;------------------------------------------------------------------------------------------------------
; Logging options.
; Comment line or set value to 0 for no logging.
;------------------------------------------------------------------------------------------------------
[Logging]

; Log all API usage
calls=0

; Log Input key actions
input=0

; Super verbose massive log
debug=0

; Unbuffered logging to avoid missing anything at file end
unbuffered=0

; Force the CPU affinity to use only a single CPU for debugging multi-threaded
force_cpu_affinity=0

; Log NVAPI convergence modifications
convergence=1
; Log NVAPI separation modifications
separation=1


; ------------------------------------------------------------------------------------------------------
; Default constants to pass directly to shaders as IniParams
; ------------------------------------------------------------------------------------------------------
[Constants]
x = 0.0
y = 0.0
z = 0.0
w = 0.0

x2 = 0.0
y2 = 0.0
z2 = 0.0
w2 = 0.0
; x7 is used by the 3DVision2SBS custom shader. To use, find the [Present]
; section below and uncomment the 'run = CustomShader3DVision2SBS' line.
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 0


;------------------------------------------------------------------------------------------------------
; Custom settings override for any of [convergence, separation, x, y, z, w]
;
; Four types are supported - by default the bindings will simply load the
; configured settings, but type=hold can be specified to have a preset
; active while the button is held, type=toggle can be used to make a simple
; on/off toggle, and type=cycle can be used to cycle between several presets.
;
; Delays (type=hold only) and linear or cosine trasition periods (any key type)
; can be used to better synchonrise setting changes to the game's animations,
; or to smoothly adjust UI elements over a short period of time.
;
; Key bindings: For A-Z and 0-9 on the number row, just use that single
; character. For everything else (including mouse buttons), use the virtual key
; name (with or without the VK_ prefix) or hex code from this article:
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
;
; Keys can also be from XBox controllers using:
;   XB_LEFT_TRIGGER, XB_RIGHT_TRIGGER,
;   XB_LEFT_SHOULDER, XB_RIGHT_SHOULDER,
;   XB_LEFT_THUMB, XB_RIGHT_THUMB,
;   XB_DPAD_UP, XB_DPAD_DOWN, XB_DPAD_LEFT, XB_DPAD_RIGHT,
;   XB_A, XB_B, XB_X, XB_Y, XB_START, XB_BACK, XB_GUIDE
; By default all attached controllers are used - to associate a binding with a
; specific controller add the controller number 1-4 to the prefix, like
; XB2_LEFT_TRIGGER, though this may be more useful for hunting than playing.
;------------------------------------------------------------------------------------------------------
; [KeyDisableBloom]
; Key = \
; Type = toggle
; x = 1.0

; Example to support momentary hold type overrides, like aiming.
; [Key2]
; Key = ]
; Type = toggle
; y = 1.0

[KeyHudDepthAdjust]
Key = \
Type = cycle
z = 0.25, 0.5, 0.75, 0.9, 0

; [KeyTester]
; Key = /
; type = hold
; w = 1.0
; delay = 100
; transition = 500
; transition_type = linear
; release_delay = 0
; release_transition = 500
; release_transition_type = cosine

[KeyConvergence]
Key = caps
type = toggle
convergence=0.5
delay = 100
transition = 100
transition_type = linear
release_delay = 0
release_transition = 100
release_transition_type = cosine

;------------------------------------------------------------------------------------------------------
; Shader hunting options.
; Default setup is to use keyboard similar to Helix presets
;------------------------------------------------------------------------------------------------------
[Hunting]

; 0: Release mode is with shader hunting disabled, optimized for speed.
; 1: Hunting mode enabled
; 2: Hunting mode "soft disabled" - can be turned on via the toggle_hunting key
hunting=0

; Highlight mode of currently selected shader / rendertarget.
; "skip" = skip shader. don't render anything using the currently selected shader.
; "original" = fall back to original shader if the currently selected shader was patched.
; "pink" = make the output hot pink to make it standout.
; "mono" = disable stereo for the selected shader / rendertarget.
; "zero" = shader output is all zero. NOTE: this has a big performance impact.
marking_mode=skip

