Elite Dangerous Fix
  19 / 32    
I will check the Anaconda but I do not have a Corvette.. If you could hunt the VS for the thruster I would be happy to see if we can fix it.. I will check right now I will let you know what I find sorry for this but I thought that shader was in the ini file for disable??
I will check the Anaconda but I do not have a Corvette.. If you could hunt the VS for the thruster I would be happy to see if we can fix it..

I will check right now I will let you know what I find sorry for this but I thought that shader was in the ini file for disable??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 08/10/2018 07:22 PM   
ok I looked at my thrusters on the Anaconda I did not see any anomalies.. However I did take a screenshot if you would be so kind to have a look just remove the jpg extension in it then the jps will show and you can view it in 3D and let me know if you see something amiss..
ok I looked at my thrusters on the Anaconda I did not see any anomalies.. However I did take a screenshot if you would be so kind to have a look just remove the jpg extension in it then the jps will show and you can view it in 3D and let me know if you see something amiss..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 08/10/2018 07:29 PM   
I downloaded the patch before you added this post on Helix-Mod: "Small update I omitted disabled shader in the ini it is back now and hopefully all is well here.." So I guess I got the broken version. Just downloaded it again and the override is there, working fine. Seem like we kinda collided there. :) Shader-Caching is still off though. ;) Regards, Zy.
I downloaded the patch before you added this post on Helix-Mod: "Small update I omitted disabled shader in the ini it is back now and hopefully all is well here.."
So I guess I got the broken version. Just downloaded it again and the override is there, working fine.
Seem like we kinda collided there. :)

Shader-Caching is still off though. ;)

Regards,
Zy.

