Botw Cel-Shading Removal Pack and Distant Fog Removal Pack Uploaded (#340)

* Botw Cel-Shading Removal Pack Uploaded

* Botw Distant Fog Removal Pack Uploaded
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Skal Fate 2019-03-12 23:03:48 -06:00 committed by GitHub
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commit 1a160d351d
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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 8d24f32f18e6de47
uniform ivec4 uf_remappedPS[10];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex8 = 0.0;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem3);
R3i = floatBitsToInt(passParameterSem4);
R4i = floatBitsToInt(passParameterSem6);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
R2i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);
R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
R8i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.zw)).xyzw);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
PV0i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R127i.w;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.x));
PS0i = R127i.z;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R9i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PS1i = R9i.z;
// 2
R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(R127i.w))));
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(R127i.w))));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(uf_remappedPS[2].y)));
R125i.w = floatBitsToInt(max(intBitsToFloat(R127i.z), -(intBitsToFloat(R127i.z))));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
R126i.y = floatBitsToInt(tempResultf);
PS0i = R126i.y;
// 3
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R4i.x;
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.y));
R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.z));
R127i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
PS1i = R127i.w;
// 4
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R9i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
PS0i = R9i.x;
// 5
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.w));
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R4i.y)) + intBitsToFloat(R0i.y)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 7
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.x), intBitsToFloat(PS0i)));
R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.y), intBitsToFloat(PS0i)));
R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.x));
R125i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.y));
PS1i = R125i.x;
// 8
backupReg0i = R127i.x;
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(max(intBitsToFloat(R126i.w), -(intBitsToFloat(R126i.w))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.w));
R125i.z = floatBitsToInt(max(intBitsToFloat(R126i.x), -(intBitsToFloat(R126i.x))));
PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.z));
PS0i = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0);
// 9
backupReg0i = R126i.z;
PV1i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), -(intBitsToFloat(R125i.x))));
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 4.0);
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 4.0);
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.w)) + intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 4.0);
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.y)));
PS1i = R5i.z;
// 10
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.z)) + intBitsToFloat(PV1i.y)));
PV0i.y = R123i.y;
R127i.z = floatBitsToInt(fract(intBitsToFloat(R3i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.w)));
PV0i.w = R123i.w;
R125i.x = floatBitsToInt(fract(intBitsToFloat(R3i.y)));
PS0i = R125i.x;
// 11
R127i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.w)));
PV1i.x = R127i.x;
R126i.y = R4i.x;
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.y));
PV1i.z = R126i.z;
R127i.w = R4i.y;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
R125i.w = R5i.z;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) * 2.0);
PS1i = R125i.w;
// 12
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R12i.y),intBitsToFloat(R11i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
// 13
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R126i.y)) + intBitsToFloat(R5i.x)));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(backupReg0i)));
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R127i.w)) + intBitsToFloat(R12i.y)));
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(R127i.z));
PV1i.w = clampFI32(PV1i.w);
R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R125i.w)) + intBitsToFloat(R11i.z)));
PS1i = R125i.z;
// 14
R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R9i.x)) + intBitsToFloat(R1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R125i.x));
PV0i.y = clampFI32(PV0i.y);
R10i.z = floatBitsToInt(roundEven(0.0));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.w));
R2i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
PS0i = R2i.w;
// 15
R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R0i.x)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R9i.y)) + intBitsToFloat(R1i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(uf_remappedPS[3].x));
PV1i.w = floatBitsToInt(-(intBitsToFloat(R125i.x)) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R12i.y) + intBitsToFloat(uf_remappedPS[3].y));
PS1i = R1i.y;
// 16
// edit here
// desaturates shadow making it look metal (R127i.y))*.05
R125i.x = floatBitsToInt(max(-(intBitsToFloat(R127i.y)), 0.0));
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(R0i.y)));
// rlli.z and uf_remapedPS3 both alter shinyness
R3i.z = floatBitsToInt(intBitsToFloat(R11i.z) + intBitsToFloat(uf_remappedPS[3].z));
// edit here
// kinda tone maping on character ? (R8i.w)*.05
// low numbers = darker darks and brighter brights
R127i.w = floatBitsToInt(intBitsToFloat(R8i.w) * intBitsToFloat(0x437f0000));
// Edit here
// 7i.w carrying character shinyness reflectivity without map items
R6i.z = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0);
PS0i = R6i.z;
// 17
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.z),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = 0;
PS1i = R1i.w;
// 18 rotates reflection world cube map?
R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.z),intBitsToFloat(R125i.z),0.0)));
PV0i.x = R124i.x;
PV0i.y = R124i.x;
PV0i.z = R124i.x;
PV0i.w = R124i.x;
R124i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PS0i = R124i.z;
// 19
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.z),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = tempi.x;
R4i.z = int(intBitsToFloat(R127i.w));
PS1i = R4i.z;
// 20
redcCUBE(vec4(intBitsToFloat(R124i.z),intBitsToFloat(R124i.z),intBitsToFloat(R124i.x),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(R124i.x),intBitsToFloat(R124i.z),intBitsToFloat(R124i.z)),cubeMapSTM,cubeMapFaceId);
R0i.x = floatBitsToInt(cubeMapSTM.x);
R0i.y = floatBitsToInt(cubeMapSTM.y);
R0i.z = floatBitsToInt(cubeMapSTM.z);
R0i.w = cubeMapFaceId;
PV0i.x = R0i.x;
PV0i.y = R0i.y;
PV0i.z = R0i.z;
PV0i.w = R0i.w;
// r125i. brightens shadows
R6i.y = floatBitsToInt(min(intBitsToFloat(R125i.x), 1.0));
PS0i = R6i.y;
// 21
R1i.x = 0;
R3i.y = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
R2i.z = PV0i.w;
// tweak reflectivity of surfaces
R3i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(R6i.z)) + intBitsToFloat(R6i.z)));
R3i.x = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
PS1i = R3i.x;
// 0
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(uf_remappedPS[7].w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(uf_remappedPS[7].w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(R3i.x)) + 1.5));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R3i.x)) + 1.5));
PV0i.w = R123i.w;
R124i.y = R4i.z & 0x000000fc;
PS0i = R124i.y;
// 1
R2i.x = PV0i.w;
R2i.y = PV0i.z;
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(uf_remappedPS[7].w)));
// edit here for Plastic look
//(R3i.w)*.01
// R3i.w how plastic a surface can look. Seems to change how much the bump mapping affects the surface .01 pure plastic - 65 nearly only the light grey cloud-ish texutre over top characters.
// Combine pure plastic with low specular further down in the file to make a more matte look
R127i.w = floatBitsToInt(intBitsToFloat(R3i.w)*$clarity + intBitsToFloat(0x3c23d70a));
R127i.w = clampFI32(R127i.w);
R125i.w = floatBitsToInt(-(intBitsToFloat(R6i.y)) + 1.0);
PS1i = R125i.w;
// 2 more sun
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.z),intBitsToFloat(R1i.y),intBitsToFloat(R3i.z),-0.0),vec4(intBitsToFloat(R1i.z),intBitsToFloat(R1i.y),intBitsToFloat(R3i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = int(intBitsToFloat(R3i.y));
PS0i = R127i.y;
// 3 dot product makes brightness of sun on characters and land can totally knock out sun
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z)),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R124i.z)),-(intBitsToFloat(R1i.x)))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = tempi.x;
// pv0i.x messes saturation of clothing
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i)));
// edit here
// R127i.w seems to control how shiny stuff is and amount of bloom it gives off
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R127i.w)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PS1i)));
R127i.x = floatBitsToInt(float(R124i.y));
PS0i = R127i.x;
// 5
backupReg0i = R125i.w;
backupReg0i = R125i.w;
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.x = R124i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.y = R124i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.z = R126i.z;
R125i.w = floatBitsToInt((intBitsToFloat(R6i.z) * 0.5 + 0.5));
R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i)));
PS1i = R125i.z;
// 6 dot product makes specular highlight on charactes but not inverse. Lower is lower
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z)),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),-(intBitsToFloat(R1i.w)))));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.x = R127i.y & int(1);
PS0i = R126i.x;
// 7
// dot product is finding the specular on characters
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R124i.z)),-0.0),vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R126i.z)),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 8 r127i.x how bright metal is
R1i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3b820821));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
// edit here Specular?
// charactr specular highlight intBitsToFloat(R127i.z)*3
// higher number = less highlight less than 1 = more highlight.
