Offset: 188 // float HueFadeInStartDistance1; // Offset: 192 // float HueFadeInEndDistance1; // Offset: 196 // float HueRandom1; // Offset: 200 // float Saturation1; // Offset: 204 // float SaturationFadeInStartDistance1;// Offset: 208 // float SaturationFadeInEndDistance1;// Offset: 212 // float SaturationRandom1; // Offset: 216 // float AlphaAll; // Offset: 220 // float AlphaAllRandom; // Offset: 224 // float AlphaAllFadeInStartDistance;// Offset: 228 // float AlphaAllFadeInEndDistance;// Offset: 232 // bool OpacityMask0_Texture_OFF; // Offset: 236 // float AlphaThreshold; // Offset: 240 // float Fade_Power; // Offset: 244 // float2 map1_UVScale; // Offset: 248 // float4 AlphaBlend1; // Offset: 256 // float Alpha1; // Offset: 272 // float AlphaFadeInStartDistance1;// Offset: 276 // float AlphaFadeInEndDistance1; // Offset: 280 // float AlphaGamma1; // Offset: 284 // float AlphaMin1; // Offset: 288 // float AlphaMax1; // Offset: 292 // float AlphaPower1; // Offset: 296 // float Alpha2; // Offset: 300 // float AlphaFadeInStartDistance2;// Offset: 304 // float AlphaFadeInEndDistance2; // Offset: 308 // float AlphaGamma2; // Offset: 312 // float AlphaMin2; // Offset: 316 // float AlphaMax2; // Offset: 320 // float AlphaPower2; // Offset: 324 // float Alpha3; // Offset: 328 // float AlphaFadeInStartDistance3;// Offset: 332 // float AlphaFadeInEndDistance3; // Offset: 336 // float AlphaGamma3; // Offset: 340 // float AlphaMin3; // Offset: 344 // float AlphaMax3; // Offset: 348 // float AlphaPower3; // Offset: 352 // float2 BumpResolution; // Offset: 356 // int RampRepeat1; // Offset: 364 // float RampRotate1; // Offset: 368 // float RampGamma1; // Offset: 372 // float RampMin1; // Offset: 376 // float RampMax1; // Offset: 380 // float2 Pivot1; // Offset: 384 // float CircularScale1; // Offset: 392 // int CircularRepeat1; // Offset: 396 // float CircularOffset1; // Offset: 400 // float CircularGamma1; // Offset: 404 // float CircularMin1; // Offset: 408 // float CircularMax1; // Offset: 412 // float CircularGain1; // Offset: 416 // int CircularRepeatAddRandom1; // Offset: 420 // int RampRepeat2; // Offset: 424 // float RampRotate2; // Offset: 428 // float RampGamma2; // Offset: 432 // float RampMin2; // Offset: 436 // float RampMax2; // Offset: 440 // float2 Pivot2; // Offset: 448 // float CircularScale2; // Offset: 456 // int CircularRepeat2; // Offset: 460 // float CircularOffset2; // Offset: 464 // float CircularGamma2; // Offset: 468 // float CircularMin2; // Offset: 472 // float CircularMax2; // Offset: 476 // float CircularGain2; // Offset: 480 // float4 ExposureCurve1_Offset; // Offset: 496 // float4 ExposureCurve1_Scale; // Offset: 512 // float4 RGBGammaCurve1_Scale; // Offset: 528 // float4 RGBGammaCurve1_Offset; // Offset: 544 // float4 _SystemParam; // Offset: 560 // float4 Ramp1_Offset; // Offset: 576 // float4 Ramp1_Scale; // Offset: 592 // float4 HueCurve1_Offset; // Offset: 608 // float4 HueCurve1_Scale; // Offset: 624 // float4 AlphaGammaCurve1_Scale; // Offset: 640 // float4 AlphaGammaCurve1_Offset;// Offset: 656 // float4 AlphaGammaCurve2_Scale; // Offset: 672 // float4 AlphaGammaCurve2_Offset;// Offset: 688 // float4 AlphaGammaCurve3_Offset;// Offset: 704 // float4 AlphaGammaCurve3_Scale; // Offset: 720 // float4 MultiplyColorCurve1_Offset;// Offset: 736 // float4 MultiplyColorCurve1_Scale;// Offset: 752 // float4 SaturationCurve1_Offset;// Offset: 768 // float4 SaturationCurve1_Scale; // Offset: 784 // float4 AlphaAllCurve_Scale; // Offset: 800 // float4 AlphaAllCurve_Offset; // Offset: 816 // float4 AlphaCurve1_Scale; // Offset: 832 // float4 AlphaCurve1_Offset; // Offset: 848 // float4 AlphaCurve2_Scale; // Offset: 864 // float4 AlphaCurve2_Offset; // Offset: 880 // float4 AlphaCurve3_Scale; // Offset: 896 // // } FX_BasicShader_M1_Material_CB; // Offset: 0 Size: 912 // // struct SvE2_UV_Basic_M0 // { // // float2 Pivot; // Offset: 912 // float2 Offset; // Offset: 920 // float OffsetFadeInStartDistance;// Offset: 928 // float OffsetFadeInEndDistance; // Offset: 932 // float2 OffsetRandom; // Offset: 936 // float2 OffsetSpeed; // Offset: 944 // float2 OffsetSpeedAddRandom; // Offset: 952 // float2 Repeat; // Offset: 960 // float RepeatAll; // Offset: 968 // float RepeatAllFadeInStartDistance;// Offset: 972 // float RepeatAllFadeInEndDistance;// Offset: 976 // float RepeatAllAddRandom; // Offset: 980 // float RepeatAllSpeed; // Offset: 984 // float Rotate; // Offset: 988 // float RotateFadeInStartDistance;// Offset: 992 // float RotateFadeInEndDistance; // Offset: 996 // float RotationRandom; // Offset: 1000 // float RotationalSpeed; // Offset: 1004 // float RotationalSpeedAddRandom;// Offset: 1008 // float RotateDirectionRandom; // Offset: 1012 // float2 RepeatAddRandom; // Offset: 1016 // float4 RepeatAllCurve_Offset; // Offset: 1024 // float4 RepeatAllCurve_Scale; // Offset: 1040 // float4 OffsetCurve_Offset; // Offset: 1056 // float4 OffsetCurve_Scale; // Offset: 1072 // float4 RotateCurve_Offset; // Offset: 1088 // float4 RotateCurve_Scale; // Offset: 1104 // // } vE2_UV_Basic_M0_CB[5]; // Offset: 912 Size: 1040 // // } // // cbuffer cbMeshFlags // { // // struct ScbMeshFlags // { // // bool indoor; // Offset: 0 // // } cbMeshFlags_CB; // Offset: 0 Size: 4 // // } // // cbuffer IView_Combined_cbView // { // // struct SIView_Combined_cbView // { // // row_major float4x4 Projection; // Offset: 0 // row_major float4x4 View; // Offset: 64 // row_major float4x4 ViewProj; // Offset: 128 // row_major float4x4 InvView; // Offset: 192 // row_major float4x4 InvProjection;// Offset: 256 // // struct Viewport // { // // int2 TopLeft; // Offset: 320 // int2 Size; // Offset: 328 // // } ViewPort; // Offset: 320 // float3 ViewPoint; // Offset: 336 // row_major float4x4 PreviousView;// Offset: 352 // row_major float4x4 PreviousProj;// Offset: 416 // row_major float4x4 PreviousViewProj;// Offset: 480 // row_major float4x4 InvViewProj;// Offset: 544 // int RenderTargetViewIndex; // Offset: 608 // int dummy_0; // Offset: 612 // int dummy_1; // Offset: 616 // int dummy_2; // Offset: 620 // row_major float4x4 ViewProjLS; // Offset: 624 // row_major float4x4 PreviousViewProjLS;// Offset: 688 // float3 PreviousViewPoint; // Offset: 752 // // } IView_Combined_cbView_CB; // Offset: 0 Size: 764 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // Alpha1TextureSample sampler NA NA 0 1 // Alpha2TextureSample sampler NA NA 1 1 // Alpha3TextureSample sampler NA NA 2 1 // ColorTextureSample sampler NA NA 3 1 // NormalTextureSample sampler NA NA 4 1 // pointClampSampler sampler NA NA 5 1 // AlphaTexture1_TEX_Material0_ texture float4 2d 0 1 // AlphaTexture2_TEX_Material0_ texture float4 2d 1 1 // AlphaTexture3_TEX_Material0_ texture float4 2d 2 1 // NormalTexture_TEX_Material0_ texture float4 2d 3 1 // Texture1_TEX_Material0_ texture float4 2d 4 1 // _SystemDepthTexture_TEX_ScreenDepth0_ texture float4 2d 5 1 // _SystemNormalTexture_TEX_ScreenDepth0_ texture float4 2d 6 1 // cbPerFrame cbuffer NA NA 0 1 // FX_BasicShader_M1_Material cbuffer NA NA 1 1 // cbMeshFlags cbuffer NA NA 2 1 // IView_Combined_cbView cbuffer NA NA 3 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // SEM_COLOR 3 xyzw 1 NONE float w // SEM_TEXCOORD_UV 0 xy 2 NONE float // SEM_WORLDMATRIX_ROW 0 xyzw 3 NONE float xyzw // SEM_WORLDMATRIX_ROW 1 xyzw 4 NONE float xyzw // SEM_WORLDMATRIX_ROW 2 xyzw 5 NONE float xyzw // // // 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[2], immediateIndexed dcl_constantbuffer cb1[116], immediateIndexed dcl_constantbuffer cb2[1], immediateIndexed dcl_constantbuffer cb3[38], immediateIndexed dcl_sampler s0, mode_default dcl_sampler s1, mode_default dcl_sampler s2, mode_default dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, 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_resource_texture2d (float,float,float,float) t3 dcl_resource_texture2d (float,float,float,float) t4 dcl_resource_texture2d (float,float,float,float) t5 dcl_resource_texture2d (float,float,float,float) t6 dcl_input_ps_siv linear noperspective v0.xy, position dcl_input_ps linear v1.w dcl_input_ps linear v3.xyzw dcl_input_ps linear v4.xyzw dcl_input_ps linear v5.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw //dcl_temps 9 dcl_temps 30 //StereoParams: dcl_resource_texture2d (float,float,float,float) t125 ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw mul r0.xy, v0.xyxx, cb0[1].xyxx mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t6.xyzw, s5, l(0.000000) mul r2.xyzw, -r0.wwww, cb3[35].xyzw add r0.z, r0.z, -r25.x //add r25.w, r0.y, -r25.y //mad r0.z, r25.x, r25.w, r0.z mad r0.xyzw, r0.zzzz, cb3[34].xyzw, r2.xyzw ftoi r2.xy, v0.xyxx mov r2.zw, l(0,0,0,0) ld_indexable(texture2d)(float,float,float,float) r3.x, r2.xyww, t5.xyzw ld_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyzw, t6.xyzw mul r2.xyz, r2.yxzy, l(15.937500, 1.992674, 0.124542125, 0.000000) mad r0.xyzw, r3.xxxx, cb3[36].