Posted 08/13/2018 03:10 PM   
OK I uploaded new version and I turned OFF Hunting and enabled Shader Cache ;)
OK I uploaded new version and I turned OFF Hunting and enabled Shader Cache ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 08/13/2018 06:11 PM   
Hey Guys I cam across a weird shader that I can not Stereoize.. IT is a Thargoid Caustic Cloud that is in mono.. It looks like a shader I found in the game and I tried using ther code DJ-RK used but too no affect.. I was wondering if anyone had an idea on what to do with the following shader for the Caustic cloud.. here is the code used for it: [code] //Thargoid Caustic cloud // ---- Created with 3Dmigoto v1.2.54 on Mon Sep 24 21:11:56 2018 cbuffer cb0 : register(b0) { float4 cb0[11]; } cbuffer cb1 : register(b1) { float4 cb1[12]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : COLOR2, float4 v1 : POSITION0, float4 v2 : POSITION1, float4 v3 : POSITION5, float4 v4 : POSITION6, float4 v5 : TEXCOORD0, float4 v6 : TEXCOORD1, float4 v7 : TEXCOORD2, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float4 o3 : TEXCOORD3, out float4 o4 : TEXCOORD4, out float4 o5 : TEXCOORD5, out float4 o6 : TEXCOORD6, out float3 o7 : TEXCOORD7, out float4 o8 : SV_Position0) { float4 r0,r1,r2; uint4 bitmask, uiDest; float4 fDest; o0.w = v6.w; r0.xyz = v5.xyz * v2.xxx; r0.xyz = r0.xyz * cb0[10].xxx + v1.xyz; r0.w = 1; r1.y = dot(cb1[10].xyzw, r0.xyzw); r2.xyzw = cb0[1].xyzw * r1.yyyy; r1.x = dot(cb1[9].xyzw, r0.xyzw); r1.z = dot(cb1[11].xyzw, r0.xyzw); r0.xyzw = r1.xxxx * cb0[0].xyzw + r2.xyzw; r0.xyzw = r1.zzzz * cb0[2].xyzw + r0.xyzw; r0.xyzw = cb0[3].xyzw + r0.xyzw; o0.xyz = r0.xyw; o8.xyzw = r0.xyzw; o1.xyzw = v7.xyzw; r0.xyz = cb0[5].xyz + r1.xyz; r2.xyz = cb0[7].xyw * r0.yyy; r0.xyw = r0.xxx * cb0[6].xyw + r2.xyz; r0.xyz = r0.zzz * cb0[8].xyw + r0.xyw; o2.xyz = cb0[9].xyw + r0.xyz; o2.w = v2.x; o3.w = dot(r1.xyz, cb0[4].xyz); o3.xyz = r1.xyz; o4.xyz = v3.xyz; o5.xyz = v4.xyz; o6.xyz = v6.xyz; r0.xyz = v1.xyz; r0.w = 1; o7.x = dot(cb1[9].xyzw, r0.xyzw); o7.y = dot(cb1[10].xyzw, r0.xyzw); o7.z = dot(cb1[11].xyzw, r0.xyzw); float4 stereo = StereoParams.Load(0); float4 params = IniParams.Load(0); if(params.w>0 && o8.w <6) { o8.x -= stereo.x * (o8.w - stereo.y); o8.x += stereo.x * (o8.w - params.w); } return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.54 on Mon Sep 24 21:11:56 2018 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 2 xyzw 0 NONE float // POSITION 0 xyzw 1 NONE float xyz // POSITION 1 xyzw 2 NONE float x // POSITION 5 xyzw 3 NONE float xyz // POSITION 6 xyzw 4 NONE float xyz // TEXCOORD 0 xyzw 5 NONE float xyz // TEXCOORD 1 xyzw 6 NONE float xyzw // TEXCOORD 2 xyzw 7 NONE float xyzw // // // Output 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 xyz 4 NONE float xyz // TEXCOORD 5 xyz 5 NONE float xyz // TEXCOORD 6 xyz 6 NONE float xyz // TEXCOORD 7 xyz 7 NONE float xyz // SV_Position 0 xyzw 8 POS float xyzw // vs_4_0 dcl_constantbuffer cb1[12], immediateIndexed dcl_constantbuffer cb0[11], immediateIndexed dcl_input v1.xyz dcl_input v2.x dcl_input v3.xyz dcl_input v4.xyz dcl_input v5.xyz dcl_input v6.xyzw dcl_input v7.xyzw dcl_output o0.xyzw dcl_output o1.xyzw dcl_output o2.xyzw dcl_output o3.xyzw dcl_output o4.xyz dcl_output o5.xyz dcl_output o6.xyz dcl_output o7.xyz dcl_output_siv o8.xyzw, position dcl_temps 3 mov o0.w, v6.w mul r0.xyz, v2.xxxx, v5.xyzx mad r0.xyz, r0.xyzx, cb0[10].xxxx, v1.xyzx mov r0.w, l(1.000000) dp4 r1.y, cb1[10].xyzw, r0.xyzw mul r2.xyzw, r1.yyyy, cb0[1].xyzw dp4 r1.x, cb1[9].xyzw, r0.xyzw dp4 r1.z, cb1[11].xyzw, r0.xyzw mad r0.xyzw, r1.xxxx, cb0[0].xyzw, r2.xyzw mad r0.xyzw, r1.zzzz, cb0[2].xyzw, r0.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw mov o0.xyz, r0.xywx mov o8.xyzw, r0.xyzw mov o1.xyzw, v7.xyzw add r0.xyz, r1.xyzx, cb0[5].xyzx mul r2.xyz, r0.yyyy, cb0[7].xywx mad r0.xyw, r0.xxxx, cb0[6].xyxw, r2.xyxz mad r0.xyz, r0.zzzz, cb0[8].xywx, r0.xywx add o2.xyz, r0.xyzx, cb0[9].xywx mov o2.w, v2.x dp3 o3.w, r1.xyzx, cb0[4].xyzx mov o3.xyz, r1.xyzx mov o4.xyz, v3.xyzx mov o5.xyz, v4.xyzx mov o6.xyz, v6.xyzx mov r0.xyz, v1.xyzx mov r0.w, l(1.000000) dp4 o7.x, cb1[9].xyzw, r0.xyzw dp4 o7.y, cb1[10].xyzw, r0.xyzw dp4 o7.z, cb1[11].xyzw, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Now I found this other code used to correct a similar looking shader code wise but it did not work in the Caustic Cloud shader I tried to fix above: [code] // ---- Created with 3Dmigoto v1.2.54 on Wed Feb 15 01:55:53 2017 cbuffer cb1 : register(b1) { float4 cb1[8]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : NORMAL0, float4 v1 : POSITION0, float4 v2 : POSITION6, float4 v3 : POSITION7, float4 v4 : TANGENT0, float4 v5 : TEXCOORD0, float4 v6 : TEXCOORD1, float4 v7 : TEXCOORD2, float4 v8 : TEXCOORD3, out float4 o0 : TEXCOORD0, out float4 o1 : TEXCOORD1, out float4 o2 : TEXCOORD2, out float4 o3 : TEXCOORD3, out float4 o4 : TEXCOORD4, out float4 o5 : SV_Position0) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz * cb1[0].www + cb1[1].www; r1.xyz = v3.zxy * r0.yzx; r1.xyz = v3.yzx * r0.zxy + -r1.xyz; r0.w = dot(v3.xyz, r0.xyz); r2.xyzw = v3.xyzw + v3.xyzw; r1.w = v3.w * r2.w; r0.xyz = r1.www * r0.xyz + -r0.xyz; r0.xyz = r0.www * r2.xyz + r0.xyz; r0.xyz = r1.xyz * r2.www + r0.xyz; r1.xyz = v4.xyz * cb1[0].www + cb1[1].www; r0.w = dot(v3.xyz, r1.xyz); r3.xyz = r1.www * r1.xyz + -r1.xyz; r3.xyz = r0.www * r2.xyz + r3.xyz; r4.xyz = v3.zxy * r1.yzx; r1.xyz = v3.yzx * r1.zxy + -r4.xyz; r1.xyz = r1.xyz * r2.www + r3.xyz; r3.xyz = r1.yzx * r0.zxy; r3.xyz = r0.yzx * r1.zxy + -r3.xyz; o1.xyz = r0.xyz; o2.xyz = r1.xyz; r0.x = cmp(0 < v4.w); o0.xyz = r0.xxx ? r3.xyz : -r3.xyz; o3.zw = v7.xy * cb1[3].xy + cb1[3].zw; r0.xy = v6.xy * cb1[2].xy + cb1[2].zw; o3.xy = r0.xy; o4.zw = r0.xy; o4.xy = float2(16,16) * v8.xy; r0.xyz = v1.xyz * cb1[0].xyz + cb1[1].xyz; r1.xyz = r1.www * r0.xyz + -r0.xyz; r0.w = dot(v3.xyz, r0.xyz); r1.xyz = r0.www * r2.xyz + r1.xyz; r2.xyz = v3.zxy * r0.yzx; r0.xyz = v3.yzx * r0.zxy + -r2.xyz; r0.xyz = r0.xyz * r2.www + r1.xyz; r0.xyz = v2.xyz + r0.xyz; r0.w = v1.w; o5.x = dot(cb1[4].xyzw, r0.xyzw); o5.y = dot(cb1[5].xyzw, r0.xyzw); o5.z = dot(cb1[6].xyzw, r0.xyzw); o5.w = dot(cb1[7].xyzw, r0.xyzw); float4 stereo = StereoParams.Load(0); float4 params = IniParams.Load(0); if(params.w>0 && o5.w <6) { o5.x -= stereo.x * (o5.w - stereo.y); o5.x += stereo.x * (o5.w - params.w); } return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.54 on Wed Feb 15 01:55:53 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // NORMAL 0 xyzw 0 NONE float xyz // POSITION 0 xyzw 1 NONE float xyzw // POSITION 6 xyzw 2 NONE float xyz // POSITION 7 xyzw 3 NONE float xyzw // TANGENT 0 xyzw 4 NONE float xyzw // TEXCOORD 0 xyzw 5 NONE float // TEXCOORD 1 xyzw 6 NONE float xy // TEXCOORD 2 xyzw 7 NONE float xy // TEXCOORD 3 xyzw 8 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // TEXCOORD 0 xyz 0 NONE float xyz // TEXCOORD 1 xyz 1 NONE float xyz // TEXCOORD 2 xyz 2 NONE float xyz // TEXCOORD 3 xyzw 3 NONE float xyzw // TEXCOORD 4 xyzw 4 NONE float xyzw // SV_Position 0 xyzw 5 POS float xyzw // vs_4_0 dcl_constantbuffer cb1[8], immediateIndexed dcl_input v0.xyz dcl_input v1.xyzw dcl_input v2.xyz dcl_input v3.xyzw dcl_input v4.xyzw dcl_input v6.xy dcl_input v7.xy dcl_input v8.xy dcl_output o0.xyz dcl_output o1.xyz dcl_output o2.xyz dcl_output o3.xyzw dcl_output o4.xyzw dcl_output_siv o5.xyzw, position dcl_temps 5 mad r0.xyz, v0.xyzx, cb1[0].wwww, cb1[1].wwww mul r1.xyz, r0.yzxy, v3.zxyz mad r1.xyz, v3.yzxy, r0.zxyz, -r1.xyzx dp3 r0.w, v3.xyzx, r0.xyzx add r2.xyzw, v3.xyzw, v3.xyzw mul r1.w, r2.w, v3.w mad r0.xyz, r1.wwww, r0.xyzx, -r0.xyzx mad r0.xyz, r0.wwww, r2.xyzx, r0.xyzx mad r0.xyz, r1.xyzx, r2.wwww, r0.xyzx mad r1.xyz, v4.xyzx, cb1[0].wwww, cb1[1].wwww dp3 r0.w, v3.xyzx, r1.xyzx mad r3.xyz, r1.wwww, r1.xyzx, -r1.xyzx mad r3.xyz, r0.wwww, r2.xyzx, r3.xyzx mul r4.xyz, r1.yzxy, v3.zxyz mad r1.xyz, v3.yzxy, r1.zxyz, -r4.xyzx mad r1.xyz, r1.xyzx, r2.wwww, r3.xyzx mul r3.xyz, r0.zxyz, r1.yzxy mad r3.xyz, r0.yzxy, r1.zxyz, -r3.xyzx mov o1.xyz, r0.xyzx mov o2.xyz, r1.xyzx lt r0.x, l(0.000000), v4.w movc o0.xyz, r0.xxxx, r3.xyzx, -r3.xyzx mad o3.zw, v7.xxxy, cb1[3].xxxy, cb1[3].zzzw mad r0.xy, v6.xyxx, cb1[2].xyxx, cb1[2].zwzz mov o3.xy, r0.xyxx mov o4.zw, r0.xxxy mul o4.xy, v8.xyxx, l(16.000000, 16.000000, 0.000000, 0.000000) mad r0.xyz, v1.xyzx, cb1[0].xyzx, cb1[1].xyzx mad r1.xyz, r1.wwww, r0.xyzx, -r0.xyzx dp3 r0.w, v3.xyzx, r0.xyzx mad r1.xyz, r0.wwww, r2.xyzx, r1.xyzx mul r2.xyz, r0.yzxy, v3.zxyz mad r0.xyz, v3.yzxy, r0.zxyz, -r2.xyzx mad r0.xyz, r0.xyzx, r2.wwww, r1.xyzx add r0.xyz, r0.xyzx, v2.xyzx mov r0.w, v1.w dp4 o5.x, cb1[4].xyzw, r0.xyzw dp4 o5.y, cb1[5].xyzw, r0.xyzw dp4 o5.z, cb1[6].xyzw, r0.xyzw dp4 o5.w, cb1[7].xyzw, r0.xyzw ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] If anyone has any ideas I will be glad to hear them and if your Out there Still DJ-RK your fix is holding up pretty well if you have any input will be glad to hear it . ;)
Hey Guys I cam across a weird shader that I can not Stereoize.. IT is a Thargoid Caustic Cloud that is in mono.. It looks like a shader I found in the game and I tried using ther code DJ-RK used but too no affect..

