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Old 01-17-05, 06:50 PM   #115
Sgt_Pitt
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Join Date: Jun 2004
Location: Australia
Posts: 820
Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Quote:
Originally Posted by ChrisRay
So I just saved the shaders to shader.out for EQ 2. I am curious if anyone is seeing what I am seeing. it should be blatantly obvious. And point noted. This goes on and on and on.

Code:
///////////////Pixel Shader - start//////////////
ps_1_1
def c7 , 0.000000, 1.000000, 0.000000, 1.000000
mov r0 , c7 
///////////////Pixel Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov r0 , v0 
mov r1 , r0 
mov r1.w , c1.wwww 
m4x4 r2 , r1 , c7 
m4x4 r1 , r0 , c3 
mov r3 , c13 
add r3 , r2 , -r3 
mov r3.w , c0.wwww 
m4x4 r4 , r3 , c52 
add r5 , c1.wwww , -r0.wwww 
mul r4 , r5 , r4 
mad oPos , r1 , r0.wwww , r4 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov oD0 , c2.wwww 
mov oD0.xy , c0.xyyy 
mov r0 , v0 
mov r1 , r0 
mov r1.w , c1.wwww 
m4x4 r2 , r1 , c7 
m4x4 r1 , r0 , c3 
mov r3 , c13 
add r3 , r2 , -r3 
mov r3.w , c0.wwww 
m4x4 r4 , r3 , c52 
add r5 , c1.wwww , -r0.wwww 
mul r4 , r5 , r4 
mad oPos , r1 , r0.wwww , r4 
///////////////Vertex Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1
def c7 , 1.000000, 1.000000, 1.000000, 1.000000
mov r0 , v0 
///////////////Pixel Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov oD0 , c2.wwww 
mov oD0.yz , c0.yzzz 
mov r0 , v0 
mov r1 , r0 
mov r1.w , c1.wwww 
m4x4 r2 , r1 , c7 
m4x4 r1 , r0 , c3 
mov r3 , c13 
add r3 , r2 , -r3 
mov r3.w , c0.wwww 
m4x4 r4 , r3 , c52 
add r5 , c1.wwww , -r0.wwww 
mul r4 , r5 , r4 
mad oPos , r1 , r0.wwww , r4 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov r0 , v0 
m4x4 r1 , r0 , c3 
mov r3 , -c13 
m4x4 r4 , r3 , c52 
add r5 , c1.wwww , -r0.wwww 
mul r4 , r5 , r4 
mad oPos , r1 , r0.wwww , r4 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov oD0 , c2.wwww 
mov oD0.xy , c0.xyyy 
mov r0 , v0 
m4x4 r1 , r0 , c3 
mov r3 , -c13 
m4x4 r4 , r3 , c52 
add r5 , c1.wwww , -r0.wwww 
mul r4 , r5 , r4 
mad oPos , r1 , r0.wwww , r4 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov oD0 , c2.wwww 
mov oD0.yz , c0.yzzz 
mov r0 , v0 
m4x4 r1 , r0 , c3 
mov r3 , -c13 
m4x4 r4 , r3 , c52 
add r5 , c1.wwww , -r0.wwww 
mul r4 , r5 , r4 
mad oPos , r1 , r0.wwww , r4 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
m4x4 oPos , v0 , c3 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov r0 , v0 
m4x4 r2 , r0 , c7 
mov r3 , c13 
add r3 , r2 , -r3 
mov r3.w , c0.wwww 
m4x4 oPos , r3 , c52 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
mov r3 , c13 
m4x4 oPos , r3 , c52 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov oD0 , c2.wwww 
mov oD0.xy , c0.xyyy 
mov r0 , v0 
m4x4 oPos , r0 , c3 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0  v0 
mov oD0 , c2.wwww 
mov oD0.yz , c0.yzzz 
mov r0 , v0 
m4x4 oPos , r0 , c3 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1