// good combo with plastic to remove shiny 45
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PS1i)) + -(intBitsToFloat(PS1i))));
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(R125i.z)) + intBitsToFloat(R125i.z)));
PS0i = R122i.x;
// 9
backupReg0i = R126i.x;
R126i.x = R126i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i)));
R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
PV1i.z = R125i.z;
R125i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0));
R124i.y = ((backupReg0i == 0)?(0):(0x3f800000));
PS1i = R124i.y;
// 10
backupReg0i = R127i.w;
R7i.x = R126i.w;
R7i.x = clampFI32(R7i.x);
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + 1.0);
R124i.z = floatBitsToInt((-(intBitsToFloat(R1i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R6i.y)));
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PS0i = R122i.x;
// 11
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.y)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i)));
// how shiny is metal rli.x
R7i.z = floatBitsToInt((intBitsToFloat(R1i.x) * 0.25 + 0.25));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(backupReg0i)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
// 12
backupReg0i = R124i.y;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R127i.w));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.x),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R7i.x)));
PV0i.w = R123i.w;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),intBitsToFloat(R1i.x)) + intBitsToFloat(R124i.z)));
PS0i = R125i.x;
// 13
backupReg0i = R127i.y;
backupReg1i = R126i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),intBitsToFloat(R1i.x)) + intBitsToFloat(R124i.z)));
PV1i.y = R127i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),intBitsToFloat(R1i.x)) + intBitsToFloat(R124i.z)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg1i));
PS1i = R127i.w;
// 14
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PV1i.z)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),-(intBitsToFloat(R124i.y))) + intBitsToFloat(PV1i.z)));
R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R125i.x)));
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PV1i.y)));
R6i.y = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
PS0i = R6i.y;
// 15
backupReg0i = R126i.x;
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),-(intBitsToFloat(R124i.y))) + intBitsToFloat(R125i.x)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(R124i.y))) + intBitsToFloat(R127i.y)));
PV1i.y = R123i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R127i.w)));
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
PS1i = R127i.z;
// 16
backupReg0i = R127i.x;
backupReg1i = R126i.y;
R127i.x = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R125i.w));
R126i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(backupReg0i));
R5i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(backupReg1i));
R125i.w = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R124i.z));
R6i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(PV1i.y));
PS0i = R6i.z;
// 17
PV1i.x = floatBitsToInt(0.25 * intBitsToFloat(R6i.y));
R6i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R126i.x));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R126i.z)));
R3i.w = floatBitsToInt((intBitsToFloat(R8i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R3i.w = clampFI32(R3i.w);
R0i.w = floatBitsToInt((intBitsToFloat(R8i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R0i.w = clampFI32(R0i.w);
PS1i = R0i.w;
// 18
R0i.x = floatBitsToInt((intBitsToFloat(R8i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R0i.x = clampFI32(R0i.x);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV1i.x)));
PS0i = R4i.z & int(1);
// 19
R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x), intBitsToFloat(PV0i.w)));
R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z), intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y), intBitsToFloat(PV0i.z)));
R3i.z = floatBitsToInt(float(PS0i));
PS1i = R3i.z;
// 20
R4i.x = R10i.x;
R4i.y = R10i.y;
R4i.z = floatBitsToInt(roundEven(1.0));
R8i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R9i.xy)).x);
R12i.xzw = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R10i.xy)).xzw);
R13i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z))).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z))).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R2i.xy),R2i.z),cubeMapArrayIndex8),intBitsToFloat(R2i.w)).xyz);
R10i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R10i.xy)).xyz);
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.w),-(intBitsToFloat(R7i.z))) + intBitsToFloat(R12i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R12i.w) * 0.5 + 0.5));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R8i.w)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), intBitsToFloat(R7i.x)));
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(R12i.z)));
PS0i = R125i.x;
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
PV1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV0i.y));
PV1i.y = clampFI32(PV1i.y);
PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R5i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R6i.x)));
// r7i.z shadow brightness PV0i.x shadow highlight brightness
R126i.x = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(PV0i.x));
PS1i = R126i.x;
// 2 more edge lights in shadow
R127i.x = floatBitsToInt(-(intBitsToFloat(R11i.x)) + intBitsToFloat(PV1i.w));
PV0i.x = R127i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(R11i.y)) + intBitsToFloat(PV1i.z));
PV0i.y = R126i.y;
// R9i.z tonemapping? brightnss of sun on bright surfaces vs nearby dark. Ratio of Rlli.xy above vs r9i.z below. Values tested (R11i.x and y)*.5) (R9i.z)*.1
PV0i.z = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV1i.x));
// brightness of sun
R8i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y)));
// uf_remappedps[9].x carries specular highlight of sun on shiny surfaces
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R125i.w)));
PS0i = R124i.y;
// 3 produces edge highlights on the shadowed edge
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R12i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R5i.z)));
PS1i = R125i.y;
// 4
backupReg0i = R126i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R127i.x)));
PV0i.x = R123i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R6i.z)));
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R12i.y)),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
// 5
backupReg0i = R125i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R7i.w)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(R4i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R6i.y)));
// 6
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R1i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R126i.y)) + intBitsToFloat(R4i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R4i.z)));
PV0i.w = R123i.w;
// 7
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.w)));
R8i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.y));
PS1i = floatBitsToInt(tempResultf);
// 8
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R125i.x)));
PS0i = R4i.w;
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), intBitsToFloat(PV0i.w)));
// 10
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3ced9168));
PV0i.y = clampFI32(PV0i.y);
// 11
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R0i.z)) + 1.0));
PV1i.y = R123i.y;
// 12 PVli.y seems to be a scalar for ambient light in the shadows
backupReg0i = R1i.x;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
// 0 r3i.xyz ambient light in the shadows
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(R8i.w)) + intBitsToFloat(R13i.x)));
PV0i.x = R123i.x;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z),intBitsToFloat(R8i.w)) + intBitsToFloat(R13i.z)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(R8i.w)) + intBitsToFloat(R13i.y)));
PV0i.w = R123i.w;
// 1
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R1i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R1i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R1i.x)));
// 2
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R0i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.w)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(backupReg0i)));
// 3PV0i sun color/brightness on land
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.z = R123i.z;
// 4 R2i.xy r8i.z brightness of reflectd sky light on shadowed surfaces kinda like rimlighting PVli.xyz brightness of run on land
PV0i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(PV1i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.z));
// 5 PV0i.xyz color / brightness of sun Rl0i.xyz color / brightness of fog over land and sky
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R10i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R10i.y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R10i.z)));
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "Amiibo Mode"
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Amiibo Mode"
description = Amiibo mode by Altros, add or remove that plastic look. Req Remove Links Cell Shading by SkalFate
version = 3
[Preset]
name = Plastic %100
$clarity = 0.05
[Preset]
name = Plastic %95
$clarity = 0.15
[Preset]
name = Plastic %90
$clarity = 0.30
[Preset]
name = Plastic %85
$clarity = 0.37
[Preset]
name = Plastic %75
$clarity = 0.43
[Preset]
name = Plastic %65
$clarity = 0.50
[Preset]
name = Plastic %55
$clarity = 0.57
[Preset]
name = Plastic %45
$clarity = 0.65
[Preset]
name = Plastic %35
$clarity = 0.75
[Preset]
name = Plastic %25
$clarity = 0.95
[Preset]
name = Plastic %15
$clarity = 1.15
[Preset]
name = Plastic %5
$clarity = 1.35

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d
#define mode $mode
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
uniform vec2 uf_fragCoordScale;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0); // comes from 3 vertex shaders, one of them handles the lighting that glitches the sky(314b77349f0636db), so lets exclude it
if (passParameterSem0.w == 4.0)
{
R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
R127i.y = int(uint(intBitsToFloat(R0i.z)));
PS0i = R127i.y;
// 1
if ( mode > 1) // if mode is greater than 1 then run our own code
{
// very interesting - Replace PS1i(which is integer) with any of these numbers, there are like 4 diff modes that repeat through diff integers, [4,6,7,8,10,11] [-5 -9 -10 -12 -18 -19 -25 -26 -28 -34 -40 -41 -42]
PS1i = int(mode);
}
else
{
PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
}
// 2
PV0i.z = R127i.y & PS1i;
// 3
PS1i = floatBitsToInt(float(uint(PV0i.z)));
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
}
else
{
R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
R127i.y = int(uint(intBitsToFloat(R0i.z)));
PS0i = R127i.y;
// 1
PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
// 2
PV0i.z = R127i.y & PS1i;
// 3
PS1i = floatBitsToInt(float(uint(PV0i.z)));
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
}
// export
gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x;
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b77345f06369b -- Vertex shader for Links Cel Shading - Texture format 0x005d
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0); // we change R3i.w to 4 and send to to FS to catch it
// Multiplying xy by 200 minimizes the overlay and removes cel-shading, and multiplying z by 2 makes light shading
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b77349f0636db -- Vertex Shader -- Lights up Cel-Shade Link and NPCs but also messes up the sky in the new methods
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); // propety w is not set to 4.0 so it wont get processed the same way as the other 2 vertex shader
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = All NPC No Cel-Shading Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Cel-Shading - Main"
description = Changes the type of shading on Link and the world.
version = 3
[Preset]
name = Cel-Shading Disabled
$mode = 4
[Preset]
name = Light Shading
$mode = 6
[Preset]
name = Painting Shading (World)
$mode = 8
[Preset]
name = Painting Shading (World & Link)
$mode = 10
[Preset]
name = Normal Mode
$mode = 0
# Credits - SkalFate & Altros

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 57cecf2ed6c8e3f0 -- -- Fragment Shader where links gets drawn in the menu
uniform ivec4 uf_remappedPS[29];
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf514c000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 9) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x389a4800 res 4x4x1 dim 3 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler9 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 10) uniform sampler2DArrayShadow textureUnitPS10;// Tex10 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 6 6 2 border: 2
layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 17) uniform sampler2D textureUnitPS17;// Tex17 addr 0x389a3800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
ivec4 R16i = ivec4(0);
ivec4 R17i = ivec4(0);
ivec4 R18i = ivec4(0);
ivec4 R19i = ivec4(0);
ivec4 R20i = ivec4(0);
ivec4 R21i = ivec4(0);
ivec4 R22i = ivec4(0);
ivec4 R23i = ivec4(0);
ivec4 R24i = ivec4(0);
ivec4 R25i = ivec4(0);
ivec4 R26i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex9 = 0.0;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem4);
R3i = floatBitsToInt(passParameterSem5);
