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bo3b
3Dmigoto
C++2016–2021
bo3b / 3Dmigoto

3Dmigoto

DX11 modding wrapper to enable fixing broken stereoscopic effects. Warning: 3Dmigoto[.]com is a phishing site, not us.

2Distinct people
2Mentions
0Explicit recommenders
1.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

DX11 modding wrapper to enable fixing broken stereoscopic effects. Warning: 3Dmigoto[.]com is a phishing site, not us.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year2 dated mentions

Observed mentions: 2016-07-07 12:08:46 UTC to 2021-08-29 14:23:26 UTC.

012016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20162017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC110
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101

What Hacker News says

2 sources
These shaders are *.bin resources embedded in dwmcore.dll. This tool can extract https://www.nirsoft.net/utils/resources_extract.html Then, cmd_decompiler.exe from there https://github.com/bo3b/3Dmigoto can either disassemble or decompile these binaries. The pixel shaders there include both ps_4_0 code for new GPUs, and ps_2_0 for running on DirectX 9 GPUs. This makes the disassembler slightly more useful than the decompiler, the *.asm will contain both programs. They first sample from 4 locations of the source texture. The sample locations are computed by vertex shaders somehow, and passed in TEXCOORD1 and TEXCOORD2 input registers. 2D sampler needs 2 floats for UV on input, texture coordinate vectors have up to 4 components on GPUs, so they’re packing 4 2D vectors into two 4D ones, and using xy and zw slices of these vectors. Because th
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ey probably using bilinear sampling (these are setup by CPU-running code, I have not looked), these 4 sample instructions are actually reading from 16 texels of the source texture. Then, they compute the average of the 4 colors. At this stage, they’re using pre-multiplied alpha. For the next step of the pixel shader, they compare alpha with zero. If not zero, they convert the color to straight alpha, apply this formula https://entropymine.com/imageworsener/srgbformula/ to convert from sRGB to linear, then convert back to pre-multiplied alpha. For the last step, they’re applying linear transformation to the color using input values passed in the constant buffer. This part varies a lot for different shaders. Some shaders only using a single scalar constant, and returning (alpha.wwww*result)^2 color. Other shaders are using 4x5 transformation matrix in the constant buffer to transform the final color. P.S. There’re 282 compiled pixel shaders there, and I only looked at a few of them. It’s very possible some other ones are doing something completely different. I think Microsoft compiled them from just a few source *.hlsl files, with different preprocessor macros. At least that’s how I would do that if I were implementing these effects.
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