dcl_position0  v0 
dcl_normal0  v3 
dcl_texcoord0  v7 
dcl_texcoord1  v8 
dcl_texcoord2  v9 
dcl_texcoord3  v10 
mov r0 , v0 
m4x4 r1 , r0 , c3 
mov oPos , r1 
m3x3 r3.xyz , v3 , c7 
dp3 r4 , r3 , r3 
rsq r5 , r4.wwww 
mul r3.xyz , r5.xxxx , r3.xyzz 
dp3 r4 , r3 , c13 
max r4 , r4 , c0 
min r4 , r4 , c1 
mul r5 , r4 , c12 
dp3 r4 , r3 , c18 
add r4 , r4 , c1 
mul r4 , r4 , c2.wwww 
max r4 , r4 , c0 
min r4 , r4 , c1 
mad r5 , r4 , c17 , r5 
add r5 , r5 , c11 
mul oD0 , c2.wwww , r5 
mov oD0.w , c1.wwww 
mov oD1 , c1.xxxx 
mov oT0 , v7 
mov oT1 , v8 
m4x4 oT2 , v9 , c28 
m4x4 oT3 , v10 , c32 
add r4.x , r1.wwww , -c14.xxxx 
mul r4.x , r4.xxxx , c14.wwww 
min r4.x , r4.xxxx , c1.xxxx 
max r4.x , r4.xxxx , c0.xxxx 
mul r4.x , r4.xxxx , r4.xxxx 
exp r4.x , r4.xxxx 
rcp r4.x , r4.xxxx 
add r5.x , c1.xxxx , c1.xxxx 
mad r4.x , r4.xxxx , r5.xxxx , -r5.xxxx 
mad r4.x , r4.xxxx , c14.zzzz , -c14.yyyy 
add r4.x , r4.xxxx , c1.xxxx 
mov oFog , r4.xxxx 
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1

dcl_position0  v0 
dcl_texcoord0  v7 
dcl_texcoord1  v8 
dcl_texcoord2  v9 
mov r0 , v0 
m4x4 r1 , r0 , c3 
mov oPos , r1 
mov oD0 , c11 
mov oD1 , c1.xxxx 
mov oT0 , v7 
m4x4 oT1 , v8 , c24 
m4x4 oT2 , v9 , c28 
add r4.x , r1.wwww , -c14.xxxx 
mul r4.x , r4.xxxx , c14.wwww 
min r4.x , r4.xxxx , c1.xxxx 
max r4.x , r4.xxxx , c0.xxxx 
mul r4.x , r4.xxxx , r4.xxxx 
exp r4.x , r4.xxxx 
rcp r4.x , r4.xxxx 
add r5.x , c1.xxxx , c1.xxxx 
mad r4.x , r4.xxxx , r5.xxxx , -r5.xxxx 
mad r4.x , r4.xxxx , c14.zzzz , -c14.yyyy 
add r4.x , r4.xxxx , c1.xxxx 
mov oFog , r4.xxxx 
///////////////Vertex Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 0.500000, 1.000000, 0.500000, 0.000000

def c6 , 0.750000, 0.750000, 0.750000, 0.750000

def c5 , 0.500000, 0.500000, 0.500000, 0.500000

def c4 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0 
tex t1 
tex t2 
lrp r0.xyz , c0.wwww , t0 , c7 
dp3_sat r0 , r0_bx2 , t2_bx2 
sub_x4_sat r1 , r0 , c6 
mul r1.w , r1 , r1 
mul r0.w , r0 , t1 
add_d2_sat r0.w , r0.wwww , r1.wwww 
+mov r0.xyz , v0 
///////////////Pixel Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 0.500000, 1.000000, 0.500000, 0.000000

def c6 , 0.750000, 0.750000, 0.750000, 0.750000

def c5 , 0.500000, 0.500000, 0.500000, 0.500000

def c4 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0 
tex t1 
tex t2 
lrp r0.xyz , c0.wwww , t0 , c7 
dp3_sat r0 , r0_bx2 , t2_bx2 
mov r1 , r0 
mul r1.w , r1 , r1 
mul r0.w , r0 , t1 
add_d2_sat r0.w , r0.wwww , r1.wwww 
+mov r0.xyz , v0 
///////////////Pixel Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0 
tex t1 
tex t2 
tex t3 
mul r0.xyz , t0 , v0 
+mul r0.w , t0.wwww , v0.wwww 
lrp r0.xyz , t1.wwww , t1 , r0 
mul r0.xyz , t2 , r0 
mul_x2_sat r0.xyz , t3 , r0 
///////////////Pixel Shader - end//////////////

What are you seeing ? im seeing alot of vs_1_1 and ps_1_1 in this code does that mean eq2 is using PS1.1 ?
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