R4i = floatBitsToInt(passParameterSem6);
R5i.w = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
R8i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R4i.zw)).xyzw);
R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
R7i.xyzw = floatBitsToInt(textureGather(textureUnitPS8, intBitsToFloat(R0i.xy)).xyzw);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R8i.x) * 2.0 + -(1.0)));
R127i.y = floatBitsToInt((intBitsToFloat(R8i.y) * 2.0 + -(1.0)));
R127i.z = floatBitsToInt((intBitsToFloat(R8i.z) * 2.0 + -(1.0)));
R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R124i.w;
R125i.x = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.x));
PS0i = R125i.x;
// 1
R20i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
PV1i.x = R20i.x;
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
R9i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].y)));
R125i.w = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.y));
PS1i = R125i.w;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
PS0i = R126i.x;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R20i.x),intBitsToFloat(R10i.y),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(R20i.x),intBitsToFloat(R10i.y),intBitsToFloat(R9i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 4
R21i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
R13i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R20i.x), intBitsToFloat(uf_remappedPS[4].x)));
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 5
R127i.x = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.w));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PV0i.w)));
PV1i.y = R123i.y;
R126i.z = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.z));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(R126i.x)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 6
R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV1i.y)));
R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R20i.x), intBitsToFloat(PS1i)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R12i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.y), intBitsToFloat(PS1i)));
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(PS1i)));
PS0i = R10i.z;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = tempi.x;
R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.z));
PS1i = R6i.x;
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.w;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.x));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R20i.x), intBitsToFloat(uf_remappedPS[5].x)));
R6i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.y));
R127i.z = floatBitsToInt(1.0 / intBitsToFloat(backupReg1i));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
PS0i = R127i.z;
// 9
R7i.x = floatBitsToInt(roundEven(0.0));
R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(R7i.w));
R125i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(R7i.z));
R6i.w = 0;
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV0i.y)));
PS1i = R124i.x;
// 10
backupReg0i = R125i.w;
backupReg0i = R125i.w;
backupReg1i = R127i.x;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), -(intBitsToFloat(R125i.x))));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt(max(intBitsToFloat(R126i.z), -(intBitsToFloat(R126i.z))));
R125i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
R125i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
PS0i = R125i.y;
// 11
backupReg0i = R126i.x;
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg1i = R127i.y;
backupReg2i = R125i.z;
backupReg2i = R125i.z;
R126i.x = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 4.0);
R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 4.0);
R125i.z = floatBitsToInt(max(intBitsToFloat(backupReg2i), -(intBitsToFloat(backupReg2i))));
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) * 4.0);
PV1i.w = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w))));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 4.0);
R14i.z = R7i.x;
PS1i = R14i.z;
// 12
backupReg0i = R125i.w;
R5i.x = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x38d1b717) + 0.5));
R5i.y = floatBitsToInt((intBitsToFloat(R6i.z) * intBitsToFloat(0x3903126f) + 0.5));
R15i.z = R7i.x;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(R124i.x)));
PV0i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.w)));
PS0i = R125i.w;
// 13
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R127i.x)) + intBitsToFloat(R126i.x)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R125i.y)) + intBitsToFloat(R127i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(R125i.z)));
PV1i.z = R123i.z;
R7i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w));
R16i.z = R7i.x;
PS1i = R16i.z;
// 14
R127i.x = floatBitsToInt(-(intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.y));
PV0i.x = R127i.x;
R7i.y = 0x3f800000;
R17i.z = R7i.x;
R125i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.w = R125i.w;
R11i.w = uf_remappedPS[6].z;
PS0i = R11i.w;
// 15
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R21i.x),intBitsToFloat(R13i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(R12i.y),intBitsToFloat(R12i.w),intBitsToFloat(R10i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.z = tempi.x;
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w));
PS1i = R127i.z;
// 16
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(fract(intBitsToFloat(R2i.x)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R125i.w)));
R5i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[6].w)));
R125i.w = floatBitsToInt(fract(intBitsToFloat(R2i.y)));
PV0i.w = R125i.w;
PS0i = R21i.x;
PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 2.0);
// 17
PV1i.x = R12i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.w));
PV1i.y = clampFI32(PV1i.y);
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.x));
PV1i.z = clampFI32(PV1i.z);
PV1i.w = R13i.y;
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
R7i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PS0i)) + intBitsToFloat(R12i.y)));
PS1i = R7i.x;
// 18
R10i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R10i.z)));
R6i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R12i.w)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.z));
R9i.w = floatBitsToInt(-(intBitsToFloat(R9i.z)) * intBitsToFloat(0x3ba3d70a));
PS0i = R9i.w;
// 19
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R0i.x)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R0i.y)));
R2i.z = floatBitsToInt(intBitsToFloat(R4i.w) * intBitsToFloat(0x437f0000));
R18i.w = floatBitsToInt((-(intBitsToFloat(R8i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
R2i.w = floatBitsToInt(max(-(intBitsToFloat(R125i.z)), 0.0));
PS1i = R2i.w;
// 20
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R10i.x),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R5i.w = floatBitsToInt(-(intBitsToFloat(R8i.w)) + 1.0);
PS0i = R5i.w;
// 21
R11i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R10i.x),0.0)));
PV1i.x = R11i.x;
PV1i.y = R11i.x;
PV1i.z = R11i.x;
PV1i.w = R11i.x;
R11i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R11i.z;
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.w),intBitsToFloat(R6i.z),intBitsToFloat(R7i.y)),vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),intBitsToFloat(uf_remappedPS[9].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R10i.w = 0;
PS0i = R10i.w;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.w),intBitsToFloat(R6i.z),intBitsToFloat(R7i.y)),vec4(intBitsToFloat(uf_remappedPS[10].x),intBitsToFloat(uf_remappedPS[10].y),intBitsToFloat(uf_remappedPS[10].z),intBitsToFloat(uf_remappedPS[10].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
PS1i = R127i.y;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.w),intBitsToFloat(R6i.z),intBitsToFloat(R7i.y)),vec4(intBitsToFloat(uf_remappedPS[11].x),intBitsToFloat(uf_remappedPS[11].y),intBitsToFloat(uf_remappedPS[11].z),intBitsToFloat(uf_remappedPS[11].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PS0i = R9i.x;
// 3
R127i.x = floatBitsToInt(intBitsToFloat(R12i.y) + intBitsToFloat(uf_remappedPS[12].x));
PV1i.x = R127i.x;
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.y)));
R125i.z = floatBitsToInt(intBitsToFloat(R12i.w) + intBitsToFloat(uf_remappedPS[12].y));
PV1i.z = R125i.z;
R125i.w = floatBitsToInt(intBitsToFloat(R10i.z) + intBitsToFloat(uf_remappedPS[12].z));
PV1i.w = R125i.w;
R127i.w = int(intBitsToFloat(R2i.z));
PS1i = R127i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.w),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.w),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), 1.0));
PS0i = R127i.z;
// 5
R126i.x = floatBitsToInt((intBitsToFloat(R5i.w) * 0.5 + 0.5));
R127i.y = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.w)),intBitsToFloat(R5i.w)) + intBitsToFloat(R5i.w)));
PV1i.z = R123i.z;
R13i.w = 0;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 6
R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
PV0i.y = R127i.w & 0x000000fc;
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
PS0i = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3c23d70a));
PS0i = clampFI32(PS0i);
// 7
R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
R20i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R126i.x)));
R20i.y = floatBitsToInt(intBitsToFloat(R20i.y) / 2.0);
PV1i.y = R20i.y;
R123i.z = floatBitsToInt((-(intBitsToFloat(R8i.w)) * intBitsToFloat(0x40400000) + 4.0));
PV1i.z = R123i.z;
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R127i.y)) + intBitsToFloat(R127i.y)));
PV1i.w = R125i.w;
PS1i = floatBitsToInt(float(PV0i.y));
// 8
R24i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b820821));
PV0i.x = R24i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R127i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[13].x) + -(intBitsToFloat(uf_remappedPS[14].x)));
R124i.w = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
PS0i = R124i.w;
// 9
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
PV1i.y = R123i.y;
R8i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.25 + 0.25));
R7i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[13].y) + -(intBitsToFloat(uf_remappedPS[14].y)));
R125i.w = floatBitsToInt(intBitsToFloat(R20i.y) + intBitsToFloat(PV0i.y));
PS1i = R125i.w;
// 10
R13i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[13].z) + -(intBitsToFloat(uf_remappedPS[14].z)));
R21i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R24i.x)) + intBitsToFloat(PV1i.y)));
PV0i.y = R21i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R124i.w)));
PV0i.z = R127i.z;
R19i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R24i.x)) + intBitsToFloat(PV1i.y)));
PV0i.w = R19i.w;
R22i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R24i.x)) + intBitsToFloat(PV1i.y)));
PS0i = R22i.x;
// 11
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(PS0i)));
PV1i.x = R123i.x;
R22i.y = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R22i.y = clampFI32(R22i.y);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(PV0i.w)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
// 12
R23i.x = floatBitsToInt(0.25 * intBitsToFloat(PS1i));
R7i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.w));
R6i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x));
R8i.w = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z));
R13i.z = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R13i.z = clampFI32(R13i.z);
PS0i = R13i.z;
// 13
R25i.x = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R25i.x = clampFI32(R25i.x);
R4i.y = R0i.y;
R7i.z = 0;
PV1i.w = R127i.w & int(1);
R4i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(uf_remappedPS[6].z));
PS1i = R4i.x;
// 14
R8i.x = R0i.x;
R8i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(uf_remappedPS[6].w));
R26i.w = floatBitsToInt(float(PV1i.w));
PS0i = R26i.w;
R4i.z = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R4i.xy)).x);
R8i.y = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R8i.xy)).x);
R19i.xyz = floatBitsToInt(textureLod(textureUnitPS17, intBitsToFloat(R5i.xy),0.0).xyz);
R9i.w = floatBitsToInt(textureLod(textureUnitPS6, intBitsToFloat(R9i.xy),intBitsToFloat(R9i.w)).x);
R2i.x = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R2i.xy)).w);
// 0
backupReg0i = R2i.x;
backupReg0i = R2i.x;
backupReg0i = R2i.x;
R2i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.5 + 0.5));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R8i.y)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.y = R127i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R4i.z)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R8i.z))) + intBitsToFloat(backupReg0i)));
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), -(intBitsToFloat(PV0i.z))));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), -(intBitsToFloat(PV0i.y))));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), -(intBitsToFloat(PV0i.z))));
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), -(intBitsToFloat(PV0i.y))));
PS1i = R126i.x;
// 2
backupReg0i = R127i.y;
R127i.xyz = floatBitsToInt(vec3(-(intBitsToFloat(R9i.z)),-(intBitsToFloat(R10i.y)),-(intBitsToFloat(R20i.x))) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.x)));
PV0i.x = R127i.x;
PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
R127i.w = floatBitsToInt(-(intBitsToFloat(R20i.x)) + intBitsToFloat(PV1i.y));
PS0i = R127i.w;
// 3
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(uf_remappedPS[15].w)));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV0i.w));