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb3[37].xyzw div r0.xyz, r0.xyzx, r0.wwww dp3 r2.w, v3.xyzx, v3.xyzx div r3.xyz, v3.xyzx, r2.wwww rsq r2.w, r2.w mul r4.xyz, r2.wwww, v3.xyzx mov r5.x, v3.w mov r5.y, v4.w mov r5.z, v5.w dp3 r2.w, r5.xyzx, r3.xyzx mov r3.w, -r2.w mov r0.w, l(1.000000) dp4 r3.x, r0.xyzw, r3.xyzw dp3 r2.w, v4.xyzx, v4.xyzx div r6.xyz, v4.xyzx, r2.wwww rsq r2.w, r2.w mul r7.xyz, r2.wwww, v4.xyzx dp3 r2.w, r5.xyzx, r6.xyzx mov r6.w, -r2.w dp4 r3.y, r0.xyzw, r6.xyzw lt r3.zw, l(0.000000, 0.000000, 0.500000, 0.500000), r3.xxxy and r3.zw, r3.zzzw, l(0, 0, 0x3f800000, 0x3f800000) lt r6.xy, r3.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000) mul r3.xy, r3.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000) and r6.xy, r6.xyxx, l(0x3f800000, 0x3f800000, 0, 0) add r2.w, r3.z, r6.x add r2.w, r3.w, r2.w add r2.w, r6.y, r2.w dp3 r3.z, v5.xyzx, v5.xyzx div r6.xyz, v5.xyzx, r3.zzzz rsq r3.z, r3.z mul r8.xyz, r3.zzzz, v5.xyzx dp3 r3.z, r5.xyzx, r6.xyzx mov r6.w, -r3.z dp4 r0.x, r0.xyzw, r6.xyzw lt r0.y, l(0.000000), r0.x lt r0.x, r0.x, l(-1.000000) and r0.xy, r0.xyxx, l(0x3f800000, 0x3f800000, 0, 0) add r0.y, r0.y, r2.w add r0.x, r0.x, r0.y round_ni r0.y, r2.x mad r0.y, r0.y, l(0.000488400517), r2.y add r5.x, r0.y, l(-1.000000) frc r0.y, r2.x mad r0.y, r0.y, l(2.00048852), r2.z add r5.y, r0.y, l(-1.000000) ge r0.yz, r5.xxyx, l(0.000000, 0.000000, 0.000000, 0.000000) movc r0.yz, r0.yyzy, l(0,1,1,0), l(0,-1,-1,0) itof r0.yz, r0.yyzy add r2.xyz, -|r5.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000) mul r0.yz, r0.yyzy, r2.yyzy add r2.z, -|r5.y|, r2.x lt r0.w, r2.z, l(0.000000) movc r2.xy, r0.wwww, r0.yzyy, r5.xyxx dp3 r0.y, r2.xyzx, r2.xyzx rsq r0.y, r0.y mul r0.yzw, r0.yyyy, r2.xxyz dp3 r0.y, r0.yzwy, r8.xyzx add r0.y, r0.y, l(-0.200000) mul_sat r0.y, r0.y, l(5.000000) mad r0.z, r0.y, l(-2.000000), l(3.000000) mul r0.y, r0.y, r0.y mul r0.y, r0.y, r0.z mul r0.zw, v1.wwww, l(0.000000, 0.000000, 694.790405, 146.351196) frc r0.zw, r0.zzzw mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) mad r2.xy, |r0.zzzz|, cb1[76].zwzz, l(1.000000, 1.000000, 0.000000, 0.000000) max r2.xy, r2.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) min r2.xy, r2.xyxx, l(100.000000, 100.000000, 0.000000, 0.000000) mul r2.xy, r2.xyxx, r3.xyxx mad r2.xy, r2.xyxx, l(20.000000, 20.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mad r2.xy, cb1[70].zwzz, l(-1.000000, 1.000000, 0.000000, 0.000000), r2.xyxx sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.x, r2.xyxx, t0.xyzw, s0 log r2.x, r2.x max r2.y, cb1[17].w, l(0.000000) mul r2.y, r2.y, r2.y div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), r2.y mul r2.x, r2.x, r2.y exp r2.x, r2.x mad r2.yz, |r0.zzzz|, cb1[63].zzwz, l(0.000000, 1.000000, 1.000000, 0.000000) max r2.yz, r2.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000) min r2.xyz, r2.xyzx, l(1.000000, 100.000000, 100.000000, 0.000000) mul r2.yz, r2.yyzy, r3.xxyx mad r2.yz, r2.yyzy, l(0.000000, 100.000000, 100.000000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000) mad r2.yz, cb1[57].zzwz, l(0.000000, -1.000000, 1.000000, 0.000000), r2.yyzy sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.xyzw, s1 log r2.y, r2.y max r2.z, cb1[19].z, l(0.000000) mul r2.z, r2.z, r2.z div r2.z, l(1.000000, 1.000000, 1.000000, 1.000000), r2.z mul r2.y, r2.y, r2.z exp r2.y, r2.y min r2.y, r2.y, l(1.000000) mul r2.x, r2.y, r2.x max r2.y, cb1[86].z, l(0.000000) mad r2.zw, |r0.zzzz|, cb1[89].zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) max r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000) min r2.yzw, r2.yyzw, l(0.000000, 100.000000, 100.000000, 100.000000) mul r2.yz, r2.zzwz, r2.yyyy mad r2.yz, r2.yyzy, r3.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000) sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.yxzw, s2 mov_sat r2.y, r2.y mul r2.x, r2.x, r2.y mul r2.x, r2.x, l(8.000000) mul r0.y, r0.y, r2.x mul_sat r2.w, r0.y, cb1[35].w ge r0.y, l(0.000000), r2.w movc r0.y, r0.y, l(-1.000000), l(1.000000) min r0.x, -r0.x, r0.y lt r0.x, r0.x, l(0.000000) discard_nz r0.x mov o0.w, r2.w mov o0.xyz, l(0,0,0,0) mad r0.xy, |r0.zzzz|, cb1[115].zwzz, l(1.000000, 1.000000, 0.000000, 0.000000) max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) min r0.xy, r0.xyxx, l(100.000000, 100.000000, 0.000000, 0.000000) mul r0.xy, r0.xyxx, r3.xyxx mad r0.xy, r0.xyxx, l(100.000000, 100.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mad r0.xy, cb1[109].zwzz, l(-1.000000, 1.000000, 0.000000, 0.000000), r0.xyxx sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t3.xyzw, s4 mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) mad r0.w, |r0.w|, l(1.100000), l(-1.100000) mad r3.zw, |r0.zzzz|, cb1[102].zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) max r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000) min r3.zw, r3.zzzw, l(0.000000, 0.000000, 100.000000, 100.000000) mul r3.xy, r3.zwzz, r3.xyxx mad r3.xy, r3.xyxx, l(10.000000, 10.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mad r3.xy, cb1[96].zwzz, l(-1.000000, 1.000000, 0.000000, 0.000000), r3.xyxx sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.z, r3.xyxx, t4.yzxw, s3 add r3.xyz, r0.zzzz, l(-0.0819791555, -0.0802575946, -0.0741596222, 0.000000) mul_sat r3.xyz, r3.xyzx, l(0.857065499, 0.967945397, 0.975855947, 0.000000) mov_sat r0.z, cb1[4].y mad r0.z, r0.z, r0.w, l(1.100000) mul r0.xy, r0.xyxx, r0.zzzz mul r0.yzw, r7.xxyz, r0.yyyy mad r0.xyz, r0.xxxx, r4.xyzx, r0.yzwy mul r0.xyz, r2.wwww, r0.xyzx mul r1.xyz, r1.yxzy, l(15.937500, 1.992674, 0.124542125, 0.000000) round_ni r0.w, r1.x mad r0.w, r0.w, l(0.000488400517), r1.y add r4.x, r0.w, l(-1.000000) frc r0.w, r1.x mad r0.w, r0.w, l(2.00048852), r1.z add r4.y, r0.w, l(-1.000000) ge r1.xy, r4.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) movc r1.xy, r1.xyxx, l(1,1,0,0), l(-1,-1,0,0) itof r1.xy, r1.xyxx add r5.xyz, -|r4.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000) mul r1.xy, r1.xyxx, r5.yzyy add r5.z, -|r4.y|, r5.x lt r0.w, r5.z, l(0.000000) movc r5.xy, r0.wwww, r1.xyxx, r4.xyxx dp3 r0.w, r5.xyzx, r5.xyzx rsq r0.w, r0.w mad r0.xyz, r5.xyzx, r0.wwww, r0.xyzx add r0.w, |r0.y|, |r0.x| add r0.w, |r0.z|, r0.w div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w mul r0.xy, r0.wwww, r0.xyxx lt r0.z, r0.z, l(0.000000) ge r1.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) movc r1.xy, r1.xyxx, l(1,1,0,0), l(-1,-1,0,0) itof r1.xy, r1.xyxx add r4.xy, -|r0.yxyy|, l(1.000000, 1.000000, 0.000000, 0.000000) mul r1.xy, r1.xyxx, r4.xyxx movc r0.xy, r0.zzzz, r1.xyxx, r0.xyxx mad_sat r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) mul r0.xy, r0.xyxx, l(4095.000000, 4095.000000, 0.000000, 0.000000) round_ne r0.xy, r0.xyxx mul r0.xz, r0.xxyx, l(0.062500, 0.000000, 0.00390625000, 0.000000) frc r0.w, r0.x round_ni r4.xy, r0.zxzz mad r0.x, r0.w, l(256.000000), r4.x round_ni r4.z, r0.x mad r4.w, -r4.x, l(256.000000), r0.y mul o1.xyz, r4.yzwy, l(0.00392156886, 0.00392156886, 0.00392156886, 0.000000) add r0.x, -r1.w, l(0.500000) mad o1.w, r2.w, r0.x, r1.w add r0.xyz, r3.xyzx, r3.xyzx mad r1.xyz, r3.xyzx, l(-4.000000, -4.000000, -4.000000, 0.000000), l(2.000000, 2.000000, 2.000000, 0.000000) ge r3.xyz, r3.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000) and r3.xyz, r3.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0) mad r0.xyz, r3.xyzx, r1.xyzx, r0.xyzx add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000) mul r1.xyz, r1.xyzx, r3.xyzx mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx log r0.xyz, r0.xyzx mul r0.xyz, r0.xyzx, l(1.22189629, 1.16273940, 1.07526886, 0.000000) max r0.w, cb1[5].z, l(0.000000) div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w mul r0.xyz, r0.xyzx, r0.wwww exp r0.xyz, r0.xyzx mul r2.xyz, r0.xyzx, r2.wwww mul o2.xyzw, r2.xyzw, l(32.000000, 32.000000, 32.000000, 1.000000) mul r0.x, r2.w, l(0.501960814) movc o3.w, cb2[0].x, r0.x, l(0) mov o3.xyz, l(0,0,0,0) ret // Approximately 209 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] It's the "add r0.z, r0.z, -r25.x" line, which puts it at full depth. After that I commented two lines that didn't make it correct at other convergence levels. Any help is appreciated. I'll keep trying anyway, because I have a month left until the game arrives. I'll try downloading other DX11 fixes not done by me to search similar patterns (though this is the first time a Luminous Engine, and maybe the last, arrives to PC).
I've managed to make ice decals perfect... at 0 convergence again :p.

