2017-10-17 23:38:23 +02:00
#version 420
#extension GL_ARB_texture_gather : enable
Update BotW packs for Vulkan (#411)
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset.
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.
Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.
* Organize workaround graphic packs
Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.
* Add V4 converter script and instructions on how to use it
Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...
Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
2020-01-05 04:16:42 +01:00
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
Update BotW packs for Vulkan (#411)
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset.
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.
Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.
* Organize workaround graphic packs
Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.
* Add V4 converter script and instructions on how to use it
Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...
Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
2018-12-03 06:05:15 +01:00
// shader 0f2b9ee517917425 - dumped cemu 1.15
2018-10-31 11:03:04 +01:00
// Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen
2018-12-03 06:05:15 +01:00
2019-10-08 05:10:02 +02:00
const float resX = float($width)/float($gameWidth);
const float resY = float($height)/float($gameHeight);
2017-10-17 23:38:23 +02:00
Update BotW packs for Vulkan (#411)
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset.
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.
Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.
* Organize workaround graphic packs
Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.
* Add V4 converter script and instructions on how to use it
Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...
Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
};
#else
2017-10-17 23:38:23 +02:00
uniform ivec4 uf_remappedPS[2];
Update BotW packs for Vulkan (#411)
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset.
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.
Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.
* Organize workaround graphic packs
Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.
* Add V4 converter script and instructions on how to use it
Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...
Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
2017-10-17 23:38:23 +02:00
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
Update BotW packs for Vulkan (#411)
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were:
- It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset.
- All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan.
Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least.
* Organize workaround graphic packs
Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions.
* Add V4 converter script and instructions on how to use it
Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there...
Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
2019-12-28 05:55:52 +01:00
// uf_fragCoordScale was moved to the ufBlock
2018-12-03 06:05:15 +01:00
2017-10-17 23:38:23 +02:00
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
2018-12-03 06:05:15 +01:00
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0); // These variables make the difference
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int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
2018-12-03 06:05:15 +01:00
// 0 --- Point of Interest 1
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) / resX ); // Divide looks better for minimum - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)) * resY ); // Multiply looks beeter for max - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) * resX ); // Multiply looks better for max - Must place the varaibles in that location of the round brackets to use floats correctly
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PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
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// 1 ---Point of Interest 2
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PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
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// 3
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
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// 4
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R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
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R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); // Rli.w * 2 has the same affect as line 85------------------------------------------------------
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PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
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// 9 --- Point fo Interest
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implmentation division took place here
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / resX)); // Default implmentation division took place here
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / resY)); // Default implmentation division took place here
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
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// 10 --- Point of Interest
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
R127i.x = clampFI32(R127i.x); // Divide looks good same as above line----------------------------------------------------------------------------------------------------
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implmentation division took place here
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
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// 16 --- Point of Interest
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
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PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); // Important Doubling improves curves and clarity
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R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}