I was wondering if anyone had an idea on what to do with the following shader for the Caustic cloud..

here is the code used for it:

//Thargoid Caustic cloud
// ---- Created with 3Dmigoto v1.2.54 on Mon Sep 24 21:11:56 2018
cbuffer cb0 : register(b0)
{
float4 cb0[11];
}

cbuffer cb1 : register(b1)
{
float4 cb1[12];
}




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


void main(
float4 v0 : COLOR2,
float4 v1 : POSITION0,
float4 v2 : POSITION1,
float4 v3 : POSITION5,
float4 v4 : POSITION6,
float4 v5 : TEXCOORD0,
float4 v6 : TEXCOORD1,
float4 v7 : TEXCOORD2,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : TEXCOORD3,
out float4 o4 : TEXCOORD4,
out float4 o5 : TEXCOORD5,
out float4 o6 : TEXCOORD6,
out float3 o7 : TEXCOORD7,
out float4 o8 : SV_Position0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

o0.w = v6.w;
r0.xyz = v5.xyz * v2.xxx;
r0.xyz = r0.xyz * cb0[10].xxx + v1.xyz;
r0.w = 1;
r1.y = dot(cb1[10].xyzw, r0.xyzw);
r2.xyzw = cb0[1].xyzw * r1.yyyy;
r1.x = dot(cb1[9].xyzw, r0.xyzw);
r1.z = dot(cb1[11].xyzw, r0.xyzw);
r0.xyzw = r1.xxxx * cb0[0].xyzw + r2.xyzw;
r0.xyzw = r1.zzzz * cb0[2].xyzw + r0.xyzw;
r0.xyzw = cb0[3].xyzw + r0.xyzw;
o0.xyz = r0.xyw;
o8.xyzw = r0.xyzw;
o1.xyzw = v7.xyzw;
r0.xyz = cb0[5].xyz + r1.xyz;
r2.xyz = cb0[7].xyw * r0.yyy;
r0.xyw = r0.xxx * cb0[6].xyw + r2.xyz;
r0.xyz = r0.zzz * cb0[8].xyw + r0.xyw;
o2.xyz = cb0[9].xyw + r0.xyz;
o2.w = v2.x;
o3.w = dot(r1.xyz, cb0[4].xyz);
o3.xyz = r1.xyz;
o4.xyz = v3.xyz;
o5.xyz = v4.xyz;
o6.xyz = v6.xyz;
r0.xyz = v1.xyz;
r0.w = 1;
o7.x = dot(cb1[9].xyzw, r0.xyzw);
o7.y = dot(cb1[10].xyzw, r0.xyzw);
o7.z = dot(cb1[11].xyzw, r0.xyzw);

float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
if(params.w>0 && o8.w <6)
{
o8.x -= stereo.x * (o8.w - stereo.y);
o8.x += stereo.x * (o8.w - params.w);
}