b90b37ccd0ad15a7-ps.txt (HLSL code commented out):

//Ice decals.
// ---- Created with 3Dmigoto v1.2.71 on Sat Feb 03 15:11:55 2018
//
//cbuffer cbPerFrame : register(b0)
//{
//
// struct
// {
// float4 time;
// float2 _SystemInverseRTDimensions;
// float2 _SystemDepthConv;
// float _FlowOrientation;
// float _debug_0;
// float _debug_1;
// float _debug_2;
// float3 CameraPos;
// float g_EmissiveScale;
// float LodScale;
// uint frameCount;
// uint depthPassMode;
// float dummy;
// float2 WetAmountBlend;
// float2 WetOffset;
// float4 WetRippleWeights;
// float4 WetRippleUVScale;
// float3 WetFlowDirection;
// float WetFlowWeight;
// float WetFlowStretch;
// float WetFlowSpeed;
// float WetFlowNoiseScale;
// float WetFlowNoiseMin;
// float WetRainVolume;
// float WetClock;
// float2 WetFadeStartRangeInv;
// row_major float3x4 RainDepthMapProj;
// float4 RainDepthMapZDir;
// float RainDepthMapResolution;
// float RainDepthMapTexelSize;
// int2 DitherOffsetPixel;
// float3 g_LPVCorner1;
// float g_LPVSize1;
// float3 g_LPVCorner2;
// float g_LPVSize2;
// float3 g_LPVCorner3;
// float g_LPVSize3;
// float2 g_StartEndFade1;
// float2 g_StartEndFade2;
// float3 g_CamPos;
// float g_lpvDummy;
// float3 g_ColorScale;
// float g_lpvDummy2;
// } cbPerFrame_CB : packoffset(c0);
//
//}
//
//cbuffer FX_BasicShader_M1_Material : register(b1)
//{
//
// struct
// {
// float DecalStartAngleFade;
// float DecalEndAngleFade;
// float DecalStartDepthFade;
// float DecalEndDepthFade;
// float4 AlphaCurve3_Offset;
// float Roughness;
// float RoughnessRandom;
// float Specular;
// float Transparency;
// float LightWrap;
// float BackScatterMin;
// float BackScatterMax;
// float BackScatterGamma;
// float NormalScale;
// float NormalRandom;
// float Exposure1;
// float ExposureFadeInStartDistance1;
// float ExposureFadeInEndDistance1;
// float ExposureAddRandom1;
// float RGBGamma1;
// float3 MultiplyColor1;
// float MultiplyColorFadeInStartDistance1;
// float MultiplyColorFadeInEndDistance1;
// float Lightness1;
// float3 Contrast1;
// float ContrastRandom1;
// float3 Lift1;
// float3 Gamma1;
// float3 Gain1;
// float Hue1;
// float HueFadeInStartDistance1;
// float HueFadeInEndDistance1;
// float HueRandom1;
// float Saturation1;
// float SaturationFadeInStartDistance1;
// float SaturationFadeInEndDistance1;
// float SaturationRandom1;
// float AlphaAll;
// float AlphaAllRandom;
// float AlphaAllFadeInStartDistance;
// float AlphaAllFadeInEndDistance;
// bool OpacityMask0_Texture_OFF;
// float AlphaThreshold;
// float Fade_Power;
// float2 map1_UVScale;
// float4 AlphaBlend1;
// float Alpha1;
// float AlphaFadeInStartDistance1;
// float AlphaFadeInEndDistance1;
// float AlphaGamma1;
// float AlphaMin1;
// float AlphaMax1;
// float AlphaPower1;
// float Alpha2;
// float AlphaFadeInStartDistance2;
// float AlphaFadeInEndDistance2;
// float AlphaGamma2;
// float AlphaMin2;
// float AlphaMax2;
// float AlphaPower2;
// float Alpha3;
// float AlphaFadeInStartDistance3;
// float AlphaFadeInEndDistance3;
// float AlphaGamma3;
// float AlphaMin3;
// float AlphaMax3;
// float AlphaPower3;
// float2 BumpResolution;
// int RampRepeat1;
// float RampRotate1;
// float RampGamma1;
// float RampMin1;
// float RampMax1;
// float2 Pivot1;
// float CircularScale1;
// int CircularRepeat1;
// float CircularOffset1;
// float CircularGamma1;
// float CircularMin1;
// float CircularMax1;
// float CircularGain1;
// int CircularRepeatAddRandom1;
// int RampRepeat2;
// float RampRotate2;
// float RampGamma2;
// float RampMin2;
// float RampMax2;
// float2 Pivot2;
// float CircularScale2;
// int CircularRepeat2;
// float CircularOffset2;
// float CircularGamma2;
// float CircularMin2;
// float CircularMax2;
// float CircularGain2;
// float4 ExposureCurve1_Offset;
// float4 ExposureCurve1_Scale;
// float4 RGBGammaCurve1_Scale;
// float4 RGBGammaCurve1_Offset;
// float4 _SystemParam;
// float4 Ramp1_Offset;
// float4 Ramp1_Scale;
// float4 HueCurve1_Offset;
// float4 HueCurve1_Scale;
// float4 AlphaGammaCurve1_Scale;
// float4 AlphaGammaCurve1_Offset;
// float4 AlphaGammaCurve2_Scale;
// float4 AlphaGammaCurve2_Offset;
// float4 AlphaGammaCurve3_Offset;
// float4 AlphaGammaCurve3_Scale;
// float4 MultiplyColorCurve1_Offset;
// float4 MultiplyColorCurve1_Scale;
// float4 SaturationCurve1_Offset;
// float4 SaturationCurve1_Scale;
// float4 AlphaAllCurve_Scale;
// float4 AlphaAllCurve_Offset;
// float4 AlphaCurve1_Scale;
// float4 AlphaCurve1_Offset;
// float4 AlphaCurve2_Scale;
// float4 AlphaCurve2_Offset;
// float4 AlphaCurve3_Scale;
// } FX_BasicShader_M1_Material_CB : packoffset(c0);
//
//
// struct
// {
// float2 Pivot;
// float2 Offset;
// float OffsetFadeInStartDistance;
// float OffsetFadeInEndDistance;
// float2 OffsetRandom;
// float2 OffsetSpeed;
// float2 OffsetSpeedAddRandom;
// float2 Repeat;
// float RepeatAll;
// float RepeatAllFadeInStartDistance;
// float RepeatAllFadeInEndDistance;
// float RepeatAllAddRandom;
// float RepeatAllSpeed;
// float Rotate;
// float RotateFadeInStartDistance;
// float RotateFadeInEndDistance;
// float RotationRandom;
// float RotationalSpeed;
// float RotationalSpeedAddRandom;
// float RotateDirectionRandom;
// float2 RepeatAddRandom;
// float4 RepeatAllCurve_Offset;
// float4 RepeatAllCurve_Scale;
// float4 OffsetCurve_Offset;
// float4 OffsetCurve_Scale;
// float4 RotateCurve_Offset;
// float4 RotateCurve_Scale;
// } vE2_UV_Basic_M0_CB[5] : packoffset(c57);
//
//}
//
//cbuffer cbMeshFlags : register(b2)
//{
//
// struct
// {
// bool indoor;
// } cbMeshFlags_CB : packoffset(c0);
//
//}
//
//cbuffer IView_Combined_cbView : register(b3)
//{
//
// struct
// {
// row_major float4x4 Projection;
// row_major float4x4 View;
// row_major float4x4 ViewProj;
// row_major float4x4 InvView;
// row_major float4x4 InvProjection;
//
// struct
// {
// int2 TopLeft;
// int2 Size;
// } ViewPort;
//
// float3 ViewPoint;
// row_major float4x4 PreviousView;
// row_major float4x4 PreviousProj;
// row_major float4x4 PreviousViewProj;
// row_major float4x4 InvViewProj;
// int RenderTargetViewIndex;
// int dummy_0;
// int dummy_1;
// int dummy_2;
// row_major float4x4 ViewProjLS;
// row_major float4x4 PreviousViewProjLS;
// float3 PreviousViewPoint;
// } IView_Combined_cbView_CB : packoffset(c0);
//
//}
//
//SamplerState Alpha1TextureSample_s : register(s0);
//SamplerState Alpha2TextureSample_s : register(s1);
//SamplerState Alpha3TextureSample_s : register(s2);
//SamplerState ColorTextureSample_s : register(s3);
//SamplerState NormalTextureSample_s : register(s4);
//SamplerState pointClampSampler_s : register(s5);
//Texture2D<float4> AlphaTexture1_TEX_Material0_ : register(t0);