; Key bindings: For A-Z and 0-9 on the number row, just use that single
; character. For everything else (including mouse buttons), use the virtual key
; name (with or without the VK_ prefix) or hex code from this article:
; http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
;
; XBox controllers are supported using the same bindings as the [Key] sections
; (see above). If the game already uses the first controller you might try
; using the second controller for hunting with e.g. XB2_LEFT_SHOULDER

; rotate through all VISIBLE pixel shaders at the current scene.
previous_pixelshader=VK_NUMPAD1
next_pixelshader=VK_NUMPAD2
mark_pixelshader=VK_NUMPAD3

; rotate through all VISIBLE vertex shaders at the current scene.
previous_vertexshader=VK_NUMPAD4
next_vertexshader=VK_NUMPAD5
mark_vertexshader=VK_NUMPAD6

; rotate through all USED index buffers at the current scene.
previous_indexbuffer=VK_NUMPAD7
next_indexbuffer=VK_NUMPAD8
mark_indexbuffer=VK_NUMPAD9

; rotate through all USED render targets at the current scene.
previous_rendertarget=VK_DIVIDE
next_rendertarget=VK_MULTIPLY
mark_rendertarget=VK_SUBTRACT

; rotate through all VISIBLE geometry shaders at the current scene.
; This is disabled since these keys are commonly pressed while alt+tabbed out
;previous_geometryshader = <
;next_geometryshader = >
;mark_geometryshader = /

; rotate through all VISIBLE domain shaders at the current scene.
; This is disabled since these keys are commonly pressed while alt+tabbed out
;previous_domainshader = [
;next_domainshader = ]
;mark_domainshader = \

; rotate through all VISIBLE hull shaders at the current scene.
; This is disabled only because it is rarely needed
;previous_hullshader = MINUS
;next_hullshader = EQUALS
;mark_hullshader = BACKSPACE

; rotate through all USED compute shaders at the current scene.
; Disabling compute shaders may cause crashes, so these are
; not enabled by default:
;previous_computeshader = PAGE_UP
;next_computeshader = PAGE_DOWN
;mark_computeshader = HOME

; Re-enable shaders once done with hunting:
done_hunting=VK_ADD

; Screenshot as pns
take_screenshot=VK_SNAPSHOT

; reload all fixes from ShaderFixes folder
reload_fixes=VK_F10

; Key to turn hunting itself on/off.  This will also show/hide overlay.
; Hunting must be set to either 1 or 2 to enable this toggle.
toggle_hunting=VK_NUMPAD0

; Key to reload the settings from the the d3dx.ini without restarting. This can
; be the same key as reload_fixes for convenience, or a different key may be
; used to avoid resetting the ini parameters every time the shaders are
; reloaded. Note that not all settings can be reloaded, so if something doesn't
; work as expected you may still have to restart the game:
reload_config=VK_F10

; Hold this key to temporarily disable the fix - useful to quickly check what
; an effect looked like in the original game.
show_original=VK_F9

; tunable parameter to use in modified shaders as variable (StereoParams.Load(int3(1,0,0)).xyzw)
; enabling tuning results in a small performance hit because the parameter texture
;tune_enable=1
;tune_step=0.1
;tune1_up=VK_INSERT
;tune1_down=VK_DELETE
;tune2_up=X
;tune2_down=Z

; Auto-repeat key rate in events per second.
repeat_rate=6

; Dumps out the contents of each render target after every immediate draw call
; for the next frame. Takes up a large amount of space, so disabled by default.
analyse_frame=VK_F8