R125i.z = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(R126i.x));
PV1i.z = R125i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PS0i)));
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(uf_remappedPS[15].w)));
PS1i = R3i.y;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.y)));
R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z)));
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(uf_remappedPS[15].w)));
R125i.x = uf_remappedPS[16].y;
PS0i = R125i.x;
// 5
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x)));
PV1i.x = R127i.x;
R125i.y = uf_remappedPS[17].y;
R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.y)) + intBitsToFloat(PV0i.z)));
PV1i.z = R125i.z;
R124i.w = uf_remappedPS[18].y;
R127i.w = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(R125i.w));
PS1i = R127i.w;
// 6
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(PV1i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(PV1i.z)),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R6i.x = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(uf_remappedPS[19].z));
R6i.x = clampFI32(R6i.x);
PS0i = R6i.x;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[20].x),intBitsToFloat(uf_remappedPS[20].y),intBitsToFloat(uf_remappedPS[20].z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R10i.x),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R11i.y = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 8
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].w), intBitsToFloat(uf_remappedPS[15].w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R126i.y)), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(backupReg0i)), intBitsToFloat(PS1i)));
R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R7i.y)));
PS0i = R8i.z;
// 9
R126i.x = floatBitsToInt((intBitsToFloat(R21i.x) * 1.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R126i.x;
R126i.y = floatBitsToInt((intBitsToFloat(R13i.y) * 1.5 + intBitsToFloat(PV0i.z)));
PV1i.y = R126i.y;
R125i.z = floatBitsToInt((intBitsToFloat(R12i.z) * 1.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R125i.z;
R125i.w = floatBitsToInt(intBitsToFloat(R21i.x) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(intBitsToFloat(R13i.y) + intBitsToFloat(PV0i.z));
PS1i = R127i.y;
// 10
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R127i.x)));
PS0i = R8i.y;
// 11
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R127i.y),intBitsToFloat(R6i.w),-0.0),vec4(intBitsToFloat(R125i.w),intBitsToFloat(R127i.y),intBitsToFloat(R6i.w),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 12
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R8i.w)));
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R6i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(0x3a83126f) * intBitsToFloat(PS1i));
R6i.w = uf_remappedPS[21].x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 13
backupReg0i = R125i.z;
backupReg1i = R127i.y;
R7i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(R20i.x)));
R7i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.y)) + intBitsToFloat(R10i.y)));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS0i)));
PV1i.z = R125i.z;
R8i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(R9i.z)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS0i)));
PS1i = R127i.y;
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R12i.z)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), -(intBitsToFloat(R10i.w))));
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3dcccccd));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3dcccccd));
PS0i = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3f3504f3));
// 15
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R125i.z;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.w),intBitsToFloat(PV0i.w)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(backupReg1i)));
R125i.z = floatBitsToInt((intBitsToFloat(backupReg2i) * intBitsToFloat(0xbf3504f3) + intBitsToFloat(PS0i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),-(intBitsToFloat(R5i.w))) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R13i.y)) + intBitsToFloat(PV0i.x)));
PS1i = R126i.x;
// 16
redcCUBE(vec4(intBitsToFloat(R11i.z),intBitsToFloat(R11i.z),intBitsToFloat(R11i.x),intBitsToFloat(R11i.y)),vec4(intBitsToFloat(R11i.y),intBitsToFloat(R11i.x),intBitsToFloat(R11i.z),intBitsToFloat(R11i.z)),cubeMapSTM,cubeMapFaceId);
R124i.x = floatBitsToInt(cubeMapSTM.x);
R124i.y = floatBitsToInt(cubeMapSTM.y);
R124i.z = floatBitsToInt(cubeMapSTM.z);
R124i.w = cubeMapFaceId;
PV0i.x = R124i.x;
PV0i.y = R124i.y;
PV0i.z = R124i.z;
PV0i.w = R124i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.y),-(intBitsToFloat(R3i.y))) + intBitsToFloat(PV1i.w)));
PS0i = R122i.x;
// 17
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R21i.x),-(intBitsToFloat(R3i.x))) + intBitsToFloat(PS0i)));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R11i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)));
R18i.z = PV0i.w;
R123i.w = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(0x3f3504f3) + intBitsToFloat(R125i.z)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
// 18
backupReg0i = R1i.x;
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.x)) + intBitsToFloat(R1i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5));
PV0i.w = R123i.w;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + -(0.5));
R1i.z = clampFI32(R1i.z);
PS0i = R1i.z;
// 19
R18i.x = PV0i.w;
R18i.y = PV0i.y;
R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.x),intBitsToFloat(PV0i.z)) + -(intBitsToFloat(PV0i.z))));
PV1i.w = R124i.w;
// 20
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + 1.0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(R21i.x)) + intBitsToFloat(R126i.x))/2.0);
PV0i.z = R123i.z;
// 21
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
R1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 0.5);
// 22
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 23
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), intBitsToFloat(PS0i)));
// 0
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[22].x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[23].x)));
// 1
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[23].y)) + intBitsToFloat(PV0i.z)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[24].x)));
// 2
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[22].y)) + intBitsToFloat(backupReg0i)));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[25].x)));
// 3
backupReg0i = R125i.x;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[24].y)) + intBitsToFloat(R124i.z)));
R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[23].z)) + intBitsToFloat(backupReg0i)));
// 4
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[25].y)) + intBitsToFloat(R125i.z)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[22].z)) + intBitsToFloat(backupReg0i)));
// 5
backupReg0i = R124i.y;
R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[24].z)) + intBitsToFloat(R125i.x)));
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[23].w) + intBitsToFloat(backupReg0i));
// 6
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[25].z)) + intBitsToFloat(R126i.x)));
PV0i.y = R123i.y;
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].w) + intBitsToFloat(R127i.y));
R125i.z = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PS0i = R125i.z;
// 7
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[25].w) + intBitsToFloat(PV0i.y));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[24].w) + intBitsToFloat(R124i.y));
// 8
backupReg0i = R2i.w;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R125i.z)));
PV0i.x = R126i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R125i.z)));
PV0i.y = R124i.y;
R125i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0xba83126f));
R125i.z = clampFI32(R125i.z);
PV0i.z = R125i.z;
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[14].x)));
R7i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[14].y)));
PS0i = R7i.y;
// 9
R14i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x39800000));
R14i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0x39800000));
R11i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.x),intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[14].z)));
R14i.w = PV0i.z;
R15i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x39800000));
PS1i = R15i.x;
// 10
R16i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(0xb9800000));
R15i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(0xb9800000));
R15i.w = R125i.z;
R16i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(0x39800000));
PS0i = R16i.y;
// 11
R17i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(0xb9800000));
R17i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(0xb9800000));
R16i.w = R125i.z;
R17i.w = R125i.z;
PS1i = R17i.w;
R14i.w = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R14i.x),intBitsToFloat(R14i.y),intBitsToFloat(R14i.z),intBitsToFloat(R14i.w))));
R15i.z = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R15i.x),intBitsToFloat(R15i.y),intBitsToFloat(R15i.z),intBitsToFloat(R15i.w))));
R16i.y = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R16i.x),intBitsToFloat(R16i.y),intBitsToFloat(R16i.z),intBitsToFloat(R16i.w))));
R17i.x = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R17i.z),intBitsToFloat(R17i.w))));
R0i.x = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
R18i.xyz = floatBitsToInt(textureLod(textureUnitPS9, vec4(redcCUBEReverse(intBitsToFloat(R18i.xy),R18i.z),cubeMapArrayIndex9),intBitsToFloat(R18i.w)).xyz);
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R19i.x),intBitsToFloat(R19i.y),intBitsToFloat(R19i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(uf_remappedPS[26].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(R14i.w) + intBitsToFloat(R15i.z));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
// 1
backupReg0i = R0i.x;
backupReg1i = R8i.z;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(backupReg0i)) + intBitsToFloat(uf_remappedPS[1].x)));
PV1i.y = R123i.y;
R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.x), intBitsToFloat(backupReg1i)));
R123i.w = floatBitsToInt((intBitsToFloat(R16i.y) * 0.5 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
R15i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.y), intBitsToFloat(R10i.x)));
PS1i = R15i.z;
// 2
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.y)), intBitsToFloat(R1i.x)));
R123i.z = floatBitsToInt((intBitsToFloat(R17i.x) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
PS0i = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.y)), intBitsToFloat(R11i.y)));
// 3
R125i.x = floatBitsToInt(-(intBitsToFloat(R20i.x)) + intBitsToFloat(PV0i.y));
R124i.y = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(PS0i));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + -(intBitsToFloat(PV0i.x)));
R124i.w = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV0i.w));
PV1i.w = R124i.w;
R18i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.z), intBitsToFloat(R6i.y)));
PS1i = R18i.x;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.z), intBitsToFloat(PV1i.w)));
R6i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.z));
// 5
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R12i.y),intBitsToFloat(R12i.w),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R124i.y),1.0,0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.w = tempi.x;
// 6
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R12i.y)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R125i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R12i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R124i.y)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R10i.z)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R124i.w)));
PV0i.z = R123i.z;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
// 8
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 9
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS0i)));
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x38d1b717));
PV0i.x = clampFI32(PV0i.x);
// 11
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R1i.z)));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
// 12
backupReg0i = R6i.w;
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(backupReg0i)));
// 0
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(uf_remappedPS[15].w)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].y), intBitsToFloat(uf_remappedPS[15].w)));
// 1
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].z), intBitsToFloat(uf_remappedPS[15].w)));
PV1i.z = R125i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(PV1i.z)),-0.0),vec4(-(intBitsToFloat(R3i.x)),-(intBitsToFloat(R3i.y)),-(intBitsToFloat(R5i.w)),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(uf_remappedPS[27].z)) + intBitsToFloat(uf_remappedPS[19].y)));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 3
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), -(intBitsToFloat(R13i.w))));
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),-(intBitsToFloat(R125i.z))) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
PV0i.w = R125i.w;
// 5
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R21i.x),intBitsToFloat(R13i.y),intBitsToFloat(PV0i.x),0.0),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R124i.y)),1.0,0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
PS1i = R122i.x;
// 6