//Texture2D<float4> AlphaTexture2_TEX_Material0_ : register(t1);
//Texture2D<float4> AlphaTexture3_TEX_Material0_ : register(t2);
//Texture2D<float4> NormalTexture_TEX_Material0_ : register(t3);
//Texture2D<float4> Texture1_TEX_Material0_ : register(t4);
//Texture2D<float4> _SystemDepthTexture_TEX_ScreenDepth0_ : register(t5);
//Texture2D<float4> _SystemNormalTexture_TEX_ScreenDepth0_ : register(t6);
//
//
//// 3Dmigoto declarations
//#define cmp -
//Texture1D<float4> IniParams : register(t120);
//Texture2D<float4> StereoParams : register(t125);
//
//
//void main(
// float4 v0 : SV_Position0,
// float4 v1 : SEM_COLOR3,
// float2 v2 : SEM_TEXCOORD_UV0,
// float4 v3 : SEM_WORLDMATRIX_ROW0,
// float4 v4 : SEM_WORLDMATRIX_ROW1,
// float4 v5 : SEM_WORLDMATRIX_ROW2,
// 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;
// uint4 bitmask, uiDest;
// float4 fDest;
//
// r0.xy = cbPerFrame_CB._SystemInverseRTDimensions.xy * v0.xy;
// r0.zw = r0.xy * float2(2,2) + float2(-1,-1);
// r1.xyzw = _SystemNormalTexture_TEX_ScreenDepth0_.SampleLevel(pointClampSampler_s, r0.xy, 0, int2(0, 0)).xyzw;
// r2.xyzw = IView_Combined_cbView_CB.InvViewProj._m10_m11_m12_m13 * -r0.wwww;
// r0.xyzw = r0.zzzz * IView_Combined_cbView_CB.InvViewProj._m00_m01_m02_m03 + r2.xyzw;
// r2.xy = (int2)v0.xy;
// r2.zw = float2(0,0);
// r3.x = _SystemDepthTexture_TEX_ScreenDepth0_.Load(r2.xyw).x;
// r2.xyz = _SystemNormalTexture_TEX_ScreenDepth0_.Load(r2.xyz).xyz;
// r2.xyz = float3(15.9375,1.99267399,0.124542125) * r2.yxz;
// r0.xyzw = r3.xxxx * IView_Combined_cbView_CB.InvViewProj._m20_m21_m22_m23 + r0.xyzw;
// r0.xyzw = IView_Combined_cbView_CB.InvViewProj._m30_m31_m32_m33 + r0.xyzw;
// r0.xyz = r0.xyz / r0.www;
// r2.w = dot(v3.xyz, v3.xyz);
// r3.xyz = v3.xyz / r2.www;
// r2.w = rsqrt(r2.w);
// r4.xyz = v3.xyz * r2.www;
// r5.x = v3.w;
// r5.y = v4.w;
// r5.z = v5.w;
// r2.w = dot(r5.xyz, r3.xyz);
// r3.w = -r2.w;
// r0.w = 1;
// r3.x = dot(r0.xyzw, r3.xyzw);
// r2.w = dot(v4.xyz, v4.xyz);
// r6.xyz = v4.xyz / r2.www;
// r2.w = rsqrt(r2.w);
// r7.xyz = v4.xyz * r2.www;
// r2.w = dot(r5.xyz, r6.xyz);
// r6.w = -r2.w;
// r3.y = dot(r0.xyzw, r6.xyzw);
// r3.zw = cmp(float2(0.5,0.5) < r3.xy);
// r3.zw = r3.zw ? float2(1,1) : 0;
// r6.xy = cmp(r3.xy < float2(-0.5,-0.5));
// r3.xy = float2(1,-1) * r3.xy;
// r6.xy = r6.xy ? float2(1,1) : 0;
// r2.w = r6.x + r3.z;
// r2.w = r2.w + r3.w;
// r2.w = r2.w + r6.y;
// r3.z = dot(v5.xyz, v5.xyz);
// r6.xyz = v5.xyz / r3.zzz;
// r3.z = rsqrt(r3.z);
// r8.xyz = v5.xyz * r3.zzz;
// r3.z = dot(r5.xyz, r6.xyz);
// r6.w = -r3.z;
// r0.x = dot(r0.xyzw, r6.xyzw);
// r0.y = cmp(0 < r0.x);
// r0.x = cmp(r0.x < -1);
// r0.xy = r0.xy ? float2(1,1) : 0;
// r0.y = r2.w + r0.y;
// r0.x = r0.y + r0.x;
// r0.y = floor(r2.x);
// r0.y = r0.y * 0.000488400517 + r2.y;
// r5.x = -1 + r0.y;
// r0.y = frac(r2.x);
// r0.y = r0.y * 2.00048852 + r2.z;
// r5.y = -1 + r0.y;
// r0.yz = cmp(r5.xy >= float2(0,0));
// r0.yz = r0.yz ? float2(1.40129846e-045,1.40129846e-045) : float2(-1,-1);
// r0.yz = (int2)r0.yz;
// r2.xyz = float3(1,1,1) + -abs(r5.xyx);
// r0.yz = r2.yz * r0.yz;
// r2.z = r2.x + -abs(r5.y);
// r0.w = cmp(r2.z < 0);
// r2.xy = r0.ww ? r0.yz : r5.xy;
// r0.y = dot(r2.xyz, r2.xyz);
// r0.y = rsqrt(r0.y);
// r0.yzw = r2.xyz * r0.yyy;
// r0.y = dot(r0.yzw, r8.xyz);
// r0.y = -0.200000003 + r0.y;
// r0.y = saturate(5 * r0.y);
// r0.z = r0.y * -2 + 3;
// r0.y = r0.y * r0.y;
// r0.y = r0.z * r0.y;
// r0.zw = float2(694.790405,146.351196) * v1.ww;
// r0.zw = frac(r0.zw);
// r0.zw = r0.zw * float2(2,2) + float2(-1,-1);
// r2.xy = abs(r0.zz) * vE2_UV_Basic_M0_CB[1].RotationalSpeedAddRandom.zw + float2(1,1);
// r2.xy = max(float2(0,0), r2.xy);
// r2.xy = min(float2(100,100), r2.xy);
// r2.xy = r3.xy * r2.xy;
// r2.xy = r2.xy * float2(20,20) + float2(0.5,0.5);
// r2.xy = vE2_UV_Basic_M0_CB[1].Pivot.zw * float2(-1,1) + r2.xy;
// r2.x = AlphaTexture1_TEX_Material0_.Sample(Alpha1TextureSample_s, r2.xy, int2(0, 0)).x;
// r2.x = log2(r2.x);
// r2.y = max(0, FX_BasicShader_M1_Material_CB.AlphaGamma1);
// r2.y = r2.y * r2.y;
// r2.y = 1 / r2.y;
// r2.x = r2.y * r2.x;
// r2.x = exp2(r2.x);
// r2.yz = abs(r0.zz) * vE2_UV_Basic_M0_CB[0].RepeatAddRandom.xy + float2(1,1);
// r2.yz = max(float2(0,0), r2.yz);
// r2.xyz = min(float3(1,100,100), r2.xyz);
// r2.yz = r3.xy * r2.yz;
// r2.yz = r2.yz * float2(100,100) + float2(0.5,0.5);
// r2.yz = vE2_UV_Basic_M0_CB[0].Offset.xy * float2(-1,1) + r2.yz;
// r2.y = AlphaTexture2_TEX_Material0_.Sample(Alpha2TextureSample_s, r2.yz, int2(0, 0)).y;
// r2.y = log2(r2.y);
// r2.z = max(0, FX_BasicShader_M1_Material_CB.AlphaGamma2);
// r2.z = r2.z * r2.z;
// r2.z = 1 / r2.z;
// r2.y = r2.z * r2.y;
// r2.y = exp2(r2.y);
// r2.y = min(1, r2.y);
// r2.x = r2.x * r2.y;
// r2.y = max(0, vE2_UV_Basic_M0_CB[2].Repeat.z);
// r2.zw = abs(r0.zz) * vE2_UV_Basic_M0_CB[2].RotationalSpeedAddRandom.zw + float2(1,1);
// r2.zw = max(float2(0,0), r2.zw);
// r2.yzw = min(float3(100,100,100), r2.yzw);
// r2.yz = r2.yy * r2.zw;
// r2.yz = r2.yz * r3.xy + float2(0.5,0.5);
// r2.y = AlphaTexture3_TEX_Material0_.Sample(Alpha3TextureSample_s, r2.yz, int2(0, 0)).x;
// r2.y = saturate(r2.y);
// r2.x = r2.y * r2.x;
// r2.x = 8 * r2.x;
// r0.y = r2.x * r0.y;
// r2.w = saturate(FX_BasicShader_M1_Material_CB._SystemParam.w * r0.y);
// r0.y = cmp(0 >= r2.w);
// r0.y = r0.y ? -1 : 1;
// r0.x = min(r0.y, -r0.x);
// r0.x = cmp(r0.x < 0);
// if (r0.x != 0) discard;
// o0.w = r2.w;
// o0.xyz = float3(0,0,0);
// r0.xy = abs(r0.zz) * vE2_UV_Basic_M0_CB[4].RotationalSpeedAddRandom + float2(1,1);
// r0.xy = max(float2(0,0), r0.xy);
// r0.xy = min(float2(100,100), r0.xy);
// r0.xy = r3.xy * r0.xy;
// r0.xy = r0.xy * float2(100,100) + float2(0.5,0.5);
// r0.xy = vE2_UV_Basic_M0_CB[4].Pivot.zw * float2(-1,1) + r0.xy;
// r0.xy = NormalTexture_TEX_Material0_.Sample(NormalTextureSample_s, r0.xy, int2(0, 0)).xy;
// r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
// r0.w = abs(r0.w) * 1.10000002 + -1.10000002;
// r3.zw = abs(r0.zz) * vE2_UV_Basic_M0_CB[3].RotationalSpeedAddRandom.zw + float2(1,1);
// r3.zw = max(float2(0,0), r3.zw);
// r3.zw = min(float2(100,100), r3.zw);
// r3.xy = r3.xy * r3.zw;
// r3.xy = r3.xy * float2(10,10) + float2(0.5,0.5);
// r3.xy = vE2_UV_Basic_M0_CB[3].Pivot.zw * float2(-1,1) + r3.xy;
// r0.z = Texture1_TEX_Material0_.Sample(ColorTextureSample_s, r3.xy, int2(0, 0)).x;
// r3.xyz = float3(-0.0819791555,-0.0802575946,-0.0741596222) + r0.zzz;
// r3.xyz = saturate(float3(0.857065499,0.967945397,0.975855947) * r3.xyz);
// r0.z = saturate(FX_BasicShader_M1_Material_CB.NormalRandom);
// r0.z = r0.z * r0.w + 1.10000002;
// r0.xy = r0.zz * r0.xy;
// r0.yzw = r0.yyy * r7.xyz;