; Specifies options for the frame analysis feature. Options can be combined by
; separating them with a space.
;          log: Log draw calls and state changes (one log file per context)
;         hold: Continue analysing subsequent frames while the key is held
;  dump_rt_jps: Dumps out render targets as JPS files. These are the easiest to
;               work with and don't take up as much space as DDS files, but they
;               are not dumped for every render target and are missing some data.
;  dump_rt_dds: Dumps out render targets as DDS files. WARNING: This option may
;               require hundreds of gigabytes and a long time! Only use it if
;               you absolutely need more information than you can get otherwise.
;               Will also dump buffer type render targets & UAVs as .buf files.
;      dump_rt: Dumps render targets as JPS files when possible, or DDS when not.
;     clear_rt: Clears each render target the first time they are used in the
;               frame. Makes it easier to see what is being drawn if the game
;               doesn't clear them, but might cause some effects not to render.
;   dump_depth: Dumps depth/stencil targets as DDS files
; dump_tex_jps: Dumps textures as JPS files
; dump_tex_dds: Dumps textures as DDS files (Same warning as for dump_rt_dds)
;               Will also dump buffer type shader resource views as .buf files.
;     dump_tex: Dumps textures as JPS files when possible, or DDS when not.
;      dump_cb: Dumps constant buffers as binary .buf files
;  dump_cb_txt: Decodes constant buffers as an array of float4s
;      dump_vb: Dumps vertex buffers as binary .buf files
;  dump_vb_txt: Decodes vertex buffers as an array of float4s
;      dump_ib: Dumps index buffers as binary .buf files
;  dump_ib_txt: Decodes index buffers
; filename_reg: Normally the draw number is the first part of the filename so
;               that the files will be sorted in the order they were used in
;               the game. Sometimes it is more desirable to examine how a
;               specific output changed through the frame and this option will
;               place the register number first in the filename to allow that.
;         mono: Dump out mono textures instead of stereo. To dump both, specify
;               'mono stereo'. If neither are specified, defaults to stereo.
; analyse_options can also be specified in [ShaderOverride*] and
; [TextureOverride*] sections to set up triggers to change the options mid-way
; through a frame analysis, either for a single draw call (default), or
; permanently (by adding the 'persist' keyword).
analyse_options = log dump_rt clear_rt



;------------------------------------------------------------------------------------------------------
; Chain load other wrapper DLLs instead of system DLLs.
;------------------------------------------------------------------------------------------------------
[System]

;proxy_d3d9=d3d9_helix.dll
;proxy_d3d11=d3d11_helix.dll

; Options to use hooking instead of wrapping. Used in MGSV. Possible objects to hook include:
;   deferred_contexts
;   immediate_context
;   device
;   all - all of the above
; crash/hang workarounds:
;   except_set_shader_resources - work around crash on Win 7 with evil update
;   except_set_samplers - work around crash on Win 10
;   except_set_rasterizer_state - work around crash on Win 7 without evil update
;   skip_dxgi_factory - hack for MGSV, not recommended for other games as it
;                       may disable core 3DMigoto functionality in some cases
;   skip_dxgi_device - hack for MGSV on Win10 anniversary update
;   recommended - hook supported objects, safe workarounds enabled, skips not enabled
;hook=recommended

; Options to allow IDXGIFactory2 to be created and wrapped.  We have typically had good
; luck with returning an error for all non-dx11 requests, but some games error out
; with these checks in place.
; The allow_create_device allows D3D10 Device creation and is needed for some games.
; It has two options, allow_create_device=1, which will allow anything to go through
; without returning an error, and allow_create_device=2, which will force all requests
; to become D3D11 Devices, no matter what was passed in.  
;
; Start with allow_check_interfaces, if that doesn't work then try allow_dxgi1_2,
; then try allow_create_device=2, lastly try allow_create_device=1
;allow_check_interface=1
;allow_dxgi1_2=1
;allow_create_device=2


;------------------------------------------------------------------------------------------------------
; Settings to force display device to a specific mode.
; Uncomment a value to force the specific setting.
;------------------------------------------------------------------------------------------------------
[Device]

; overrides screen resolution.
;width=1280
;height=720

; overrides refresh rate set by game.
;refresh_rate=60

; filters available video modes to those providing given refresh rates.
; some games don't explicitely set the refresh rate, but use the video mode.
; use this if setting refresh_rate doesn't work.
;filter_refresh_rate=24,59,60

; full_screen=1 forces creation of full screen devices and swap chains.
; use this for 3dtvplay if game won't active stereo mode.
; full_screen=2 will also disable SetWindowPos which might help in some games.
;full_screen=1