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.x));
PV0i.y = clampFI32(PV0i.y);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R20i.y))) + intBitsToFloat(PV1i.x)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(backupReg0i)));
PV0i.w = R125i.w;
// 7
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(intBitsToFloat(R20i.y) + intBitsToFloat(PV0i.z));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R19i.w),-(intBitsToFloat(PV0i.x))) + intBitsToFloat(R19i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R21i.y),-(intBitsToFloat(PV0i.x))) + intBitsToFloat(R21i.y)));
PV1i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.x),-(intBitsToFloat(PV0i.x))) + intBitsToFloat(R22i.x)));
PS1i = R122i.x;
// 8
backupReg0i = R126i.x;
backupReg0i = R126i.x;
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.w));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].x), intBitsToFloat(R125i.w)));
R125i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PS1i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 9
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].x),intBitsToFloat(R125i.x)) + intBitsToFloat(R2i.w)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].y),intBitsToFloat(R125i.x)) + intBitsToFloat(R7i.y)));
PV1i.y = R123i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R8i.y)));
R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].z),intBitsToFloat(R125i.x)) + intBitsToFloat(R11i.z)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R1i.w)));
PS1i = R124i.z;
// 10
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R24i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R23i.x)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R23i.x)));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(R23i.x)));
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R24i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
PS0i = R122i.x;
// 11
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R124i.z)));
PV1i.x = R126i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R24i.x)),intBitsToFloat(R124i.w)) + intBitsToFloat(R124i.w)));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R22i.y)));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R13i.z)));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].x), intBitsToFloat(PV0i.y)));
// 12
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R8i.z)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].y), intBitsToFloat(R125i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R25i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].z), intBitsToFloat(R127i.z)));
R122i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PS0i = R122i.x;
// 13
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R124i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(R18i.x)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R126i.x)) + intBitsToFloat(R15i.z)));
PV1i.w = R123i.w;
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i));
PS1i = R127i.z;
// 14
R126i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.y));
PV0i.x = R126i.x;
PV0i.z = floatBitsToInt(-(intBitsToFloat(PS1i)) + intBitsToFloat(0x3f7851ec));
R124i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
PV0i.w = R124i.w;
// 15
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(0x3f11eb85));
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3f547ae1));
R26i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R6i.w)) + intBitsToFloat(R127i.z)));
PS1i = R26i.x;
// 16
R26i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R6i.w)) + intBitsToFloat(R126i.x)));
R26i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R6i.w)) + intBitsToFloat(R124i.w)));
// export
passPixelColor0 = vec4(intBitsToFloat(R26i.x), intBitsToFloat(R26i.y), intBitsToFloat(R26i.z), intBitsToFloat(R26i.w));
}

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@ -0,0 +1,208 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader f4e1147ab34a1677 -- Vertex Shader where links gets drawn in the menu
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem4;
layout(location = 3) out vec4 passParameterSem5;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000; // subtracting brings the black box top side down
PV0i.z = 0x3f800000; // subtracting slants down diagonally
PV0i.w = 0x40400000;
R127i.z = 0xbf800000; // unnecssary left side, extends the black box
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R126i.z = uf_remappedVS[1].z;
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R125i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) * 2.0);
PS0i = R4i.x;
// 3 -- links lighting
R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R2i.x;
R4i.y = uf_remappedVS[3].y;
R4i.y = floatBitsToInt(intBitsToFloat(R4i.y) * 2.0);
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R127i.w = PV0i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PS1i = R127i.x;
// 4 -- links lighting
R126i.x = floatBitsToInt(intBitsToFloat(R125i.w) + -(0.5));
R2i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
PV0i.y = R2i.y;
R6i.z = PV1i.x;
PV0i.z = R6i.z;
R124i.w = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
R126i.w = floatBitsToInt(-(intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
PS0i = R126i.w;
// 5 -- links lighting
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.w));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R4i.y)));
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0);
R6i.w = PV0i.y;
PV1i.w = R6i.w;
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[4].z));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
R126i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R124i.w));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV1i.y)));
PS0i = R127i.w;
// 7
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(backupReg0i)));
R125i.y = uf_remappedVS[4].x;
R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) / 2.0);
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R126i.x));
R125i.w = uf_remappedVS[4].y;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
R0i.w = uf_remappedVS[4].z;
R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
PS1i = R0i.w;
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg2i = R126i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(backupReg0i));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R124i.w));
R127i.z = uf_remappedVS[4].w;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(backupReg2i)));
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PV1i.z)));
PS0i = R125i.x;
// 9
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R125i.y)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R125i.w)) + 0.5));
R4i.z = R126i.y;
R5i.w = floatBitsToInt(1.0);
R4i.w = R126i.z;
PS1i = R4i.w;
// 10
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R127i.y)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R126i.x)));
R2i.z = R127i.w;
R2i.w = R127i.x;
R3i.z = R0i.w;
PS0i = R3i.z;
// 11
R0i.z = R126i.w;
R3i.w = R127i.z;
R0i.w = R125i.x;
PS1i = R0i.w;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)) * 0;
// export
passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // z= moves link left, w= moves link right, affects link cut out in menu
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Cel-Shade Removal Start Menu Workaround Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Cel-Shading - Start Menu Workaround"
description = Start Menu Workaround
version = 3
[Preset]
name = Start Menu Workaround

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = No Cel-Shading Links Shadow Brightness Fix v0.8
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Shadow Brightness Fix v08 - Altros"
description = Fixes the very dark shadows on Links back-side in No Cel-Shade mode.
version = 3
[Preset]
name = Shadows 0.45% (Default)
$Bright = 0.45
[Preset]
name = Shadows 0.25%
$Bright = 0.25
[Preset]
name = Shadows 0.35%
$Bright = 0.35
[Preset]
name = Shadows 0.45%
$Bright = 0.45
[Preset]
name = Shadows 0.55%
$Bright = 0.55
[Preset]
name = Shadows 0.65%
$Bright = 0.65
[Preset]
name = Shadows 0.75%
$Bright = 0.75
[Preset]
name = Shadows 0.95%
$Bright = 0.95
[Preset]
name = Shadows 1.0% (Game Original)
$Bright = 1.0
[Preset]
name = Shadows 1.15%
$Bright = 1.15
[Preset]
name = Shadows 1.25%
$Bright = 1.25
[Preset]
name = Shadows 1.35%
$Bright = 1.35
[Preset]
name = Shadows 1.45%
$Bright = 1.45
[Preset]
name = Shadows 1.55%
$Bright = 1.55
[Preset]
name = Shadows 1.65%
$Bright = 1.65
[Preset]
name = Shadows 1.75%
$Bright = 1.75
# Credits - Altros Shadow Brightness Fix v0.8

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 1c7db40ff5d693ab -- Link and all NPCs Shadows Renderer , NPC Distant Fog RGB Renderer , Body RGB renderer
#define smode $smode
#define shadowsbrightness $shadowsbrightness
#define sred $sred
#define sgreen $sgreen
#define sblue $sblue
#ifndef smode
#define smode 0
#endif
#ifndef shadowsbrightness
#define shadowsbrightness 1
#endif
#ifndef sred
#define sred 1
#endif
#ifndef sgreen
#define sgreen 1
#endif
#ifndef sblue
#define sblue 1
#endif
uniform ivec4 uf_remappedPS[33];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 4) out vec4 passPixelColor4;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
ivec4 R16i = ivec4(0);
ivec4 R17i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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;
float cubeMapArrayIndex7 = 0.0;
R0i = floatBitsToInt(passParameterSem0); // Links cutout comes from passparamsem0
R1i = floatBitsToInt(passParameterSem2);
R2i = floatBitsToInt(passParameterSem6);
ivec4 Temp0i = ivec4(0); // initializes a temp vector for shadow mathe-magics
// ------------------------------------------------------------------------------------------------------------- dynamic shadows on link
if( activeMaskStackC[1] == true ) {
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); // seems to affect links head area
R7i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw); // seems to affect shadows on link body
R15i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
R2i.xy = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xw);
R4i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
R16i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
R14i.x = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R2i.zw)).x);
}
// ------------------------------------------------------------------------------------------------------------- false makes link grey
if( activeMaskStackC[1] == true ) {
// 0
R124i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.y = R125i.y;
R3i.z = 0;
R5i.w = 0x3f800000;
R126i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
PS0i = R126i.y;
// 1
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.y))));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + -(intBitsToFloat(uf_remappedPS[2].y))));
R127i.w = clampFI32(R127i.w);
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].w)) + 1.0);
PS1i = R126i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[4].x)));
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PS0i)));
R3i.y = floatBitsToInt(-(intBitsToFloat(R127i.w)) + 1.0);
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[5].x)));
R10i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) * intBitsToFloat(0x3ba3d70a));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 4
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[6].x)));
R125i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
R127i.w = floatBitsToInt(max(intBitsToFloat(R15i.y), intBitsToFloat(R15i.z)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 5
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(PV0i.y)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R0i.y;
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(backupReg0i)));
PV1i.w = R123i.w;
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i)));
PS1i = R3i.x;
// 6
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
PV0i.x = R123i.x;
R6i.y = floatBitsToInt(max(intBitsToFloat(R15i.x), intBitsToFloat(R127i.w)));
R9i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(PV1i.w));
PV0i.z = R9i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(R125i.x)));
PV0i.w = R123i.w;
tempResultf = log2(intBitsToFloat(R3i.y));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R127i.y = floatBitsToInt(tempResultf);
PS0i = R127i.y;
// 7
R5i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w));
PV1i.x = R5i.x;
R8i.y = PV0i.z;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(R127i.x)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
R4i.z = floatBitsToInt(tempResultf);
PS1i = R4i.z;
// 8
R9i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(R127i.y)));
R8i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].w) + intBitsToFloat(PV1i.z));
PV0i.z = R8i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(R127i.y)));
R13i.x = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y)));
PS0i = R13i.x;
// 9
R127i.x = uf_remappedPS[7].y;
R9i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3a83126f));
R127i.z = uf_remappedPS[8].y;
R125i.w = floatBitsToInt(min(intBitsToFloat(R15i.y), intBitsToFloat(R15i.z)));
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.y)));
// 10
backupReg0i = R127i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[3].w))/2.0);
PV0i.x = R123i.x;
R2i.y = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(0x2edbe6ff));
R126i.z = uf_remappedPS[9].y;
R127i.w = floatBitsToInt(intBitsToFloat(R13i.x) + intBitsToFloat(0xbecccccd));