// r0.xyz = r0.xxx * r4.xyz + r0.yzw;
// r0.xyz = r0.xyz * r2.www;
// r1.xyz = float3(15.9375,1.99267399,0.124542125) * r1.yxz;
// r0.w = floor(r1.x);
// r0.w = r0.w * 0.000488400517 + r1.y;
// r4.x = -1 + r0.w;
// r0.w = frac(r1.x);
// r0.w = r0.w * 2.00048852 + r1.z;
// r4.y = -1 + r0.w;
// r1.xy = cmp(r4.xy >= float2(0,0));
// r1.xy = r1.xy ? float2(1,1) : float2(-1,-1);
// r1.xy = (int2)r1.xy;
// r5.xyz = float3(1,1,1) + -abs(r4.xyx);
// r1.xy = r5.yz * r1.xy;
// r5.z = r5.x + -abs(r4.y);
// r0.w = cmp(r5.z < 0);
// r5.xy = r0.ww ? r1.xy : r4.xy;
// r0.w = dot(r5.xyz, r5.xyz);
// r0.w = rsqrt(r0.w);
// r0.xyz = r5.xyz * r0.www + r0.xyz;
// r0.w = abs(r0.x) + abs(r0.y);
// r0.w = r0.w + abs(r0.z);
// r0.w = 1 / r0.w;
// r0.xy = r0.xy * r0.ww;
// r0.z = cmp(r0.z < 0);
// r1.xy = cmp(r0.xy >= float2(0,0));
// r1.xy = r1.xy ? float2(1,1) : float2(-1,-1);
// r1.xy = (int2)r1.xy;
// r4.xy = float2(1,1) + -abs(r0.yx);
// r1.xy = r4.xy * r1.xy;
// r0.xy = r0.zz ? r1.xy : r0.xy;
// r0.xy = saturate(r0.xy * float2(0.5,0.5) + float2(0.5,0.5));
// r0.xy = float2(4095,4095) * r0.xy;
// r0.xy = round(r0.xy);
// r0.xz = float2(0.0625,0.00390625) * r0.xy;
// r0.w = frac(r0.x);
// r4.xy = floor(r0.zx);
// r0.x = r0.w * 256 + r4.x;
// r4.z = floor(r0.x);
// r4.w = -r4.x * 256 + r0.y;
// o1.xyz = float3(0.00392156886,0.00392156886,0.00392156886) * r4.yzw;
// r0.x = 0.5 + -r1.w;
// o1.w = r2.w * r0.x + r1.w;
// r0.xyz = r3.xyz + r3.xyz;
// r1.xyz = r3.xyz * float3(-4,-4,-4) + float3(2,2,2);
// r3.xyz = cmp(r3.xyz >= float3(0.5,0.5,0.5));
// r3.xyz = r3.xyz ? float3(1,1,1) : 0;
// r0.xyz = r3.xyz * r1.xyz + r0.xyz;
// r1.xyz = float3(1,1,1) + -r0.xyz;
// r1.xyz = r3.xyz * r1.xyz;
// r0.xyz = r0.xyz * float3(0.5,0.5,0.5) + r1.xyz;
// r0.xyz = log2(r0.xyz);
// r0.xyz = float3(1.22189629,1.1627394,1.07526886) * r0.xyz;
// r0.w = max(0, FX_BasicShader_M1_Material_CB.RGBGamma1);
// r0.w = 1 / r0.w;
// r0.xyz = r0.www * r0.xyz;
// r0.xyz = exp2(r0.xyz);
// r2.xyz = r2.www * r0.xyz;
// o2.xyzw = float4(32,32,32,1) * r2.xyzw;
// r0.x = 0.501960814 * r2.w;
// o3.w = cbMeshFlags_CB.indoor ? r0.x : 0;
// o3.xyz = float3(0,0,0);
// return;
//}
//
///*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// using 3Dmigoto v1.2.71 on Sat Feb 03 15:11:55 2018
//
//
// Buffer Definitions:
//
// cbuffer cbPerFrame
// {
//
// struct ScbPerFrame
// {
//
// float4 time; // Offset: 0
// float2 _SystemInverseRTDimensions;// Offset: 16
// float2 _SystemDepthConv; // Offset: 24
// float _FlowOrientation; // Offset: 32
// float _debug_0; // Offset: 36
// float _debug_1; // Offset: 40
// float _debug_2; // Offset: 44
// float3 CameraPos; // Offset: 48
// float g_EmissiveScale; // Offset: 60
// float LodScale; // Offset: 64
// uint frameCount; // Offset: 68
// uint depthPassMode; // Offset: 72
// float dummy; // Offset: 76
// float2 WetAmountBlend; // Offset: 80
// float2 WetOffset; // Offset: 88
// float4 WetRippleWeights; // Offset: 96
// float4 WetRippleUVScale; // Offset: 112
// float3 WetFlowDirection; // Offset: 128
// float WetFlowWeight; // Offset: 140
// float WetFlowStretch; // Offset: 144
// float WetFlowSpeed; // Offset: 148
// float WetFlowNoiseScale; // Offset: 152
// float WetFlowNoiseMin; // Offset: 156
// float WetRainVolume; // Offset: 160
// float WetClock; // Offset: 164
// float2 WetFadeStartRangeInv; // Offset: 168
// row_major float3x4 RainDepthMapProj;// Offset: 176
// float4 RainDepthMapZDir; // Offset: 224
// float RainDepthMapResolution; // Offset: 240
// float RainDepthMapTexelSize; // Offset: 244
// int2 DitherOffsetPixel; // Offset: 248
// float3 g_LPVCorner1; // Offset: 256
// float g_LPVSize1; // Offset: 268
// float3 g_LPVCorner2; // Offset: 272
// float g_LPVSize2; // Offset: 284
// float3 g_LPVCorner3; // Offset: 288
// float g_LPVSize3; // Offset: 300
// float2 g_StartEndFade1; // Offset: 304
// float2 g_StartEndFade2; // Offset: 312
// float3 g_CamPos; // Offset: 320
// float g_lpvDummy; // Offset: 332
// float3 g_ColorScale; // Offset: 336
// float g_lpvDummy2; // Offset: 348
//
// } cbPerFrame_CB; // Offset: 0 Size: 352
//
// }
//
// cbuffer FX_BasicShader_M1_Material
// {
//
// struct SFX_BasicShader_M1_Material
// {
//
// float DecalStartAngleFade; // Offset: 0
// float DecalEndAngleFade; // Offset: 4
// float DecalStartDepthFade; // Offset: 8
// float DecalEndDepthFade; // Offset: 12
// float4 AlphaCurve3_Offset; // Offset: 16
// float Roughness; // Offset: 32
// float RoughnessRandom; // Offset: 36
// float Specular; // Offset: 40
// float Transparency; // Offset: 44
// float LightWrap; // Offset: 48
// float BackScatterMin; // Offset: 52
// float BackScatterMax; // Offset: 56
// float BackScatterGamma; // Offset: 60
// float NormalScale; // Offset: 64
// float NormalRandom; // Offset: 68
// float Exposure1; // Offset: 72
// float ExposureFadeInStartDistance1;// Offset: 76
// float ExposureFadeInEndDistance1;// Offset: 80
// float ExposureAddRandom1; // Offset: 84
// float RGBGamma1; // Offset: 88
// float3 MultiplyColor1; // Offset: 96
// float MultiplyColorFadeInStartDistance1;// Offset: 108
// float MultiplyColorFadeInEndDistance1;// Offset: 112
// float Lightness1; // Offset: 116
// float3 Contrast1; // Offset: 128
// float ContrastRandom1; // Offset: 140
// float3 Lift1; // Offset: 144
// float3 Gamma1; // Offset: 160
// float3 Gain1; // Offset: 176
// float Hue1; // Offset: 188
// float HueFadeInStartDistance1; // Offset: 192
// float HueFadeInEndDistance1; // Offset: 196
// float HueRandom1; // Offset: 200
// float Saturation1; // Offset: 204
// float SaturationFadeInStartDistance1;// Offset: 208
// float SaturationFadeInEndDistance1;// Offset: 212
// float SaturationRandom1; // Offset: 216
// float AlphaAll; // Offset: 220
// float AlphaAllRandom; // Offset: 224
// float AlphaAllFadeInStartDistance;// Offset: 228
// float AlphaAllFadeInEndDistance;// Offset: 232
// bool OpacityMask0_Texture_OFF; // Offset: 236
// float AlphaThreshold; // Offset: 240
// float Fade_Power; // Offset: 244
// float2 map1_UVScale; // Offset: 248
// float4 AlphaBlend1; // Offset: 256
// float Alpha1; // Offset: 272
// float AlphaFadeInStartDistance1;// Offset: 276
// float AlphaFadeInEndDistance1; // Offset: 280
// float AlphaGamma1; // Offset: 284
// float AlphaMin1; // Offset: 288
// float AlphaMax1; // Offset: 292
// float AlphaPower1; // Offset: 296
// float Alpha2; // Offset: 300
// float AlphaFadeInStartDistance2;// Offset: 304
// float AlphaFadeInEndDistance2; // Offset: 308
// float AlphaGamma2; // Offset: 312
// float AlphaMin2; // Offset: 316
// float AlphaMax2; // Offset: 320
// float AlphaPower2; // Offset: 324
// float Alpha3; // Offset: 328
