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Far Cry 4: Fix more shaders in Shangri-La
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DarkStarSword committed Mar 9, 2015
1 parent 7981e43 commit d1d2e15
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270 changes: 270 additions & 0 deletions FC4/ShaderFixes/493e93970cf32eda-vs_replace.txt
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// Purple in water at end of Shangri-La

cbuffer CViewportShaderParameterProvider : register(b0)
{
float4 _AmbientColorMultiplier : packoffset(c0);
float4 _AmbientOcclusionRanges_SunOcclusionFactor : packoffset(c1);
float4 _BloomAdaptationFactor : packoffset(c2);
float4 _CameraDirection_FOVDeg : packoffset(c3);
float4 _CameraDistances : packoffset(c4);
float4 _CameraNearPlaneSize : packoffset(c5);
float4 _CameraPositionFractions_ZOffsetWS : packoffset(c6);
float4 _CameraPositionFractions_ZOffsetWS_Previous : packoffset(c7);
float4 _CameraPosition_DistanceScale : packoffset(c8);
float4 _CameraPosition_DistanceScale_Previous : packoffset(c9);
float4x4 _CullingViewProjectionMatrix : packoffset(c10);
float4 _DepthScale : packoffset(c14);
float4 _DepthTextureRcpSize : packoffset(c15);
float4 _DepthTextureScaleOffset : packoffset(c16);
float4 _FogParams : packoffset(c17);
float4 _FogSHB : packoffset(c18);
float4 _FogSHG : packoffset(c19);
float4 _FogSHR : packoffset(c20);
float4 _HeightFogParams : packoffset(c21);
float4x4 _InvProjectionMatrix : packoffset(c22);
float4x4 _InvViewMatrix : packoffset(c26);
float4x4 _ProjectionMatrix : packoffset(c30);
float4 _TempSunDirection : packoffset(c34);
float4x4 _ViewMatrix : packoffset(c35);
float4 _ViewPoint_ShadowProjDepthMin : packoffset(c39);
float4x4 _ViewProjectionMatrix : packoffset(c40);
float4x4 _ViewRotProjectionMatrix : packoffset(c44);
float4x4 _ViewRotProjectionMatrix_Previous : packoffset(c48);
float4 _ViewportSize : packoffset(c52);
float2 _MotionVectorOffsets : packoffset(c53);
float3 _CameraRight : packoffset(c54);
float3 _CameraUp : packoffset(c55);
float3 _EnvironmentMapColorOffset : packoffset(c56);
float3 _EnvironmentMapColorScale : packoffset(c57);
}

cbuffer COceanDampingProvider : register(b1)
{
float4 _HideOceanDampingTexelOffset : packoffset(c0);
float4 _WorldScaleAndOffset : packoffset(c1);
}

cbuffer COceanParameterProvider : register(b2)
{
float4 _CornerPointsWS[4] : packoffset(c0);
float4 _OceanParameters : packoffset(c4);
float4 _SkyParameters : packoffset(c5);
float4 _VertexAdjustments : packoffset(c6);
float4 _WavesAmpHDir_ampVDirOverWL[8] : packoffset(c7);
float4 _WavesDir_oneOverWL_ampHWL[8] : packoffset(c15);
float4 _WavesParameters[8] : packoffset(c23);
float2 _GridSize : packoffset(c31);
float _OneOverWavesFade : packoffset(c31.z);
float _OneOverWavesHiResFade : packoffset(c31.w);
float _WaterLevel : packoffset(c32);
float _WavesCrestWeightsNorm[4] : packoffset(c33);
}
SamplerState DampingTexture__SampObj___s : register(s0);
Texture2D<float4> DampingTexture__TexObj__ : register(t0);

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : position0,
out float4 o0 : SV_Position0,
out float3 o1 : TEXCOORD0,
out float3 o2 : TEXCOORD1,
out float3 o3 : TEXCOORD2,
out float2 o4 : TEXCOORD3)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = log2(abs(v0.y));
r0.x = _OceanParameters.x * r0.x;
r0.x = exp2(r0.x);
r0.y = 1.000000000e+000 + -v0.x;
r1.xyz = _CornerPointsWS[2].xyw * r0.yyy;
r0.yzw = _CornerPointsWS[0].xyw * r0.yyy;
r0.yzw = v0.xxx * _CornerPointsWS[1].xyw + r0.yzw;
r1.xyz = v0.xxx * _CornerPointsWS[3].xyw + r1.xyz;
r1.xyz = r1.xyz * r0.xxx;
r0.x = 1.000000000e+000 + -r0.x;
r0.xyz = r0.xxx * r0.yzw + r1.xyz;
r0.xy = r0.xy / r0.zz;
r0.w = 1.000000000e+000;
r0.z = _WaterLevel;
r1.x = dot(r0.xyzw, _ViewProjectionMatrix._m00_m10_m20_m30);
r1.y = dot(r0.xyzw, _ViewProjectionMatrix._m01_m11_m21_m31);
r1.w = dot(r0.xyzw, _ViewProjectionMatrix._m03_m13_m23_m33);
o0.z = dot(r0.xyzw, _ViewProjectionMatrix._m02_m12_m22_m32);
o0.xyw = r1.xyw;