R125i.x = floatBitsToInt(exp2(intBitsToFloat(backupReg0i)));
PS0i = R125i.x;
// 11
backupReg0i = R126i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[10].x)) + -(intBitsToFloat(uf_remappedPS[10].y))));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R11i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5);
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(uf_remappedPS[11].y)));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40200001));
R126i.w = clampFI32(R126i.w);
R14i.y = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R4i.y) + 1.0));
PS1i = R14i.y;
// 12
backupReg0i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.z),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R5i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R127i.x;
// 13
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
tempResultf = log2(intBitsToFloat(PV0i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 14
R0i.x = floatBitsToInt(min(intBitsToFloat(R15i.x), intBitsToFloat(R125i.w)));
R12i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(0x41200000));
R12i.y = clampFI32(R12i.y);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].z), intBitsToFloat(PS1i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),-(intBitsToFloat(R125i.x))) + intBitsToFloat(uf_remappedPS[3].z)));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 15
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[13].x)) + intBitsToFloat(uf_remappedPS[14].w)));
R125i.x = clampFI32(R125i.x);
R127i.y = floatBitsToInt((intBitsToFloat(PS0i) * 4.0 + intBitsToFloat(0xc0400000)));
R127i.y = clampFI32(R127i.y);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x3dcccccd));
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R14i.y)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 16
R17i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS1i)));
R17i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
R13i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
R127i.w = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
tempResultf = log2(intBitsToFloat(R127i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 17
R6i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3f4ccccd));
R13i.y = floatBitsToInt(intBitsToFloat(R127i.y) + -(0.5));
R13i.y = floatBitsToInt(intBitsToFloat(R13i.y) * 4.0);
R13i.y = clampFI32(R13i.y);
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(PS0i)));
R6i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x3f4ccccd));
PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.z)));
// 18
R8i.x = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3f4ccccd));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.z)),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.w)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
R2i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0);
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[12].w)),intBitsToFloat(PS1i)) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.z)));
// 19
R12i.x = R1i.w;
R12i.x = clampFI32(R12i.x);
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS0i)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
PV1i.y = R123i.y;
R6i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(intBitsToFloat(R13i.y) + intBitsToFloat(0x3f4ccccd));
PV1i.w = clampFI32(PV1i.w);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R124i.z));
// 20
R2i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(0x3dcccccd) + 1.0));
R5i.y = R6i.y;
R5i.y = clampFI32(R5i.y);
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[15].w)));
R3i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + -(1.0));
tempResultf = log2(intBitsToFloat(R125i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R0i.w = floatBitsToInt(tempResultf);
PS0i = R0i.w;
}
// ------------------------------------------------------------------------------------------------------------- false turns link almost dark, lighting on link
if( activeMaskStackC[1] == true ) {
// 0
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].x), intBitsToFloat(uf_remappedPS[17].w)));
PV0i.x = R126i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].y), intBitsToFloat(uf_remappedPS[17].w)));
PV0i.y = R125i.y;
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(R14i.y)));
PV0i.z = R10i.z;
R4i.w = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x42960000));
R126i.w = floatBitsToInt(1.0 / intBitsToFloat(R2i.y));
PS0i = R126i.w;
// 1
R125i.x = PV0i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(PS0i)) + 1.0));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].z), intBitsToFloat(uf_remappedPS[17].w)));
PV1i.z = R126i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
PV1i.w = R123i.w;
R0i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.z)),intBitsToFloat(R2i.z)) + intBitsToFloat(R2i.z)));
PS1i = R0i.z;
// 2
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y), intBitsToFloat(R0i.w)));
PV0i.y = PV1i.z;
R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].x) + -(intBitsToFloat(R6i.x)));
R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].y) + -(intBitsToFloat(R6i.w)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.w));
PS0i = floatBitsToInt(tempResultf);
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R3i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R4i.z)));
// 4
backupReg0i = R127i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(0x2edbe6ff));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
R124i.z = backupReg0i;
R124i.z = clampFI32(R124i.z);
R8i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].z) + -(intBitsToFloat(R8i.x)));
PS0i = floatBitsToInt(exp2(intBitsToFloat(backupReg1i)));
// 5
backupReg0i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[19].w)));
// 6
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PS1i)));
R126i.y = R4i.x;
R126i.y = clampFI32(R126i.y);
PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.x)), 0.0));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R127i.y)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
// 7
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), 1.0));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.y)) + intBitsToFloat(R127i.y)));
PV1i.z = R123i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(0x437f0000));
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.z)) + 1.0);
PS1i = R127i.y;
// 8
R127i.x = floatBitsToInt(intBitsToFloat(R15i.x) + -(intBitsToFloat(R6i.y)));
PV0i.y = floatBitsToInt(max(-(intBitsToFloat(PV1i.z)), intBitsToFloat(0xbf7d70a4)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x40a00000));
PV0i.z = clampFI32(PV0i.z);
R125i.w = floatBitsToInt(intBitsToFloat(R15i.y) + -(intBitsToFloat(R6i.y)));
R124i.w = floatBitsToInt(intBitsToFloat(R15i.z) + -(intBitsToFloat(R6i.y)));
PS0i = R124i.w;
// 9
backupReg0i = R127i.y;
backupReg1i = R6i.z;
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV0i.z)) + 1.0));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R5i.y)));
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.y)) + intBitsToFloat(backupReg1i)));
R126i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + 0.5);
PV1i.w = R126i.w;
R3i.w = 0;
PS1i = R3i.w;
// 10
backupReg0i = R127i.x;
backupReg1i = R127i.w;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
PV0i.w = R123i.w;
R127i.w = int(intBitsToFloat(backupReg1i));
PS0i = R127i.w;
// 11
backupReg0i = R125i.x;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.y)));
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R124i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV0i.w)) + intBitsToFloat(0xbe593484)));
PV1i.z = R123i.z;
R9i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R124i.x)));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.z)));
// 12
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983));
PV0i.z = floatBitsToInt(intBitsToFloat(0x3f895ef0) * intBitsToFloat(R127i.y));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(0x3fc90da4)));
PV0i.w = R123i.w;
R127i.y = R127i.w & int(1);
PS0i = R127i.y;
// 13
backupReg0i = R2i.w;
backupReg0i = R2i.w;
R11i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),-(intBitsToFloat(PV0i.w))) + 1.0));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R127i.x)) + intBitsToFloat(0xba0a8ec8)));
R5i.y = clampFI32(R5i.y);
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.y)) + intBitsToFloat(0xba0a8ec8)));
R5i.z = clampFI32(R5i.z);
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R10i.z))) + intBitsToFloat(backupReg0i)));
R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R125i.x)) + intBitsToFloat(0xba0a8ec8)));
R3i.z = clampFI32(R3i.z);
PS1i = R3i.z;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[16].x),intBitsToFloat(uf_remappedPS[16].y),intBitsToFloat(uf_remappedPS[16].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(float(R127i.y));
// 15
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.x), intBitsToFloat(PS0i)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.y), intBitsToFloat(PS0i)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.z), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(max(-(intBitsToFloat(PV0i.x)), 0.0));
PS1i = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3eaaaaab));
// 16
R123i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), -(intBitsToFloat(R3i.w))));
// 17
backupReg0i = R7i.x;
R7i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(PV0i.x)));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xbecccccd));
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),-(intBitsToFloat(R126i.z))) + intBitsToFloat(PS0i)));
PS1i = R122i.x;
// 18
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.y),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R4i.w)));
R7i.z = clampFI32(R7i.z);
// 19
R12i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.x),-(intBitsToFloat(R126i.x))) + intBitsToFloat(PV0i.x)));
PV1i.z = R12i.z;
// 20
PV0i.y = PV1i.z;
PV0i.y = clampFI32(PV0i.y);
// 21
R14i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xbecccccd));
}
// -------------------------------------------------------------------------------------------------------------
if( activeMaskStackC[1] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[20].x),intBitsToFloat(uf_remappedPS[20].y),intBitsToFloat(uf_remappedPS[20].z),intBitsToFloat(uf_remappedPS[20].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[21].x),intBitsToFloat(uf_remappedPS[21].y),intBitsToFloat(uf_remappedPS[21].z),intBitsToFloat(uf_remappedPS[21].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
PS1i = R126i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[22].x),intBitsToFloat(uf_remappedPS[22].y),intBitsToFloat(uf_remappedPS[22].z),intBitsToFloat(uf_remappedPS[22].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PS0i = R10i.x;
// 3
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.z)));
}
// ------------------------------------------------------------------------------------------------------------- makes link yellower
if( activeMaskStackC[1] == true ) {
R9i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R9i.xy),0.0).x);
R10i.w = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R10i.xy),intBitsToFloat(R10i.w)).x);
R11i.xyz = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R11i.xy)).xyz);
}
// ------------------------------------------------------------------------------------------------------------- makes link yellower
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R9i.y;
PV0i.x = floatBitsToInt(intBitsToFloat(R10i.w) + intBitsToFloat(uf_remappedPS[23].z));
PV0i.x = clampFI32(PV0i.x);
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.x), intBitsToFloat(R6i.z)));
R123i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 2.0 + -(1.0)));
PV0i.z = R123i.z;
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.y), intBitsToFloat(R6i.z)));
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.z), intBitsToFloat(R6i.z)));
PS0i = R11i.y;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41c80000) + intBitsToFloat(R9i.z)));
PV1i.x = R123i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[24].z)));
PV1i.y = R3i.y;
// 2
R4i.y = PV1i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R12i.y)));
R10i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[25].x));
// 3
PV1i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.z));
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R8i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R6i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(R6i.x)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R12i.x)) + 1.0));
PV0i.w = R123i.w;
// 5
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R7i.z)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[26].z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[26].y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[26].x)));
// 6
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.y), intBitsToFloat(PV1i.x)));
// 7
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R9i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.x)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R6i.y)));
PV1i.w = R123i.w;
// 8
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R5i.z)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R5i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R3i.z)));
// 9
R0i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R0i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
}
// ------------------------------------------------------------------------------------------------------------- makes whole link blue/pink
