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//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// sampler2D g_diffuseMap;
// float3 g_emissiveColor;
// float2 g_invScreenSize;
// sampler2D g_lightBuffer;
// sampler2D g_specularMap;
//
//
// Registers:
//
// Name Reg Size
// --------------- ----- ----
// g_invScreenSize c0 1
// g_emissiveColor c1 1
// g_diffuseMap s0 1
// g_specularMap s1 1
// g_lightBuffer s2 1
//
ps_3_0
def c2, 0.5, 0.298900008, 0.587000012, 0.114
def c3, 1, 0, 0, 0
dcl_texcoord v0.xy
dcl vPos.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
add r0.xy, c2.x, vPos
mul r0.xy, r0, c0
texld r0, r0, s2
dp3 r1.x, r0, c2.yzww
rcp r1.x, r1.x
mul r1.xyz, r0, r1.x
mul r1.xyz, r0.w, r1
texld r2, v0, s1
mul r1.xyz, r1, r2
texld r2, v0, s0
mad r0.xyz, r0, r2, r1
add oC0.xyz, r0, c1
mov oC0.w, c3.x
// approximately 13 instruction slots used (3 texture, 10 arithmetic)
Well, it doesn't solve the problem, rather it removes the problematic shadows. Shadows at the correct depth would obviously be far preferable to simply removing the shadows. The game looks kinda flat without the shadows.Thorn wrote:Helix Mod released a shader replacement that solves the shadow problems.
http://helixmod.blogspot.de/2012/04/leg ... mrock.html