Thanks Toni, it's quite usable already.
I can confirm crt shaders work as intended.
There were some problems with xBR shaders, either linear filtering was forced or an "output exceeds limits" occured (PS 5.0 compiles it though).
So i rather ported some xBR shaders
to work with D3D11 only and we aren't missing much i guess, maybe some shaders that use workingtexture or/and multipass, but that's bonus already.
Edit: Now only one shader needs D3D11. Previous xBR shaders don't work well with d3d11.