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.w),intBitsToFloat(uf_remappedPS[27].x)) + intBitsToFloat(uf_remappedPS[28].w)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
// 1
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[29].w)));
// 2
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R14i.y)));
// 3
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.w)),intBitsToFloat(R0i.z)) + intBitsToFloat(R0i.z)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R0i.z)));
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].y), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].z), intBitsToFloat(PV1i.y)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].x), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PV1i.x)));
R5i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
PS0i = R5i.z;
// 5
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].z),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].x),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.x)));
PV1i.z = R123i.z;
R4i.w = 0;
// 6
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.y)));
PV0i.y = R123i.y; // links whole body red
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.z)));
PV0i.z = R123i.z; // links whole body green
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)));
PV0i.w = R123i.w; // links whole body blue
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.y))); // affects color of links back side
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.z))); // affects color of links back side
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.w))); // affects color of links back side
// 8
predResult = (intBitsToFloat(R14i.x) != intBitsToFloat(0x3dc0c0c1));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
// ------------------------------------------------------------------------------------------------------------- false makes link back-side shadow blue, light entity behind link
if( activeMaskStackC[2] == true ) {
// 0
R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R4i.z)) + vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R2i.z)));
R3i.w = 0x3f800000;
R0i.x = 0;
// 1
if(smode == 1) // run custom code
{
// -- 1. one way to do it
//R0i.yzw = ivec3(R3i.y,R3i.z,R3i.w);
// -- 2. another way to do it , green and blue channels
// R1i=bright normal, R3i=normal, R15i=dark normal, R4i=red, R5i=blue look, R6i=green look, R7i=nocelshade R17i=nocelshade, R8i=glow, R9i= Solid blue, R11i=lightblue look, R13i=normal look with yellow outline shadows, R14i=lightgreen look
//R0i.yzw = R3i.yzw; // best choice R3i,R7i,R15i
// -- 3. another way to do it - but mixing color channels
// R1i=bright normal, R3i=normal, R15i=normal with minor flickers, R11i=dark normal, R4i=blue, R6i=lightblue, R7i=no-celshade(looks good), R8i=blueglow, R10=BrightGreen, R12i=Green, R14i=blue, R17i=blue shadow highlights
//R0i.yzw = R15i.xyz; // best choice R7i.xyz and R15i.xyz
// -- 4. another way to do it, seems best because uses all three color channels, has clay effect indoors
// R1i=bright normal, R3i=normal, R15i=normal, R11i=blue normal
// R4i=Green, R5i=Blue, R6i=Green, R7i=no-celshade(Orangish), R8i=blueglow, R9i=Solidblue, R10=Red,
// R13i=normal look with yellow outline shadows, R14i=Green, R16=weapon bloom, R17i=no-cel green shadow highlights
// R122i=red,
//R0i.xyz = R3i.xyz; // Best Choice R7i, R15i, R1i, R3i
// -- 1. another way to do it
//R0i.yzw = ivec3(floatBitsToInt(1.4 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0)); // controls the color and brightness of the backside shadows on all npcs
// -- 2. another way to do it
//R0i.xyzw = ivec4(floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0));
// -- 1. Best Mode R3i.xyz + R7i.y
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R7i.y) * shadowsbrightness);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R7i.y) * shadowsbrightness);
R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R7i.y) * shadowsbrightness);
PS0i = R0i.x;
}
else if (smode == 2)
{
// Mode R3i.xyz + R7i.x - Best mode 2 less shadow highlights
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R7i.x) * shadowsbrightness);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R7i.x) * shadowsbrightness);
R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R7i.x) * shadowsbrightness);
}
else if (smode == 3)
{
// R3i.xyz + R17i.y - No enhancement ot the skin ,and very strong shadow higlights
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R17i.y) * shadowsbrightness);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R17i.y) * shadowsbrightness);
R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R17i.y) * shadowsbrightness);
}
else if (smode == 4)
{
// R3i.xyz + R4i.y - Light Shaded Mode
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.y) * shadowsbrightness);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R4i.y) * shadowsbrightness);
R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R4i.y) * shadowsbrightness);
}
else if (smode == 5)
{
// R3i.xyz + R15i.x - Cool mode with minor flickers in the wind
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R15i.x) * shadowsbrightness);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R15i.x) * shadowsbrightness);
R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R15i.x) * shadowsbrightness);
}
else // run the original shader code
{
// original shader code
PS0i = R0i.x;
R0i.yzw = ivec3(0,0,0); // orginal code
}
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
// ------------------------------------------------------------------------------------------------------------- false changes links color to be more yellowish
if( activeMaskStackC[2] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[30].x),intBitsToFloat(uf_remappedPS[30].y),intBitsToFloat(uf_remappedPS[30].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.w = 0x40400000;
PS0i = R0i.w;
// 1
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[31].x),intBitsToFloat(uf_remappedPS[31].y),intBitsToFloat(uf_remappedPS[31].z),0.0)));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R127i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(uf_remappedPS[32].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(R13i.x)));
// 3
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R127i.z;
backupReg1i = R127i.z;
redcCUBE(vec4(intBitsToFloat(R127i.z),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
R127i.x = floatBitsToInt(cubeMapSTM.x);
R127i.y = floatBitsToInt(cubeMapSTM.y);
R127i.z = floatBitsToInt(cubeMapSTM.z);
R127i.w = cubeMapFaceId;
PV1i.x = R127i.x;
PV1i.y = R127i.y;
PV1i.z = R127i.z;
PV1i.w = R127i.w;
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(PS0i)));
R2i.z = clampFI32(R2i.z);
PS1i = R2i.z;
// 4
PV0i.x = floatBitsToInt(intBitsToFloat(R14i.z) * intBitsToFloat(0x42960000));
PV0i.x = clampFI32(PV0i.x);
R0i.z = PV1i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 5
backupReg0i = R1i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PS0i)) + 1.5));
PV1i.x = R123i.x;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(PV0i.x)) + intBitsToFloat(backupReg0i)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R1i.x)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + 1.5));
PV1i.w = R123i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z),intBitsToFloat(PV0i.x)) + intBitsToFloat(R1i.z)));
PS1i = R1i.x;
// 6
R0i.x = PV1i.w;
R0i.y = PV1i.x;
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.x), intBitsToFloat(PV1i.z)));
PS0i = R3i.x;
}
// ------------------------------------------------------------------------------------------------------------- false makes link back side brightened up and affected by light changes, front shadows and back affected.
if( activeMaskStackC[2] == true ) {
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R0i.xy),R0i.z),cubeMapArrayIndex7),intBitsToFloat(R0i.w)).xyz);
}
// ------------------------------------------------------------------------------------------------------------- false makes link a bit brighter front and back
if( activeMaskStackC[2] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.x)));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.z), intBitsToFloat(R1i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.z)));
PV0i.w = R123i.w;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.y), intBitsToFloat(R1i.y)));
PS0i = R3i.y;
// 1
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(R2i.x)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.y)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.z)));
R0i.w = 0;
R3i.w = 0x3f800000;
PS1i = R3i.w;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// ------------------------------------------------------------------------------------------------------------- false darkens links models curves shadows
if( activeMaskStackC[1] == true ) {
// 0
R1i.w = 0x3f800000;
// 1
backupReg0i = R3i.x;
backupReg1i = R3i.y;
backupReg2i = R3i.z;
backupReg3i = R3i.w;
R3i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R3i.w = backupReg3i;
// 2
R2i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R2i.w = R0i.w;
// 3
backupReg0i = R1i.w;
R1i.xyz = ivec3(R4i.x,R5i.y,R6i.z);
R1i.w = backupReg0i;
// 4
R0i.xyz = ivec3(R13i.x,R4i.y,R5i.z);
R0i.w = R4i.w;
// 5
R4i.xyz = ivec3(R7i.x,R7i.x,R7i.x);
R4i.w = R7i.x;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // light/shadows on link front side
passPixelColor1 = vec4(intBitsToFloat(R1i.x)*0, intBitsToFloat(R1i.y)*0, intBitsToFloat(R1i.z)*0, intBitsToFloat(R1i.w)); // links and all npcs fog rgb
passPixelColor2 = vec4(intBitsToFloat(R2i.x) * sred, intBitsToFloat(R2i.y) * sgreen, intBitsToFloat(R2i.z) * sblue, intBitsToFloat(R2i.w)) ; // Controls link RGB only in celshade mode and when original code is run (line 713). In no-celshade mode it changes the lighting on links back-side away from the sun
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor4 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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@ -0,0 +1,241 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Links Shadow Brightness for No Cel-Shading Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Shadow Brightness Fix - SkalFate"
description = Changes the strength of shadows on Links body. Fixes the very dark link issue in no cel-shade mode.
version = 3
[Preset]
name = Mode 1 - Shadows X1 (Best Mode)
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X1 (No Highlights)
$smode = 2
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X1 (Strong Highlights)
$smode = 3
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X1 (LightShade)
$smode = 4
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X1 (DarkShade)
$smode = 5
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 1 - Shadows X4 (Best Mode)
$smode = 1
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X4 (No Highlights)
$smode = 2
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X4 (Strong Highlights)
$smode = 3
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X4 (LightShade)
$smode = 4
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X4 (DarkShade)
$smode = 5
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 1 - Shadows X8 (Best Mode)
$smode = 1
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X8 (No Highlights)
$smode = 2
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X8 (Strong Highlights)
$smode = 3
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X8 (LightShade)
$smode = 4
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X8 (DarkShade)
$smode = 5
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Red Link
$smode = 1
$shadowsbrightness = 2
$sred = 10
$sgreen = 1
$sblue = 1
[Preset]
name = Red Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 20
$sgreen = 1
$sblue = 1
[Preset]
name = Green Link
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 10
$sblue = 1
[Preset]
name = Green Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 20
$sblue = 1
[Preset]
name = Blue Link
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 1
$sblue = 10
[Preset]
name = Blue Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 1
$sblue = 20
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Orignal Game Mode
$smode = 0
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Custom Settings
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
# Credits - SkalFate
#
# Shadow Mode (smode) -- Various visual styles can be achieved with mode 1-5
#
# Shadow Brihtness (shadowbrightness) - Controls how brightened up link and his back side will be
#
# RGB - sred, sgreen, sblue - adjusting this will add more intensity of the specific color.
# ------ Values are multiplied, so if you want to lower values use [0.01 - 1.0], or if you want to raise then use [1.00 - X.X]

View File

@ -0,0 +1,685 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 2e2543216c04766d -- Water RGB and edge clarity and Distant Water Fog
#define waterfogred $waterfogred
#define waterfoggreen $waterfoggreen
#define waterfogblue $waterfogblue
uniform ivec4 uf_remappedPS[14];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem4;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex8 = 0.0;
R0i = floatBitsToInt(passParameterSem0); // messing with this turns all body of water milky
R1i = floatBitsToInt(passParameterSem4); // does something to close water
R2i = floatBitsToInt(passParameterSem6); // afects near water bodies, reflections frame?