// float AlphaFadeInStartDistance3;// Offset: 332
// float AlphaFadeInEndDistance3; // Offset: 336
// float AlphaGamma3; // Offset: 340
// float AlphaMin3; // Offset: 344
// float AlphaMax3; // Offset: 348
// float AlphaPower3; // Offset: 352
// float2 BumpResolution; // Offset: 356
// int RampRepeat1; // Offset: 364
// float RampRotate1; // Offset: 368
// float RampGamma1; // Offset: 372
// float RampMin1; // Offset: 376
// float RampMax1; // Offset: 380
// float2 Pivot1; // Offset: 384
// float CircularScale1; // Offset: 392
// int CircularRepeat1; // Offset: 396
// float CircularOffset1; // Offset: 400
// float CircularGamma1; // Offset: 404
// float CircularMin1; // Offset: 408
// float CircularMax1; // Offset: 412
// float CircularGain1; // Offset: 416
// int CircularRepeatAddRandom1; // Offset: 420
// int RampRepeat2; // Offset: 424
// float RampRotate2; // Offset: 428
// float RampGamma2; // Offset: 432
// float RampMin2; // Offset: 436
// float RampMax2; // Offset: 440
// float2 Pivot2; // Offset: 448
// float CircularScale2; // Offset: 456
// int CircularRepeat2; // Offset: 460
// float CircularOffset2; // Offset: 464
// float CircularGamma2; // Offset: 468
// float CircularMin2; // Offset: 472
// float CircularMax2; // Offset: 476
// float CircularGain2; // Offset: 480
// float4 ExposureCurve1_Offset; // Offset: 496
// float4 ExposureCurve1_Scale; // Offset: 512
// float4 RGBGammaCurve1_Scale; // Offset: 528
// float4 RGBGammaCurve1_Offset; // Offset: 544
// float4 _SystemParam; // Offset: 560
// float4 Ramp1_Offset; // Offset: 576
// float4 Ramp1_Scale; // Offset: 592
// float4 HueCurve1_Offset; // Offset: 608
// float4 HueCurve1_Scale; // Offset: 624
// float4 AlphaGammaCurve1_Scale; // Offset: 640
// float4 AlphaGammaCurve1_Offset;// Offset: 656
// float4 AlphaGammaCurve2_Scale; // Offset: 672
// float4 AlphaGammaCurve2_Offset;// Offset: 688
// float4 AlphaGammaCurve3_Offset;// Offset: 704
// float4 AlphaGammaCurve3_Scale; // Offset: 720
// float4 MultiplyColorCurve1_Offset;// Offset: 736
// float4 MultiplyColorCurve1_Scale;// Offset: 752
// float4 SaturationCurve1_Offset;// Offset: 768
// float4 SaturationCurve1_Scale; // Offset: 784
// float4 AlphaAllCurve_Scale; // Offset: 800
// float4 AlphaAllCurve_Offset; // Offset: 816
// float4 AlphaCurve1_Scale; // Offset: 832
// float4 AlphaCurve1_Offset; // Offset: 848
// float4 AlphaCurve2_Scale; // Offset: 864
// float4 AlphaCurve2_Offset; // Offset: 880
// float4 AlphaCurve3_Scale; // Offset: 896
//
// } FX_BasicShader_M1_Material_CB; // Offset: 0 Size: 912
//
// struct SvE2_UV_Basic_M0
// {
//
// float2 Pivot; // Offset: 912
// float2 Offset; // Offset: 920
// float OffsetFadeInStartDistance;// Offset: 928
// float OffsetFadeInEndDistance; // Offset: 932
// float2 OffsetRandom; // Offset: 936
// float2 OffsetSpeed; // Offset: 944
// float2 OffsetSpeedAddRandom; // Offset: 952
// float2 Repeat; // Offset: 960
// float RepeatAll; // Offset: 968
// float RepeatAllFadeInStartDistance;// Offset: 972
// float RepeatAllFadeInEndDistance;// Offset: 976
// float RepeatAllAddRandom; // Offset: 980
// float RepeatAllSpeed; // Offset: 984
// float Rotate; // Offset: 988
// float RotateFadeInStartDistance;// Offset: 992
// float RotateFadeInEndDistance; // Offset: 996
// float RotationRandom; // Offset: 1000
// float RotationalSpeed; // Offset: 1004
// float RotationalSpeedAddRandom;// Offset: 1008
// float RotateDirectionRandom; // Offset: 1012
// float2 RepeatAddRandom; // Offset: 1016
// float4 RepeatAllCurve_Offset; // Offset: 1024
// float4 RepeatAllCurve_Scale; // Offset: 1040
// float4 OffsetCurve_Offset; // Offset: 1056
// float4 OffsetCurve_Scale; // Offset: 1072
// float4 RotateCurve_Offset; // Offset: 1088
// float4 RotateCurve_Scale; // Offset: 1104
//
// } vE2_UV_Basic_M0_CB[5]; // Offset: 912 Size: 1040
//
// }
//
// cbuffer cbMeshFlags
// {
//
// struct ScbMeshFlags
// {
//
// bool indoor; // Offset: 0
//
// } cbMeshFlags_CB; // Offset: 0 Size: 4
//
// }
//
// cbuffer IView_Combined_cbView
// {
//
// struct SIView_Combined_cbView
// {
//
// row_major float4x4 Projection; // Offset: 0
// row_major float4x4 View; // Offset: 64
// row_major float4x4 ViewProj; // Offset: 128
// row_major float4x4 InvView; // Offset: 192
// row_major float4x4 InvProjection;// Offset: 256
//
// struct Viewport
// {
//
// int2 TopLeft; // Offset: 320
// int2 Size; // Offset: 328
//
// } ViewPort; // Offset: 320
// float3 ViewPoint; // Offset: 336
// row_major float4x4 PreviousView;// Offset: 352
// row_major float4x4 PreviousProj;// Offset: 416
// row_major float4x4 PreviousViewProj;// Offset: 480
// row_major float4x4 InvViewProj;// Offset: 544
// int RenderTargetViewIndex; // Offset: 608
// int dummy_0; // Offset: 612
// int dummy_1; // Offset: 616
// int dummy_2; // Offset: 620
// row_major float4x4 ViewProjLS; // Offset: 624
// row_major float4x4 PreviousViewProjLS;// Offset: 688
// float3 PreviousViewPoint; // Offset: 752
//
// } IView_Combined_cbView_CB; // Offset: 0 Size: 764
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Alpha1TextureSample sampler NA NA 0 1
// Alpha2TextureSample sampler NA NA 1 1
// Alpha3TextureSample sampler NA NA 2 1
// ColorTextureSample sampler NA NA 3 1
// NormalTextureSample sampler NA NA 4 1
// pointClampSampler sampler NA NA 5 1
// AlphaTexture1_TEX_Material0_ texture float4 2d 0 1
// AlphaTexture2_TEX_Material0_ texture float4 2d 1 1
// AlphaTexture3_TEX_Material0_ texture float4 2d 2 1
// NormalTexture_TEX_Material0_ texture float4 2d 3 1
// Texture1_TEX_Material0_ texture float4 2d 4 1
// _SystemDepthTexture_TEX_ScreenDepth0_ texture float4 2d 5 1
// _SystemNormalTexture_TEX_ScreenDepth0_ texture float4 2d 6 1
// cbPerFrame cbuffer NA NA 0 1
// FX_BasicShader_M1_Material cbuffer NA NA 1 1
// cbMeshFlags cbuffer NA NA 2 1
// IView_Combined_cbView cbuffer NA NA 3 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xy
// SEM_COLOR 3 xyzw 1 NONE float w
// SEM_TEXCOORD_UV 0 xy 2 NONE float
// SEM_WORLDMATRIX_ROW 0 xyzw 3 NONE float xyzw
// SEM_WORLDMATRIX_ROW 1 xyzw 4 NONE float xyzw
// SEM_WORLDMATRIX_ROW 2 xyzw 5 NONE float xyzw
//
//
// 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[2], immediateIndexed
dcl_constantbuffer cb1[116], immediateIndexed
dcl_constantbuffer cb2[1], immediateIndexed
dcl_constantbuffer cb3[38], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, 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_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.w
dcl_input_ps linear v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_input_ps linear v5.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
//dcl_temps 9
dcl_temps 30