float4 stereo = StereoParams.Load(0);
r1.x += stereo.x * (r1.w - stereo.y);

r2.xyzw = _DepthTextureScaleOffset.xyzw * r1.xyww;
o2.z = r1.w;
o2.xy = r2.xy + r2.zw;
r1.xyz = _CameraPosition_DistanceScale.xyz + -r0.xyz;
o3.xyz = r0.xyz;
r0.xy = _WorldScaleAndOffset.zw + r0.xy;
r0.xy = _WorldScaleAndOffset.xy * r0.xy;
r0.xyzw = DampingTexture__TexObj__.SampleLevel(DampingTexture__SampObj___s, r0.xy, 0.000000000e+000).xyzw;
o4.x = r0.y;
r0.x = dot(r1.xyz, r1.xyz);
r0.x = rsqrt(r0.x);
o1.xyz = r1.xyz * r0.xxx;
o4.y = 1.000000000e+000;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//
// Buffer Definitions:
//
// cbuffer CViewportShaderParameterProvider
// {
//
// float4 _AmbientColorMultiplier; // Offset: 0 Size: 16 [unused]
// float4 _AmbientOcclusionRanges_SunOcclusionFactor;// Offset: 16 Size: 16 [unused]
// float4 _BloomAdaptationFactor; // Offset: 32 Size: 16 [unused]
// float4 _CameraDirection_FOVDeg; // Offset: 48 Size: 16 [unused]
// float4 _CameraDistances; // Offset: 64 Size: 16 [unused]
// float4 _CameraNearPlaneSize; // Offset: 80 Size: 16 [unused]
// float4 _CameraPositionFractions_ZOffsetWS;// Offset: 96 Size: 16 [unused]
// float4 _CameraPositionFractions_ZOffsetWS_Previous;// Offset: 112 Size: 16 [unused]
// float4 _CameraPosition_DistanceScale;// Offset: 128 Size: 16
// float4 _CameraPosition_DistanceScale_Previous;// Offset: 144 Size: 16 [unused]
// float4x4 _CullingViewProjectionMatrix;// Offset: 160 Size: 64 [unused]
// float4 _DepthScale; // Offset: 224 Size: 16 [unused]
// float4 _DepthTextureRcpSize; // Offset: 240 Size: 16 [unused]
// float4 _DepthTextureScaleOffset; // Offset: 256 Size: 16
// float4 _FogParams; // Offset: 272 Size: 16 [unused]
// float4 _FogSHB; // Offset: 288 Size: 16 [unused]
// float4 _FogSHG; // Offset: 304 Size: 16 [unused]
// float4 _FogSHR; // Offset: 320 Size: 16 [unused]
// float4 _HeightFogParams; // Offset: 336 Size: 16 [unused]
// float4x4 _InvProjectionMatrix; // Offset: 352 Size: 64 [unused]
// float4x4 _InvViewMatrix; // Offset: 416 Size: 64 [unused]
// float4x4 _ProjectionMatrix; // Offset: 480 Size: 64 [unused]
// float4 _TempSunDirection; // Offset: 544 Size: 16 [unused]
// float4x4 _ViewMatrix; // Offset: 560 Size: 64 [unused]
// float4 _ViewPoint_ShadowProjDepthMin;// Offset: 624 Size: 16 [unused]
// float4x4 _ViewProjectionMatrix; // Offset: 640 Size: 64
// float4x4 _ViewRotProjectionMatrix; // Offset: 704 Size: 64 [unused]
// float4x4 _ViewRotProjectionMatrix_Previous;// Offset: 768 Size: 64 [unused]
// float4 _ViewportSize; // Offset: 832 Size: 16 [unused]
// float2 _MotionVectorOffsets; // Offset: 848 Size: 8 [unused]
// float3 _CameraRight; // Offset: 864 Size: 12 [unused]
// float3 _CameraUp; // Offset: 880 Size: 12 [unused]
// float3 _EnvironmentMapColorOffset; // Offset: 896 Size: 12 [unused]