return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.54 on Mon Sep 24 21:11:56 2018
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR 2 xyzw 0 NONE float
// POSITION 0 xyzw 1 NONE float xyz
// POSITION 1 xyzw 2 NONE float x
// POSITION 5 xyzw 3 NONE float xyz
// POSITION 6 xyzw 4 NONE float xyz
// TEXCOORD 0 xyzw 5 NONE float xyz
// TEXCOORD 1 xyzw 6 NONE float xyzw
// TEXCOORD 2 xyzw 7 NONE float xyzw
//
//
// Output 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 xyz 4 NONE float xyz
// TEXCOORD 5 xyz 5 NONE float xyz
// TEXCOORD 6 xyz 6 NONE float xyz
// TEXCOORD 7 xyz 7 NONE float xyz
// SV_Position 0 xyzw 8 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb1[12], immediateIndexed
dcl_constantbuffer cb0[11], immediateIndexed
dcl_input v1.xyz
dcl_input v2.x
dcl_input v3.xyz
dcl_input v4.xyz
dcl_input v5.xyz
dcl_input v6.xyzw
dcl_input v7.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_output o7.xyz
dcl_output_siv o8.xyzw, position
dcl_temps 3
mov o0.w, v6.w
mul r0.xyz, v2.xxxx, v5.xyzx
mad r0.xyz, r0.xyzx, cb0[10].xxxx, v1.xyzx
mov r0.w, l(1.000000)
dp4 r1.y, cb1[10].xyzw, r0.xyzw
mul r2.xyzw, r1.yyyy, cb0[1].xyzw
dp4 r1.x, cb1[9].xyzw, r0.xyzw
dp4 r1.z, cb1[11].xyzw, r0.xyzw
mad r0.xyzw, r1.xxxx, cb0[0].xyzw, r2.xyzw
mad r0.xyzw, r1.zzzz, cb0[2].xyzw, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mov o0.xyz, r0.xywx
mov o8.xyzw, r0.xyzw
mov o1.xyzw, v7.xyzw
add r0.xyz, r1.xyzx, cb0[5].xyzx
mul r2.xyz, r0.yyyy, cb0[7].xywx
mad r0.xyw, r0.xxxx, cb0[6].xyxw, r2.xyxz
mad r0.xyz, r0.zzzz, cb0[8].xywx, r0.xywx
add o2.xyz, r0.xyzx, cb0[9].xywx
mov o2.w, v2.x
dp3 o3.w, r1.xyzx, cb0[4].xyzx
mov o3.xyz, r1.xyzx
mov o4.xyz, v3.xyzx
mov o5.xyz, v4.xyzx
mov o6.xyz, v6.xyzx
mov r0.xyz, v1.xyzx
mov r0.w, l(1.000000)
dp4 o7.x, cb1[9].xyzw, r0.xyzw
dp4 o7.y, cb1[10].xyzw, r0.xyzw
dp4 o7.z, cb1[11].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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



Now I found this other code used to correct a similar looking shader code wise but it did not work in the Caustic Cloud shader I tried to fix above:


// ---- Created with 3Dmigoto v1.2.54 on Wed Feb 15 01:55:53 2017
cbuffer cb1 : register(b1)
{
float4 cb1[8];
}




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


void main(
float4 v0 : NORMAL0,
float4 v1 : POSITION0,
float4 v2 : POSITION6,
float4 v3 : POSITION7,
float4 v4 : TANGENT0,
float4 v5 : TEXCOORD0,
float4 v6 : TEXCOORD1,
float4 v7 : TEXCOORD2,
float4 v8 : TEXCOORD3,
out float4 o0 : TEXCOORD0,
out float4 o1 : TEXCOORD1,
out float4 o2 : TEXCOORD2,
out float4 o3 : TEXCOORD3,
out float4 o4 : TEXCOORD4,
out float4 o5 : SV_Position0)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz * cb1[0].www + cb1[1].www;
r1.xyz = v3.zxy * r0.yzx;
r1.xyz = v3.yzx * r0.zxy + -r1.xyz;
r0.w = dot(v3.xyz, r0.xyz);
r2.xyzw = v3.xyzw + v3.xyzw;
r1.w = v3.w * r2.w;
r0.xyz = r1.www * r0.xyz + -r0.xyz;
r0.xyz = r0.www * r2.xyz + r0.xyz;
r0.xyz = r1.xyz * r2.www + r0.xyz;
r1.xyz = v4.xyz * cb1[0].www + cb1[1].www;
r0.w = dot(v3.xyz, r1.xyz);
r3.xyz = r1.www * r1.xyz + -r1.xyz;
r3.xyz = r0.www * r2.xyz + r3.xyz;
r4.xyz = v3.zxy * r1.yzx;
r1.xyz = v3.yzx * r1.zxy + -r4.xyz;
r1.xyz = r1.xyz * r2.www + r3.xyz;
r3.xyz = r1.yzx * r0.zxy;
r3.xyz = r0.yzx * r1.zxy + -r3.xyz;
o1.xyz = r0.xyz;
o2.xyz = r1.xyz;
r0.x = cmp(0 < v4.w);
o0.xyz = r0.xxx ? r3.xyz : -r3.xyz;
o3.zw = v7.xy * cb1[3].xy + cb1[3].zw;
r0.xy = v6.xy * cb1[2].xy + cb1[2].zw;
o3.xy = r0.xy;
o4.zw = r0.xy;
o4.xy = float2(16,16) * v8.xy;
r0.xyz = v1.xyz * cb1[0].xyz + cb1[1].xyz;
r1.xyz = r1.www * r0.xyz + -r0.xyz;
r0.w = dot(v3.xyz, r0.xyz);
r1.xyz = r0.www * r2.xyz + r1.xyz;
r2.xyz = v3.zxy * r0.yzx;
r0.xyz = v3.yzx * r0.zxy + -r2.xyz;
r0.xyz = r0.xyz * r2.www + r1.xyz;
r0.xyz = v2.xyz + r0.xyz;
r0.w = v1.w;
o5.x = dot(cb1[4].xyzw, r0.xyzw);
o5.y = dot(cb1[5].xyzw, r0.xyzw);
o5.z = dot(cb1[6].xyzw, r0.xyzw);
o5.w = dot(cb1[7].xyzw, r0.xyzw);