//StereoParams:
dcl_resource_texture2d (float,float,float,float) t125
ld_indexable(texture2d)(float,float,float,float) r25.xyzw, l(0, 0, 0, 0), t125.xyzw

mul r0.xy, v0.xyxx, cb0[1].xyxx
mad r0.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
sample_l_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t6.xyzw, s5, l(0.000000)
mul r2.xyzw, -r0.wwww, cb3[35].xyzw

add r0.z, r0.z, -r25.x
//add r25.w, r0.y, -r25.y
//mad r0.z, r25.x, r25.w, r0.z

mad r0.xyzw, r0.zzzz, cb3[34].xyzw, r2.xyzw
ftoi r2.xy, v0.xyxx
mov r2.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r3.x, r2.xyww, t5.xyzw
ld_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyzw, t6.xyzw
mul r2.xyz, r2.yxzy, l(15.937500, 1.992674, 0.124542125, 0.000000)



mad r0.xyzw, r3.xxxx, cb3[36].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb3[37].xyzw
div r0.xyz, r0.xyzx, r0.wwww
dp3 r2.w, v3.xyzx, v3.xyzx
div r3.xyz, v3.xyzx, r2.wwww
rsq r2.w, r2.w
mul r4.xyz, r2.wwww, v3.xyzx
mov r5.x, v3.w
mov r5.y, v4.w
mov r5.z, v5.w
dp3 r2.w, r5.xyzx, r3.xyzx
mov r3.w, -r2.w
mov r0.w, l(1.000000)
dp4 r3.x, r0.xyzw, r3.xyzw
dp3 r2.w, v4.xyzx, v4.xyzx
div r6.xyz, v4.xyzx, r2.wwww
rsq r2.w, r2.w
mul r7.xyz, r2.wwww, v4.xyzx
dp3 r2.w, r5.xyzx, r6.xyzx
mov r6.w, -r2.w
dp4 r3.y, r0.xyzw, r6.xyzw
lt r3.zw, l(0.000000, 0.000000, 0.500000, 0.500000), r3.xxxy
and r3.zw, r3.zzzw, l(0, 0, 0x3f800000, 0x3f800000)
lt r6.xy, r3.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
mul r3.xy, r3.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
and r6.xy, r6.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
add r2.w, r3.z, r6.x
add r2.w, r3.w, r2.w
add r2.w, r6.y, r2.w
dp3 r3.z, v5.xyzx, v5.xyzx
div r6.xyz, v5.xyzx, r3.zzzz
rsq r3.z, r3.z
mul r8.xyz, r3.zzzz, v5.xyzx
dp3 r3.z, r5.xyzx, r6.xyzx
mov r6.w, -r3.z
dp4 r0.x, r0.xyzw, r6.xyzw
lt r0.y, l(0.000000), r0.x
lt r0.x, r0.x, l(-1.000000)
and r0.xy, r0.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
add r0.y, r0.y, r2.w
add r0.x, r0.x, r0.y
round_ni r0.y, r2.x
mad r0.y, r0.y, l(0.000488400517), r2.y
add r5.x, r0.y, l(-1.000000)
frc r0.y, r2.x
mad r0.y, r0.y, l(2.00048852), r2.z
add r5.y, r0.y, l(-1.000000)
ge r0.yz, r5.xxyx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r0.yz, r0.yyzy, l(0,1,1,0), l(0,-1,-1,0)
itof r0.yz, r0.yyzy
add r2.xyz, -|r5.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r0.yz, r0.yyzy, r2.yyzy
add r2.z, -|r5.y|, r2.x
lt r0.w, r2.z, l(0.000000)
movc r2.xy, r0.wwww, r0.yzyy, r5.xyxx
dp3 r0.y, r2.xyzx, r2.xyzx
rsq r0.y, r0.y
mul r0.yzw, r0.yyyy, r2.xxyz
dp3 r0.y, r0.yzwy, r8.xyzx
add r0.y, r0.y, l(-0.200000)
mul_sat r0.y, r0.y, l(5.000000)
mad r0.z, r0.y, l(-2.000000), l(3.000000)
mul r0.y, r0.y, r0.y
mul r0.y, r0.y, r0.z
mul r0.zw, v1.wwww, l(0.000000, 0.000000, 694.790405, 146.351196)
frc r0.zw, r0.zzzw
mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
mad r2.xy, |r0.zzzz|, cb1[76].zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
max r2.xy, r2.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r2.xy, r2.xyxx, l(100.000000, 100.000000, 0.000000, 0.000000)
mul r2.xy, r2.xyxx, r3.xyxx
mad r2.xy, r2.xyxx, l(20.000000, 20.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r2.xy, cb1[70].zwzz, l(-1.000000, 1.000000, 0.000000, 0.000000), r2.xyxx
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.x, r2.xyxx, t0.xyzw, s0
log r2.x, r2.x
max r2.y, cb1[17].w, l(0.000000)
mul r2.y, r2.y, r2.y
div r2.y, l(1.000000, 1.000000, 1.000000, 1.000000), r2.y
mul r2.x, r2.x, r2.y
exp r2.x, r2.x
mad r2.yz, |r0.zzzz|, cb1[63].zzwz, l(0.000000, 1.000000, 1.000000, 0.000000)
max r2.yz, r2.yyzy, l(0.000000, 0.000000, 0.000000, 0.000000)
min r2.xyz, r2.xyzx, l(1.000000, 100.000000, 100.000000, 0.000000)
mul r2.yz, r2.yyzy, r3.xxyx
mad r2.yz, r2.yyzy, l(0.000000, 100.000000, 100.000000, 0.000000), l(0.000000, 0.500000, 0.500000, 0.000000)
mad r2.yz, cb1[57].zzwz, l(0.000000, -1.000000, 1.000000, 0.000000), r2.yyzy
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.y, r2.yzyy, t1.xyzw, s1
log r2.y, r2.y
max r2.z, cb1[19].z, l(0.000000)
mul r2.z, r2.z, r2.z
div r2.z, l(1.000000, 1.000000, 1.000000, 1.000000), r2.z
mul r2.y, r2.y, r2.z
exp r2.y, r2.y
min r2.y, r2.y, l(1.000000)
mul r2.x, r2.y, r2.x
max r2.y, cb1[86].z, l(0.000000)
mad r2.zw, |r0.zzzz|, cb1[89].zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
max r2.zw, r2.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min r2.yzw, r2.yyzw, l(0.000000, 100.000000, 100.000000, 100.000000)
mul r2.yz, r2.zzwz, r2.yyyy
mad r2.yz, r2.yyzy, r3.xxyx, l(0.000000, 0.500000, 0.500000, 0.000000)
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r2.y, r2.yzyy, t2.yxzw, s2
mov_sat r2.y, r2.y
mul r2.x, r2.x, r2.y
mul r2.x, r2.x, l(8.000000)
mul r0.y, r0.y, r2.x
mul_sat r2.w, r0.y, cb1[35].w
ge r0.y, l(0.000000), r2.w
movc r0.y, r0.y, l(-1.000000), l(1.000000)
min r0.x, -r0.x, r0.y
lt r0.x, r0.x, l(0.000000)
discard_nz r0.x
mov o0.w, r2.w
mov o0.xyz, l(0,0,0,0)
mad r0.xy, |r0.zzzz|, cb1[115].zwzz, l(1.000000, 1.000000, 0.000000, 0.000000)
max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.xy, r0.xyxx, l(100.000000, 100.000000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, r3.xyxx
mad r0.xy, r0.xyxx, l(100.000000, 100.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r0.xy, cb1[109].zwzz, l(-1.000000, 1.000000, 0.000000, 0.000000), r0.xyxx
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t3.xyzw, s4
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.w, |r0.w|, l(1.100000), l(-1.100000)
mad r3.zw, |r0.zzzz|, cb1[102].zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
max r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min r3.zw, r3.zzzw, l(0.000000, 0.000000, 100.000000, 100.000000)
mul r3.xy, r3.zwzz, r3.xyxx
mad r3.xy, r3.xyxx, l(10.000000, 10.000000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mad r3.xy, cb1[96].zwzz, l(-1.000000, 1.000000, 0.000000, 0.000000), r3.xyxx
