[Present]
; Uncomment to enable a custom shader thats implements an Overlay
; for Presets actions.
; Copy and Paste in the first line just after [Present], this fix an
; one eye issue with the overlay using CustomShader3DVision2SBS.

run = CustomShaderHELP
run = CustomShaderHELP2
run = CustomShaderHELP3
run = CustomShaderHELP4
run = CustomShaderHELP5
run = CustomShaderHELP6
run = CustomShaderHELP7
run = CustomShaderHELP8

; ****** CUSTOM SHADER OVERLAY ******************************************
[ResourceOverlayFont]
; Note that this font has the size of each character embedded in the unused
; space of the final character, which the geometry shader uses to render each
; character the correct width. This font was generated with gen_bm_font.py,
; then converted to DDS (because our PNG loading seems to be broken o_O):
filename = ShaderFixes\LiberationSans-Bold.dds

; ****** CUSTOM SHADER HELP *********************************************
[CustomShaderHELP]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0

[CommandListUpdateActivationTime]
y3 = time
post y3 = time

; ****** CUSTOM SHADER HELP2 *********************************************
[CustomShaderHELP2]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help2.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help2.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help2.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0

; ****** CUSTOM SHADER HELP3 *********************************************
[CustomShaderHELP3]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help3.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help3.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help3.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0

; ****** CUSTOM SHADER HELP4 *********************************************
[CustomShaderHELP4]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help4.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help4.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help4.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0


; ****** CUSTOM SHADER HELP5 *********************************************
[CustomShaderHELP5]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help5.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help5.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help5.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0


; ****** CUSTOM SHADER HELP6 *********************************************
[CustomShaderHELP6]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help6.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help6.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help6.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0

; ****** CUSTOM SHADER HELP7 *********************************************
[CustomShaderHELP7]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help7.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help7.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help7.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0

; ****** CUSTOM SHADER HELP8 *********************************************
[CustomShaderHELP8]
; The vertex shader passes draw indexes to the geometry shader:
vs = ShaderFixes/overlay_help8.hlsl
; The geometry shader generates the text for a given draw index:
gs = ShaderFixes/overlay_help8.hlsl
; The pixel shader draws the font:
ps = ShaderFixes/overlay_help8.hlsl
cull = none
; Enable alpha blending. To change the text colour, edit the pixel shader:
blend = add one inv_src_alpha
; Use points as the primitive from the vertex shader to the geometry shader:
topology = point_list
run = CommandListUnbindAllRenderTargets
o0 = set_viewport no_view_cache bb
; Font is passed into the pixel shader (to draw it) *and* the geometry shader
; (as the character sizes are encoded in the final character of the font):
gs-t100 = ResourceOverlayFont
ps-t100 = ResourceOverlayFont
post gs-t100 = null
post ps-t100 = null
; Change this number to set how many lines of text may be drawn:
draw = 70, 0