; This toggles forcing the full screen mode on and off. It will not take effect
; immediately, but will change what happens the next time the game tries to
; change the fullscreen mode. This is a specific hack to workaround a bug in
; Unity games, which crash when alt+tabbing out from exclusive mode fullscreen.
;
; To switch out of a Unity game without it crashing:
; Enable this option, Press F7, Alt+Enter, Alt+Tab
;toggle_full_screen = VK_F7

; some games explicitely disable stereo, prohibiting any stereo attempts.
; settings this to 1 ignores all stereo disabling calls and also calls NvAPI_Stereo_Enable to force stereo on.
;force_stereo=1

; almost all DX11 games deactivate window message handling.
; setting this to 1 reenables print screen handling, alt-tab key handling etc.
;allow_windowcommands=1

; Indicates where the resolution is obtained for texture hashes. Comment this
; out to never special case hashes that match the resolution or a multiple.
; Possible values are swap_chain and depth_stencil. Recommended to test which
; works for a given game (e.g. CryEngine always creates a swap chain that
; matches the native resolution so has to use depth_stencil).
get_resolution_from = swap_chain


;------------------------------------------------------------------------------------------------------
; Settings for NVidia stereo driver.
;------------------------------------------------------------------------------------------------------
[Stereo]

; games which have their own stereo renderer disable the NVidia automatic
; stereo mode and render themselves into stereo buffers (Crysis 3 for example).
; Setting this to 1 disables the game stereo renderer and enables NVidia auto stereo mechanism.
; This also forces 'false' as a return for any request for NvAPI_Stereo_IsEnabled.
automatic_mode=0

; Some games (CryEngine games, for example) lock the separation & convergence
; to a specific value, which can be undesirable. Set this to 1 to ignore these
; requests from the game to unlock the separation:
unlock_separation=0
unlock_convergence=0

; games without predefined profiles can't save stereo settings.
; enabling this options automatically creates a profile for unknown games.
create_profile=0

; sets the global surface creation heuristic for NVidia stero driver.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings for surface creation mode.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - Always create stereo surfaces.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - Always create mono surfaces.
;surface_createmode=1

; overrides surface creation mode for square surfaces.
;surface_square_createmode=1

; Force the NvAPI_Initialize to return an error so that games think stereo and NVidia is unavailable.
force_no_nvapi=0


;------------------------------------------------------------------------------------------------------
; Settings for GPU manipulations.
; Render settings override
;------------------------------------------------------------------------------------------------------
[Rendering]

; GPU program manipulations.

; Type of shader hashes in use:
;   3dmigoto = Traditional hash used by 3DMigoto (unseeded software FNV-1)
;   embedded = Use the first half of the MD5-like hash embedded within the
;              shaders to skip the hash calculation altogether.
;   bytecode = Only hash bytecode and signatures with hardware accelerated
;              CRC32C. Used to minimise duplicate shaders in certain games, but
;              potentially carries a higher risk of hash collisions between
;              unrelated shaders in some games (e.g. that only differ in
;              variable names). May occasionally avoid hash changes on game
;              updates due to changes in the game developer's build environment
;              (shader compiler version, build path embedded in debug info,
;              constants renamed, etc). Will not avoid hash changes if the
;              shader code, constant values, etc are changed.
shader_hash = 3dmigoto

; Shaders in game will be replaced by these custom shaders.
override_directory=ShaderFixes

; Automatically patched shaders will be written here if caching is enabled.
cache_directory=ShaderCache

; Shaders that are directly compiled by the game, instead of binary, go here.
storage_directory=ShaderFromGame

; cache all compiled .txt shaders into .bin. this removes loading stalls.
cache_shaders=1

; thread save data structure access. required on multithreaded rendering.
use_criticalsection=1

; Setting this option disables scissor limits
rasterizer_disable_scissor=1

; Tracks copies and updates to textures which may cause their hash to become
; out of sync with their contents - enable if texture hashes seem unreliable:
;track_texture_updates=1

; Registers where the StereoParams and IniParams textures will be assigned -
; change if the game already uses these registers. Newly decompiled shaders
; will use the new registers, but existing shaders will not be updated - best
; workflow is to remove ShaderCache after changing these and run a search and
; replace on all shaders in ShaderFixes. Set to -1 to disable if not required.
stereo_params = 125
ini_params = 120