float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
if(params.w>0 && o5.w <6)
{
o5.x -= stereo.x * (o5.w - stereo.y);
o5.x += stereo.x * (o5.w - params.w);
}
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.54 on Wed Feb 15 01:55:53 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// NORMAL 0 xyzw 0 NONE float xyz
// POSITION 0 xyzw 1 NONE float xyzw
// POSITION 6 xyzw 2 NONE float xyz
// POSITION 7 xyzw 3 NONE float xyzw
// TANGENT 0 xyzw 4 NONE float xyzw
// TEXCOORD 0 xyzw 5 NONE float
// TEXCOORD 1 xyzw 6 NONE float xy
// TEXCOORD 2 xyzw 7 NONE float xy
// TEXCOORD 3 xyzw 8 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xyz 0 NONE float xyz
// TEXCOORD 1 xyz 1 NONE float xyz
// TEXCOORD 2 xyz 2 NONE float xyz
// TEXCOORD 3 xyzw 3 NONE float xyzw
// TEXCOORD 4 xyzw 4 NONE float xyzw
// SV_Position 0 xyzw 5 POS float xyzw
//
vs_4_0
dcl_constantbuffer cb1[8], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xyz
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v6.xy
dcl_input v7.xy
dcl_input v8.xy
dcl_output o0.xyz
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output_siv o5.xyzw, position
dcl_temps 5
mad r0.xyz, v0.xyzx, cb1[0].wwww, cb1[1].wwww
mul r1.xyz, r0.yzxy, v3.zxyz
mad r1.xyz, v3.yzxy, r0.zxyz, -r1.xyzx
dp3 r0.w, v3.xyzx, r0.xyzx
add r2.xyzw, v3.xyzw, v3.xyzw
mul r1.w, r2.w, v3.w
mad r0.xyz, r1.wwww, r0.xyzx, -r0.xyzx
mad r0.xyz, r0.wwww, r2.xyzx, r0.xyzx
mad r0.xyz, r1.xyzx, r2.wwww, r0.xyzx
mad r1.xyz, v4.xyzx, cb1[0].wwww, cb1[1].wwww
dp3 r0.w, v3.xyzx, r1.xyzx
mad r3.xyz, r1.wwww, r1.xyzx, -r1.xyzx
mad r3.xyz, r0.wwww, r2.xyzx, r3.xyzx
mul r4.xyz, r1.yzxy, v3.zxyz
mad r1.xyz, v3.yzxy, r1.zxyz, -r4.xyzx
mad r1.xyz, r1.xyzx, r2.wwww, r3.xyzx
mul r3.xyz, r0.zxyz, r1.yzxy
mad r3.xyz, r0.yzxy, r1.zxyz, -r3.xyzx
mov o1.xyz, r0.xyzx
mov o2.xyz, r1.xyzx
lt r0.x, l(0.000000), v4.w
movc o0.xyz, r0.xxxx, r3.xyzx, -r3.xyzx
mad o3.zw, v7.xxxy, cb1[3].xxxy, cb1[3].zzzw
mad r0.xy, v6.xyxx, cb1[2].xyxx, cb1[2].zwzz
mov o3.xy, r0.xyxx
mov o4.zw, r0.xxxy
mul o4.xy, v8.xyxx, l(16.000000, 16.000000, 0.000000, 0.000000)
mad r0.xyz, v1.xyzx, cb1[0].xyzx, cb1[1].xyzx
mad r1.xyz, r1.wwww, r0.xyzx, -r0.xyzx
dp3 r0.w, v3.xyzx, r0.xyzx
mad r1.xyz, r0.wwww, r2.xyzx, r1.xyzx
mul r2.xyz, r0.yzxy, v3.zxyz
mad r0.xyz, v3.yzxy, r0.zxyz, -r2.xyzx
mad r0.xyz, r0.xyzx, r2.wwww, r1.xyzx
add r0.xyz, r0.xyzx, v2.xyzx
mov r0.w, v1.w
dp4 o5.x, cb1[4].xyzw, r0.xyzw
dp4 o5.y, cb1[5].xyzw, r0.xyzw
dp4 o5.z, cb1[6].xyzw, r0.xyzw
dp4 o5.w, cb1[7].xyzw, r0.xyzw
ret
// Approximately 0 instruction slots used