// float3 _EnvironmentMapColorScale; // Offset: 912 Size: 12 [unused]
//
// }
//
// cbuffer COceanDampingProvider
// {
//
// float4 _HideOceanDampingTexelOffset;// Offset: 0 Size: 16 [unused]
// float4 _WorldScaleAndOffset; // Offset: 16 Size: 16
//
// }
//
// cbuffer COceanParameterProvider
// {
//
// float4 _CornerPointsWS[4]; // Offset: 0 Size: 64
// float4 _OceanParameters; // Offset: 64 Size: 16
// float4 _SkyParameters; // Offset: 80 Size: 16 [unused]
// float4 _VertexAdjustments; // Offset: 96 Size: 16 [unused]
// float4 _WavesAmpHDir_ampVDirOverWL[8];// Offset: 112 Size: 128 [unused]
// float4 _WavesDir_oneOverWL_ampHWL[8];// Offset: 240 Size: 128 [unused]
// float4 _WavesParameters[8]; // Offset: 368 Size: 128 [unused]
// float2 _GridSize; // Offset: 496 Size: 8 [unused]
// float _OneOverWavesFade; // Offset: 504 Size: 4 [unused]
// float _OneOverWavesHiResFade; // Offset: 508 Size: 4 [unused]
// float _WaterLevel; // Offset: 512 Size: 4
// float _WavesCrestWeightsNorm[4]; // Offset: 528 Size: 52 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// DampingTexture__SampObj__ sampler NA NA 0 1
// DampingTexture__TexObj__ texture float4 2d 0 1
// CViewportShaderParameterProvider cbuffer NA NA 0 1
// COceanDampingProvider cbuffer NA NA 1 1
// COceanParameterProvider cbuffer NA NA 2 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// position 0 xyzw 0 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xyz 1 NONE float xyz
// TEXCOORD 1 xyz 2 NONE float xyz
// TEXCOORD 2 xyz 3 NONE float xyz
// TEXCOORD 3 xy 4 NONE float xy
//
vs_4_0
dcl_constantbuffer cb0[44], immediateIndexed
dcl_constantbuffer cb1[2], immediateIndexed
dcl_constantbuffer cb2[33], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input v0.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyz
dcl_output o2.xyz
dcl_output o3.xyz
dcl_output o4.xy
dcl_temps 3
log r0.x, |v0.y|
mul r0.x, r0.x, cb2[4].x
exp r0.x, r0.x
add r0.y, -v0.x, l(1.000000)
mul r1.xyz, r0.yyyy, cb2[2].xywx
mul r0.yzw, r0.yyyy, cb2[0].xxyw
mad r0.yzw, v0.xxxx, cb2[1].xxyw, r0.yyzw
mad r1.xyz, v0.xxxx, cb2[3].xywx, r1.xyzx
mul r1.xyz, r0.xxxx, r1.xyzx
add r0.x, -r0.x, l(1.000000)
mad r0.xyz, r0.xxxx, r0.yzwy, r1.xyzx
div r0.xy, r0.xyxx, r0.zzzz
mov r0.w, l(1.000000)
mov r0.z, cb2[32].x
dp4 r1.x, r0.xyzw, cb0[40].xyzw
dp4 r1.y, r0.xyzw, cb0[41].xyzw
dp4 r1.w, r0.xyzw, cb0[43].xyzw
dp4 o0.z, r0.xyzw, cb0[42].xyzw
mov o0.xyw, r1.xyxw
mul r2.xyzw, r1.xyww, cb0[16].xyzw
mov o2.z, r1.w
add o2.xy, r2.zwzz, r2.xyxx
add r1.xyz, -r0.xyzx, cb0[8].xyzx
mov o3.xyz, r0.xyzx
add r0.xy, r0.xyxx, cb1[1].zwzz
mul r0.xy, r0.xyxx, cb1[1].xyxx
sample_l r0.xyzw, r0.xyxx, t0.xyzw, s0, l(0.000000)
mov o4.x, r0.y
dp3 r0.x, r1.xyzx, r1.xyzx
rsq r0.x, r0.x
mul o1.xyz, r0.xxxx, r1.xyzx
mov o4.y, l(1.000000)
ret
// Approximately 33 instruction slots used

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