;------------------------------------------------------------------------------------------------------
; Analyzation options.
;
; save all autofixed shaders as HLSL
export_fixed=0

; save all shaders sent to DX11 as ASM, or as HLSL text files if compiled by game.
export_shaders=0

; save all shaders seen as HLSL code, autofixed or not. 1= HLSL only, 2=HLSL+OriginalASM, 3=HLSL+OriginalASM+RecompiledASM
export_hlsl=0

; stores a ShaderUsage.txt file on any marking button press.
dump_usage=1

;------------------------------------------------------------------------------------------------------
; Automatic shader fixes. Those settings here apply only on newly read shaders.
; All existing *_replace.txt or *_replace.bin files are not tampered with.
; If you change settings here, the best workflow is to delete all shaders in
; the shader cache directory and let them be fixed again.

; Stereoize all shader parameters with position semantic.
fix_sv_position=0

; Pixel depth evaluation.
;fix_ZRepair_DepthTexture1=SceneDepthTexture.x
;fix_ZRepair_Dependencies1=MinZ_MaxZRatio
;fix_ZRepair_ZPosCalc1=zTex * MinZ_MaxZRatio.z - MinZ_MaxZRatio.w
;fix_ZRepair_DepthTexture2=SceneDepthTexture.x
;fix_ZRepair_Dependencies2=
;fix_ZRepair_ZPosCalc2=zTex
;fix_ZRepair_PositionTexture=PositionTexture
;fix_ZRepair_PositionCalc=1024 * %s

; Inject depth texture if other depth sources are unavailable.
;fix_ZRepair_DepthTextureHash=8a19f087b004598f

; Correct inverse transformations in pixel shaders using evaluated depth.
;fix_InvTransform=ScreenToLight,InverseTranslatedViewProjectionMatrix

; Back projection coordinate fix.
;
; Available variables in expressions:
; stereoParams.x = Separation value in range [0..1] or [-0..-1] dependent on active eye
; stereoParams.y = Convergence value in w coordinates (1/z)
; stereoParams.z = -1/1 for left/right eye
; stereoParams.w = Separation value without eye separation
; stereoTune.x = tune value 1 (default is 1)
; stereoTune.y = tune value 2 (default is 1)
; stereoTune.z = tune value 3 (default is 1)
; stereoTune.w = tune value 4 (default is 1)
; stereoScreenRes.x = Primary swap chain backbuffer horizontal resolution
; stereoScreenRes.y = Primary swap chain backbuffer vertical resolution
; zpos = current pixel z position in pixel shader
; wpos = current pixel w position in pixel shader

; Send inverse transformations from vertex shaders to pixel shaders.
;fix_BackProjectionTransform1=ScreenToTranslatedWorldMatrix._m00,ScreenToTranslatedWorldMatrix._m02,ScreenToTranslatedWorldMatrix._m01
;fix_BackProjectionTransform2=ScreenToWorld._m00,ScreenToWorld._m02,ScreenToWorld._m01

; Position variables to correct in pixel shaders.
;fix_ObjectPosition1=PointPositionAndInverseRadius
;fix_ObjectPosition1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5
;fix_ObjectPosition2=SpotPositionAndInverseRadius
;fix_ObjectPosition2Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5, -0.5

; Matrix multiplications to correct in pixel shaders.
;fix_MatrixOperand1=TranslatedWorldToShadowMatrix
;fix_MatrixOperand1Multiplier=1, (stereoScreenRes.x/stereoScreenRes.y)*0.5 - viewDirection.z*0.05 + (0.02791946-stereoParams.x/stereoParams.w), 0

; autofix shader option: recompiles all vertex shaders. fixes minor differences in deferred rendering.
;recompile_all_vs=0


;------------------------------------------------------------------------------------------------------
; texture / render target manipulations
;------------------------------------------------------------------------------------------------------
;
; NOTE: If you are trying to match a texture the same size as the resolution (or
; a /2, x2, x4 or x8 multiple), you should confirm that the same hash is used
; on different resolutions, and adjust get_resolution_from if necessary.
;
; NOTE: If you find a texture hash seems to change inconsistently, try enabling
; track_texture_updates in the [Rendering] section.
;