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



If anyone has any ideas I will be glad to hear them and if your Out there Still DJ-RK your fix is holding up pretty well if you have any input will be glad to hear it . ;)

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 09/28/2018 01:42 AM   
If that is, in fact, the correct shader I would expect one of the following to work, either: [code] float4 stereo = StereoParams.Load(0); o0.x += stereo.x * (o0.z - stereo.y); [/code] or [code] float4 stereo = StereoParams.Load(0); o8.x += stereo.x * (o8.w - stereo.y); [/code] at the end of the shader might work. Unfortunately I can't help more directly, as a) I've deleted the game from Steam in favour of running it through Oculus Home, and b) I can't really seem to muster up the energy or motivation to even play games, let alone be bothered to try fixing them these days (especially following yet another career change to an even more physically demanding/draining field). Any spare time is spent resting or with the girlfriend and kids (and pondering my life choices that brought me to this point, lol. *sigh*)
If that is, in fact, the correct shader I would expect one of the following to work, either:
float4 stereo = StereoParams.Load(0);
o0.x += stereo.x * (o0.z - stereo.y);


or

float4 stereo = StereoParams.Load(0);
o8.x += stereo.x * (o8.w - stereo.y);



at the end of the shader might work.

Unfortunately I can't help more directly, as a) I've deleted the game from Steam in favour of running it through Oculus Home, and b) I can't really seem to muster up the energy or motivation to even play games, let alone be bothered to try fixing them these days (especially following yet another career change to an even more physically demanding/draining field). Any spare time is spent resting or with the girlfriend and kids (and pondering my life choices that brought me to this point, lol. *sigh*)

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

Posted 09/29/2018 05:03 AM   
Any idea how to get the fix to work with the beyond 3.3 beta please?
Any idea how to get the fix to work with the beyond 3.3 beta please?

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 04:44 PM   
Well I am currently upkeeping the fix as best as I can.. I did not fix this game this time I just maintain it. I Don't use the beta what would I need to do to do that?? Other then someone hunting for the bad shaders We might have to wait until the beta goes to the normal install.. usually the Beta will break things and since I don't join the beta it can not be fixed that soon.. usually it makes no sence to join the beta as it could change constantly breaking what was fixed during the beta..
Well I am currently upkeeping the fix as best as I can.. I did not fix this game this time I just maintain it.

I Don't use the beta what would I need to do to do that?? Other then someone hunting for the bad shaders We might have to wait until the beta goes to the normal install.. usually the Beta will break things and since I don't join the beta it can not be fixed that soon..

usually it makes no sence to join the beta as it could change constantly breaking what was fixed during the beta..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/02/2018 05:07 PM   
[quote="Th3_N3philim"]Well I am currently upkeeping the fix as best as I can.. I did not fix this game this time I just maintain it. I Don't use the beta what would I need to do to do that?? Other then someone hunting for the bad shaders We might have to wait until the beta goes to the normal install.. usually the Beta will break things and since I don't join the beta it can not be fixed that soon.. usually it makes no sence to join the beta as it could change constantly breaking what was fixed during the beta..[/quote] Thank you for the prompt reply. Any PC user can use the beta which went live on the 30th October. Select "Elite Dangerous: Horizons - Open Beta (3.3)" from the drop down list in the normal EDLauncher. FD has introduced a new lighting model. Shadows are unfortunately broken. I will glady donate to help maintain the fix. Many thanks.
Th3_N3philim said:Well I am currently upkeeping the fix as best as I can.. I did not fix this game this time I just maintain it.

I Don't use the beta what would I need to do to do that?? Other then someone hunting for the bad shaders We might have to wait until the beta goes to the normal install.. usually the Beta will break things and since I don't join the beta it can not be fixed that soon..

usually it makes no sence to join the beta as it could change constantly breaking what was fixed during the beta..