sample_aoffimmi_indexable(0,0,0)(texture2d)(float,float,float,float) r0.z, r3.xyxx, t4.yzxw, s3
add r3.xyz, r0.zzzz, l(-0.0819791555, -0.0802575946, -0.0741596222, 0.000000)
mul_sat r3.xyz, r3.xyzx, l(0.857065499, 0.967945397, 0.975855947, 0.000000)
mov_sat r0.z, cb1[4].y
mad r0.z, r0.z, r0.w, l(1.100000)
mul r0.xy, r0.xyxx, r0.zzzz
mul r0.yzw, r7.xxyz, r0.yyyy
mad r0.xyz, r0.xxxx, r4.xyzx, r0.yzwy
mul r0.xyz, r2.wwww, r0.xyzx
mul r1.xyz, r1.yxzy, l(15.937500, 1.992674, 0.124542125, 0.000000)
round_ni r0.w, r1.x
mad r0.w, r0.w, l(0.000488400517), r1.y
add r4.x, r0.w, l(-1.000000)
frc r0.w, r1.x
mad r0.w, r0.w, l(2.00048852), r1.z
add r4.y, r0.w, l(-1.000000)
ge r1.xy, r4.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r1.xy, r1.xyxx, l(1,1,0,0), l(-1,-1,0,0)
itof r1.xy, r1.xyxx
add r5.xyz, -|r4.xyxx|, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xy, r1.xyxx, r5.yzyy
add r5.z, -|r4.y|, r5.x
lt r0.w, r5.z, l(0.000000)
movc r5.xy, r0.wwww, r1.xyxx, r4.xyxx
dp3 r0.w, r5.xyzx, r5.xyzx
rsq r0.w, r0.w
mad r0.xyz, r5.xyzx, r0.wwww, r0.xyzx
add r0.w, |r0.y|, |r0.x|
add r0.w, |r0.z|, r0.w
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xy, r0.wwww, r0.xyxx
lt r0.z, r0.z, l(0.000000)
ge r1.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r1.xy, r1.xyxx, l(1,1,0,0), l(-1,-1,0,0)
itof r1.xy, r1.xyxx
add r4.xy, -|r0.yxyy|, l(1.000000, 1.000000, 0.000000, 0.000000)
mul r1.xy, r1.xyxx, r4.xyxx
movc r0.xy, r0.zzzz, r1.xyxx, r0.xyxx
mad_sat r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
mul r0.xy, r0.xyxx, l(4095.000000, 4095.000000, 0.000000, 0.000000)
round_ne r0.xy, r0.xyxx
mul r0.xz, r0.xxyx, l(0.062500, 0.000000, 0.00390625000, 0.000000)
frc r0.w, r0.x
round_ni r4.xy, r0.zxzz
mad r0.x, r0.w, l(256.000000), r4.x
round_ni r4.z, r0.x
mad r4.w, -r4.x, l(256.000000), r0.y
mul o1.xyz, r4.yzwy, l(0.00392156886, 0.00392156886, 0.00392156886, 0.000000)
add r0.x, -r1.w, l(0.500000)
mad o1.w, r2.w, r0.x, r1.w
add r0.xyz, r3.xyzx, r3.xyzx
mad r1.xyz, r3.xyzx, l(-4.000000, -4.000000, -4.000000, 0.000000), l(2.000000, 2.000000, 2.000000, 0.000000)
ge r3.xyz, r3.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
and r3.xyz, r3.xyzx, l(0x3f800000, 0x3f800000, 0x3f800000, 0)
mad r0.xyz, r3.xyzx, r1.xyzx, r0.xyzx
add r1.xyz, -r0.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
mul r1.xyz, r1.xyzx, r3.xyzx
mad r0.xyz, r0.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), r1.xyzx
log r0.xyz, r0.xyzx
mul r0.xyz, r0.xyzx, l(1.22189629, 1.16273940, 1.07526886, 0.000000)
max r0.w, cb1[5].z, l(0.000000)
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mul r0.xyz, r0.xyzx, r0.wwww
exp r0.xyz, r0.xyzx
mul r2.xyz, r0.xyzx, r2.wwww
mul o2.xyzw, r2.xyzw, l(32.000000, 32.000000, 32.000000, 1.000000)
mul r0.x, r2.w, l(0.501960814)
movc o3.w, cb2[0].x, r0.x, l(0)
mov o3.xyz, l(0,0,0,0)
ret
// Approximately 209 instruction slots used

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


It's the "add r0.z, r0.z, -r25.x" line, which puts it at full depth. After that I commented two lines that didn't make it correct at other convergence levels. Any help is appreciated. I'll keep trying anyway, because I have a month left until the game arrives. I'll try downloading other DX11 fixes not done by me to search similar patterns (though this is the first time a Luminous Engine, and maybe the last, arrives to PC).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#11
Posted 02/05/2018 07:33 PM   
Im comtemplating buying the PC edition, but as of now it doesnt particularly impress me, its just the "same" game visually just more detailed/cleaner; i was hoping the game would come closer to previous builds which featured some post-processing effects that weren't used: https://www.youtube.com/watch?v=VOvhMpejmV0 https://www.youtube.com/watch?v=BHIKj2f_kdo if its possible to add those effects with mods ill buy it, they made the game look cinematic and more aesthetically pleasant (at least to me), if not i guess i'll stick with my console version then...
Im comtemplating buying the PC edition, but as of now it doesnt particularly impress me, its just the "same" game visually just more detailed/cleaner; i was hoping the game would come closer to previous builds which featured some post-processing effects that weren't used:





if its possible to add those effects with mods ill buy it, they made the game look cinematic and more aesthetically pleasant (at least to me), if not i guess i'll stick with my console version then...

#12
Posted 02/06/2018 08:32 PM   
@vhound18: 3D dude! Not, 30 FPS 2D on PS4 !!!! (OR are you in the WRONG section of the forums?! Nobody cares about those, as they can be tweaked or added with any post-process tool like SweetFX)
@vhound18:

3D dude! Not, 30 FPS 2D on PS4 !!!!
(OR are you in the WRONG section of the forums?! Nobody cares about those, as they can be tweaked or added with any post-process tool like SweetFX)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#13
Posted 02/06/2018 09:23 PM   
Weeeell, about fps, I can only get constant 60fps if I run the benchmrk at 720p with mid settings or 900p with low settings. Performance scaling with resolution is weird. I can get >30 fps (35-45) at 1440p with mid settings. Voltaaaaa, I need you :( (and it won't be enough for certain settings).
Weeeell, about fps, I can only get constant 60fps if I run the benchmrk at 720p with mid settings or 900p with low settings. Performance scaling with resolution is weird. I can get >30 fps (35-45) at 1440p with mid settings.

Voltaaaaa, I need you :( (and it won't be enough for certain settings).

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com

#14
Posted 02/07/2018 07:31 AM   
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