; NVidia stores surface creation mode heuristics in the game profile. setting
; this option overrides the creation mode for a given texture / buffer.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
;StereoMode=2

;[TextureOverride2]
;Hash = e27b9d07
; Prevent the game reading from this texture - will give the game a blank
; buffer instead. Used to prevent CryEngine games falsely culling objects. Use
; debug logging and look for Map calls to identify possible hashes.
;deny_cpu_read=1
; Expand the region copied to this texture with CopySubresourceRegion (similar
; issue to rasterizer_disable_scissor). Used to solve issues with transparent
; refraction effects (like glass) in CryEngine games.
;expand_region_copy=1


;------------------------------------------------------------------------------------------------------
; Example of settings override by mouse button configuration
; Mapping of from game provided hard coded convergence values to custom values
; Those are values for L.A. Noir
; Example of settings override by mouse button configuration
;------------------------------------------------------------------------------------------------------
;[ConvergenceMap]

;Map1=from 3e99999a to 0.3
;Map2=from 3f800000 to 1.0
;Map3=from 3f666666 to 0.9


;------------------------------------------------------------------------------------------------------
; Commands to run from the Present call at the start/end of each frame
;
; Useful to clear custom resources or ini params at the start of each frame, or
; to run a custom shader to do whatever you can dream up.
;------------------------------------------------------------------------------------------------------
[Present]
ResourceDepthStencil = null
ResourceNormalBuffer = null
; Clear an ini param at the start of each frame:
; x2 = 0
; Clear a custom resource at the start of each frame:
;ResourceDepthBuffer = null
; Uncomment to enable a custom shader that allows the stereo output mode to be
; changed to Side-by-Side or Top-and-Bottom:
;run = CustomShader3DVision2SBS


; The following custom shader can convert 3D Vision to Side-by-Side and
; Top-and-Bottom for use with 3D TVs & projectors - to enable this uncomment
; the 'run = CustomShader3DVision2SBS' in the [Present] section, set 3D Vision
; to output "checkerboard" in the control panel (which will remove the 720p
; limitation) and enable this either via the F11 key, or by setting a default
; for x7 in the [Constants] section.
[Resource3DVision2SBSBackupTexture]
[CustomShader3DVision2SBS]
; Load a custom vertex + pixel shader:
vs = ShaderFixes/3dvision2sbsvs.hlsl
ps = ShaderFixes/3dvision2sbsps.hlsl
; Explicitly unbind other shader types for safety:
hs = null
ds = null
gs = null
; Disable the OM blend stage that could interfere with the shader:
blend = disable
; Disable front/back face culling so the vertices can be in any rotation:
cull = none
; Use a triangle strip topology so we only have to output four vertices:
topology = triangle_strip
; Clear all render + depth targets to avoid compatibility issues:
o1 = null
o2 = null
o3 = null
o4 = null
o5 = null
o6 = null
o7 = null
oD = null
; Bind the back buffer as a render target. set_viewport ensures that the view
; port is the size of the buffer so the draw call will work, and no_view_cache
; is necessary for a few games like Mad Max:
o0 = set_viewport no_view_cache bb
; Back up any textures that were in the ps-t100 slot. The CustomResource
; section will already back up a lot of state, including shaders, render
; targets, depth targets, UAVs, viewports, blend state, rasterizer state,
; primitive topology, etc. but it does not back up textures:
Resource3DVision2SBSBackupTexture = reference ps-t100
; Use the reverse stereo blit to give the shader access to the back buffers of
; both eyes:
ps-t100 = stereo2mono bb
; Draw four vertices. The vertex shader will construct coordinates to cover the
; full screen using the SV_VertexID semantic so we don't need vertex buffers:
draw = 4, 0
; Restore the original texture from the ps-t100 slot:
post ps-t100 = reference Resource3DVision2SBSBackupTexture