Thank you for the prompt reply. Any PC user can use the beta which went live on the 30th October. Select "Elite Dangerous: Horizons - Open Beta (3.3)" from the drop down list in the normal EDLauncher. FD has introduced a new lighting model. Shadows are unfortunately broken. I will glady donate to help maintain the fix. Many thanks.

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 05:14 PM   
OK I found out how to get into the beta I am DL now.. I will see If I can fix what is broke no promises tho.. If you can post a list of what is broke I will have a look.. so far this is the list of broke Items.. 1. Shadows.. Are the shadows broke on all levels of quality ??
OK I found out how to get into the beta I am DL now.. I will see If I can fix what is broke no promises tho..

If you can post a list of what is broke I will have a look..

so far this is the list of broke Items..

1. Shadows..

Are the shadows broke on all levels of quality ??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/02/2018 05:18 PM   
[quote="Th3_N3philim"]OK I found out how to get into the beta I am DL now.. I will see If I can fix what is broke no promises tho.. If you can post a list of what is broke I will have a look.. so far this is the list of broke Items.. 1. Shadows.. Are the shadows broke on all levels of quality ??[/quote] Thank you. The beta seems to create a new folder under Products called "PUBLIC_TEST_SERVER_64". I have tried installing the fix there and I am not sure if this has improved things. It seems like the fix is not fully activating. I have shadows set on Ultra and I will change the settings and let you know.
Th3_N3philim said:OK I found out how to get into the beta I am DL now.. I will see If I can fix what is broke no promises tho..

If you can post a list of what is broke I will have a look..

so far this is the list of broke Items..

1. Shadows..

Are the shadows broke on all levels of quality ??


Thank you. The beta seems to create a new folder under Products called "PUBLIC_TEST_SERVER_64". I have tried installing the fix there and I am not sure if this has improved things. It seems like the fix is not fully activating. I have shadows set on Ultra and I will change the settings and let you know.

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 05:28 PM   
[quote="SubjectBucko"][quote="Th3_N3philim"]OK I found out how to get into the beta I am DL now.. I will see If I can fix what is broke no promises tho.. If you can post a list of what is broke I will have a look.. so far this is the list of broke Items.. 1. Shadows.. Are the shadows broke on all levels of quality ??[/quote] Cockpit shadows seem okay. Distant nebula at wrong depth. 2 shadows on either side of the suns. Thank you. The beta seems to create a new folder under Products called "PUBLIC_TEST_SERVER_64". I have tried installing the fix there and I am not sure if this has improved things. It seems like the fix is not fully activating. I have shadows set on Ultra and I will change the settings and let you know. [/quote]
SubjectBucko said:
Th3_N3philim said:OK I found out how to get into the beta I am DL now.. I will see If I can fix what is broke no promises tho..

If you can post a list of what is broke I will have a look..

so far this is the list of broke Items..

1. Shadows..

Are the shadows broke on all levels of quality ??


Cockpit shadows seem okay. Distant nebula at wrong depth. 2 shadows on either side of the suns.

Thank you. The beta seems to create a new folder under Products called "PUBLIC_TEST_SERVER_64". I have tried installing the fix there and I am not sure if this has improved things. It seems like the fix is not fully activating. I have shadows set on Ultra and I will change the settings and let you know.

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 05:41 PM   
Changing shadows quality from low to ultra is not making a difference.
Changing shadows quality from low to ultra is not making a difference.

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 05:48 PM   
OK I tried making some fixes and none of the code I use works.. I tried fixing the Nebulas and anything I tried failed.. So I am unsure what is going on but I am not sure If I can fix this new mess they made..
OK I tried making some fixes and none of the code I use works.. I tried fixing the Nebulas and anything I tried failed..

So I am unsure what is going on but I am not sure If I can fix this new mess they made..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

Posted 11/02/2018 07:32 PM   
[quote="Th3_N3philim"]OK I tried making some fixes and none of the code I use works.. I tried fixing the Nebulas and anything I tried failed.. So I am unsure what is going on but I am not sure If I can fix this new mess they made..[/quote] Thank you for spending your precious time on this. Much appreciated. I have enjoyed the previous fixes so much. Where can I donate anyway?
Th3_N3philim said:OK I tried making some fixes and none of the code I use works.. I tried fixing the Nebulas and anything I tried failed..

So I am unsure what is going on but I am not sure If I can fix this new mess they made..


Thank you for spending your precious time on this. Much appreciated. I have enjoyed the previous fixes so much. Where can I donate anyway?

Rampage 4 Extreme
4960x oc 4.6 Ghz, H100i watercooler
2080 Ti Sli
Windows 7 Ultimate Edition
5760x1080 PG258Q/2560x1440 PG278Q
4k Lg55c6v with edid mod

Posted 11/02/2018 07:43 PM   
  19 / 32    
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