[KeyChange3DVision2SBSOutputMode]
key = F11
; 0 = Regular 3D Vision
; 1 = Reversed 3D Vision
; 2 = Side by Side
; 3 = Reversed Side by Side
; 4 = Top and Bottom
; 5 = Reversed Top and Bottom
x7 = 1, 2, 3, 4, 5, 0
type = cycle

[ResourceDepthStencil]
max_copies_per_frame = 1

[ResourceNormalBuffer]
max_copies_per_frame = 1

[ResourceDepthBuffer]
max_copies_per_frame = 1

[ResourcePSCB]
max_copies_per_frame = 1

[ResourcePSCB2]
max_copies_per_frame = 1

[ResourceHUDIconFilter1]
filename = ShaderFixes\9805cffc-icon-filter.png

[ResourceHUDIconFilter2]
filename = ShaderFixes\297658ca-icon-filter.png

; [ResourceHUDIconFilter3]
; filename = ShaderFixes\c868c86d-icon-filter.png

[ShaderOverrideHUDVS]
Hash=9cd6a290ecb9b49f

; partner=5309bbb97abd1427
x2=ps-t0
post x2=0
vs-t100 = vb0
vs-t101 = ResourceHUDIconFilter1
; vs-t102 = ResourceHUDIconFilter2
; vs-t110 = ResourceNormalBuffer
vs-t111 = ResourceDepthStencil
; vs-cb12 = ResourcePSCB
; vs-cb13 = ResourcePSCB2
;x1=rt_width
;y1=rt_height
;z1=res_width
;w1=res_height

; analyse_options = log mono dump_rt clear_rt dump_tex
; checktextureoverride = ps-t0


[ShaderOverrideHUDPS]
Hash=5309bbb97abd1427
; analyse_options = log mono dump_rt clear_rt dump_tex dump_vb_txt

[ShaderOverrideSkyAndModels]
Hash=eb838084cc334115
; Partner1=66a2017f3844624a
; Partner=f6a76ac66dbccab8
x2=ps-t4
; analyse_options = log dump_tex

[ShaderOverrideSkyPS1]
Hash=66a2017f3844624a
; analyse_options = log dump_tex
; x2=ps-t0
y2=1
post y2=0

[ShaderOverrideSkyPS2]
Hash=f6a76ac66dbccab8
; x2=ps-t0
y2=1
post y2=0

[ShaderOverrideMoonandSmoke]
Hash=c6ec83e741237c81
; analyse_options = log dump_tex
x2=ps-t0

[ShaderOverrideShadows2]
Hash=d7687f72b8e39c7d
ResourceNormalBuffer = reference ps-t24
ResourcePSCB = ps-cb0
ResourcePSCB2 = ps-cb4
analyse_options = log dump_cb_txt

[ShaderOverrideShadows]
Hash=2bc23eab37e77b8e
ResourceNormalBuffer = reference ps-t24
ResourceDepthStencil = reference ps-t28
ResourceDepthBuffer = oD
ResourcePSCB = ps-cb0
; analyse_options = log dump_cb_txt



[TextureOverrideCrosshair]
Hash=297658ca
filter_index=2

[TextureOverrideScopeCrosshair]
Hash=69027504
filter_index=4

[TextureOverrideScopeCrosshair2]
Hash=17380cd0
filter_index=4

[TextureOverrideScopeCrosshair3]
Hash=e7363ffe
filter_index=4

[TextureOverrideBinoculars]
Hash=61e818f4
filter_index=2

[TextureOverrideObjectiveMarksandWeaponIcons]
Hash=9805cffc
filter_index=5

[TextureOverrideEnemyMarks]
Hash=2df96433
filter_index=3

[TextureOverrideMoon]
Hash=3823bdaf

; [TextureOverrideSky1]
; Hash=a1dd5557

; [TextureOverrideSky2]
; Hash=df23f242

; [TextureOverrideSky3]
; Hash=7096b0be

; filter_index=1


; [TextureOverrideText]
; Hash=3dbb4a27
; filter_index=6

; [TextureOverrideBloom1]
; Hash=24383278
; StereoMode=1

; [TextureOverrideBloom2]
; Hash=335863dc
; StereoMode=1

; [TextureOverrideBloom3]
; Hash=50d53f20
; StereoMode=1