R3i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R6i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw); // water body world reflection frame R2izw
R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);
R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).xyzw); // affects edge of bodies of water
// 0
R126i.x = floatBitsToInt((intBitsToFloat(R6i.x) * 2.0 + -(1.0))); // light reflections on water 2.0 defualt
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * 2.0 + -(1.0))); // light reflections on water
R127i.z = floatBitsToInt((intBitsToFloat(R6i.z) * 2.0 + -(1.0))); // light reflections on water
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); // shiny ripples on water
PV0i.w = R123i.w;
R126i.z = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.x));
PS0i = R126i.z;
// 1
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w)))); // R0i how much light reflection light reflections
PV1i.x = R2i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w)))); // R0i how much light reflection light reflections
PV1i.y = R2i.y;
R124i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w))); // light reflection rays going off from a center point
PV1i.z = R124i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].y))); // enlargens light ripples reflection on waves x200 to visually see
R125i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.y));
PS1i = R125i.x;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0)));// turns water more solid color
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.z = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PS0i = R2i.z;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0))); // (R126i.x) controls the amount of shiny waves
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.x = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
PS1i = R127i.x;
// 4
R124i.x = floatBitsToInt(intBitsToFloat(R2i.x) + -(intBitsToFloat(uf_remappedPS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(uf_remappedPS[3].y)));
R125i.z = floatBitsToInt(intBitsToFloat(R124i.z) + -(intBitsToFloat(uf_remappedPS[3].z)));
R125i.w = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x43480000));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 5
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i)));
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R127i.w = R2i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
// 6
R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS1i)));
PV0i.x = R11i.x;
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS1i)));
PV0i.y = R11i.y;
R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i)));
PV0i.z = R12i.z;
R126i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.z));
R127i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.w));
PS0i = R127i.y;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
tempi.x = floatBitsToInt(intBitsToFloat(tempi.x) * 2.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.w)));
PS1i = R125i.y;
// 8
backupReg0i = R126i.z;
backupReg0i = R126i.z;
backupReg1i = R125i.x;
backupReg1i = R125i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R10i.x)) + intBitsToFloat(R11i.x)));
R124i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R10i.y)) + intBitsToFloat(R11i.y)));
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R11i.z)) + intBitsToFloat(R12i.z)));
R127i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
R125i.x = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
PS0i = R125i.x;
// 9
backupReg0i = R126i.w;
backupReg0i = R126i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = R126i.w;
// 10
backupReg0i = R127i.y;
backupReg0i = R127i.y;
backupReg1i = R125i.w;
backupReg1i = R125i.w;
R126i.x = floatBitsToInt(fract(intBitsToFloat(R1i.y)));
R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
R127i.z = floatBitsToInt(fract(intBitsToFloat(R1i.x)));
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg1i)),intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.x)));
R8i.w = 0x40400000;
PS0i = R8i.w;
// 11
backupReg0i = R126i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = tempi.x;
R3i.z = floatBitsToInt(roundEven(1.0));
PS1i = R3i.z;
// 12
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.x)) + -(intBitsToFloat(R125i.w))));
PS0i = R122i.x;
// 13
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.y));
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.w));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.x));
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.z));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PS0i)));
// 14
R124i.x = floatBitsToInt(-(intBitsToFloat(R126i.y)) + intBitsToFloat(PS1i));
PV0i.x = R124i.x;
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
PS0i = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0);
// 15
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R125i.x)) + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PS0i)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.z)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(PV0i.w)));
PV1i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.x)));
PS1i = R122i.x;
// 16
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(R124i.x)) + intBitsToFloat(R124i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(R124i.x)) + intBitsToFloat(R2i.y)));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(PV1i.w)));
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(PS1i));
PS0i = R2i.x;
// 17
R124i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w)));
R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z));
PV1i.y = R2i.y;
R5i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PV0i.y));
PV1i.z = R5i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w));
R9i.w = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
PS1i = R9i.w;
// 18
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.z));
PS0i = clampFI32(PS0i);
// 19
R5i.x = uf_remappedPS[4].y;
PV1i.y = floatBitsToInt(intBitsToFloat(R124i.x) + intBitsToFloat(R126i.x));
PV1i.y = clampFI32(PV1i.y);
R10i.z = uf_remappedPS[5].y;
R3i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) + intBitsToFloat(PS0i)); // world reflections became visible in the distant body waters
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
R5i.w = floatBitsToInt(tempResultf);
PS1i = R5i.w;
// 20
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R4i.w = floatBitsToInt(-(intBitsToFloat(R126i.x)) + intBitsToFloat(PV1i.y));
PS0i = R4i.w;
// 21
R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),0.0)));
PV1i.x = R4i.x;
PV1i.y = R4i.x;
PV1i.z = R4i.x;
PV1i.w = R4i.x;
R4i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R4i.z;
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R4i.y = tempi.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R5i.w)));
PS0i = R126i.x;
// 1
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R3i.w)) + intBitsToFloat(R0i.x)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R5i.w)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)));
R3i.w = uf_remappedPS[9].y;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x41c80000));
PS1i = clampFI32(PS1i);
// 2
R0i.x = floatBitsToInt(intBitsToFloat(R11i.x) + intBitsToFloat(uf_remappedPS[10].x));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R4i.w)) + intBitsToFloat(R0i.y)));
R0i.z = floatBitsToInt(intBitsToFloat(R11i.y) + intBitsToFloat(uf_remappedPS[10].y));
R0i.w = floatBitsToInt((intBitsToFloat(PS1i) * 0.5 + 0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R12i.z) + intBitsToFloat(uf_remappedPS[10].z));
PS0i = R1i.z;
// 3
redcCUBE(vec4(intBitsToFloat(R4i.z),intBitsToFloat(R4i.z),intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.x),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),cubeMapSTM,cubeMapFaceId);
R125i.x = floatBitsToInt(cubeMapSTM.x);
R125i.y = floatBitsToInt(cubeMapSTM.y);
R125i.z = floatBitsToInt(cubeMapSTM.z);
R125i.w = cubeMapFaceId;
PV1i.x = R125i.x;
PV1i.y = R125i.y;
PV1i.z = R125i.z;
PV1i.w = R125i.w;
R127i.w = floatBitsToInt(-(intBitsToFloat(R6i.w)) + 1.0);
PS1i = R127i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R124i.x = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
PS0i = R124i.x;
// 5
R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = R4i.x;
PV1i.y = R4i.x;
PV1i.z = R4i.x;
PV1i.w = R4i.x;
R4i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R4i.z;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R4i.y = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(R124i.x)) + 1.5));
PS0i = R122i.x;
// 7
backupReg0i = R125i.w;
R125i.x = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + 0.5));
R8i.y = PS0i;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.x)) + 1.5));
PV1i.z = R123i.z;
R125i.w = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
R8i.z = backupReg0i;
PS1i = R8i.z;
// 8
redcCUBE(vec4(intBitsToFloat(R4i.z),intBitsToFloat(R4i.z),intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.x),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),cubeMapSTM,cubeMapFaceId); // 2nd vec4 distant light reflections
R124i.x = floatBitsToInt(cubeMapSTM.x);
R124i.y = floatBitsToInt(cubeMapSTM.y);
R124i.z = floatBitsToInt(cubeMapSTM.z);
R124i.w = cubeMapFaceId;
PV0i.x = R124i.x;
PV0i.y = R124i.y;
PV0i.z = R124i.z;
PV0i.w = R124i.w;
R8i.x = PV1i.z;
PS0i = R8i.x;
// 9
R6i.x = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R6i.x = clampFI32(R6i.x);
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R125i.x)));
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) / 2.0);
R9i.z = PV0i.w;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.w)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z))); // great line to controld distance light/sun reflections on surface of water
// 10
R7i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R7i.x = clampFI32(R7i.x);
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3c23d70a));
PV0i.z = clampFI32(PV0i.z);
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5));
PV0i.w = R123i.w;
R6i.z = floatBitsToInt((intBitsToFloat(R7i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R6i.z = clampFI32(R6i.z);
PS0i = R6i.z;
// 11
R9i.x = PV0i.w;
R9i.y = PV0i.y;
R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(R11i.z)));
R7i.y = int(intBitsToFloat(R125i.w));
PS1i = R7i.y;
R2i.xzw = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R3i.xy)).xzw); // light reflections on water R3i frame
R8i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R8i.xy),R8i.z),cubeMapArrayIndex8),intBitsToFloat(R8i.w)).xyz); // level of detail for distant water
R9i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R9i.xy),R9i.z),cubeMapArrayIndex8),intBitsToFloat(R9i.w)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z))).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R3i.xy)).xyz); //distant water looks like near water at x0
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R10i.z),intBitsToFloat(R7i.w),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),1.0,0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].x)), intBitsToFloat(uf_remappedPS[11].w)));
PS0i = R127i.x;
// 1
R126i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].y)), intBitsToFloat(uf_remappedPS[11].w)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R2i.w)));
PV1i.z = R125i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[11].w), intBitsToFloat(uf_remappedPS[11].w)));
R125i.x = R7i.y & int(1);
PS1i = R125i.x;
// 2
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R10i.x)));
PV0i.x = R124i.x;
R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R10i.y)));
PV0i.y = R124i.y;
R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R11i.z)));
PV0i.z = R124i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].z)), intBitsToFloat(uf_remappedPS[11].w)));
R10i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3f4ccccd));
R10i.x = clampFI32(R10i.x);
PS0i = R10i.x;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0))); // reflections
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(R125i.z)));
PS1i = R126i.y;
// 4
backupReg0i = R0i.x;
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.z),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.z),intBitsToFloat(R1i.z),0.0))); // reflections
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 5
backupReg0i = R124i.z;
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS0i)));
PV1i.x = R5i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS0i)));
PV1i.y = R127i.y;
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
PV1i.z = R124i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R125i.z) + 0.25);
R127i.w = clampFI32(R127i.w);
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
R125i.z = floatBitsToInt(tempResultf);
PS1i = R125i.z;
// 6
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
// 7
backupReg0i = R0i.z;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R125i.z)));
R124i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PS0i)), intBitsToFloat(uf_remappedPS[11].w)));
PV1i.z = floatBitsToInt(max(-(intBitsToFloat(PV0i.x)), 0.0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R125i.z)));
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
PS1i = R0i.x;
// 8
R124i.x = floatBitsToInt(min(intBitsToFloat(PV1i.z), 1.0));
PV0i.x = R124i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.w)), intBitsToFloat(uf_remappedPS[11].w))); // affects water reflections
PV0i.y = R125i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.x)), intBitsToFloat(uf_remappedPS[11].w))); // affects water reflections
PV0i.z = R125i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)));
R127i.z = floatBitsToInt(float(R125i.x));
PS0i = R127i.z;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.x),intBitsToFloat(R124i.w),-0.0),vec4(intBitsToFloat(R124i.y),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.w = tempi.x;
R125i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PS1i = R125i.x;
// 10
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.y),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0))); // reflection glare on water surface
tempi.x = clampFI32(tempi.x); // will do the same as above line
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
// 11
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R125i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R125i.x)) + intBitsToFloat(R125i.x)));
PV1i.y = R125i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R124i.z)));
R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PS0i)) + intBitsToFloat(PS0i)));
PV1i.w = R124i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(R6i.y))) + intBitsToFloat(R124i.x)));
PS1i = R122i.x;
// 12
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(PV1i.x)) + -(intBitsToFloat(PV1i.x))));
PV0i.w = R125i.w;
PS0i = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PS1i));
// 13
backupReg0i = R125i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PV0i.x)));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV0i.z)));
PV1i.y = R125i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + 1.0);
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
R124i.z = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
PS1i = R124i.z;
// 14
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R6i.y))) + intBitsToFloat(PV1i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(0x3ca3d70a) + intBitsToFloat(0x3ca3d70a)));
PV0i.z = R123i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R10i.x)));
PV0i.w = R124i.w;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV1i.x)));
PS0i = R125i.z;
// 15
backupReg0i = R124i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV0i.z));
R124i.z = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x3ca3d70a) + intBitsToFloat(0x3ca3d70a)));
R125i.w = floatBitsToInt(0.25 * intBitsToFloat(backupReg0i));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); // largens the area of light glitter from the sun on surface area
// 16
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R127i.w)));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.x)));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PS1i)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); // largens the area of light glitter from the sun on surface area
// 17
backupReg0i = R126i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.z)));
PV1i.x = R123i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R125i.w)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R0i.x)));
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].x),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)));
PS1i = R122i.x;
// 18
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].z),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.x))); // ufremapped makes water more solid pool color
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y),intBitsToFloat(R127i.x)) + intBitsToFloat(R125i.y))); // ufremapped makes water more solid pool color
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(R124i.w) + intBitsToFloat(R124i.z));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(R6i.x)));
PS0i = R125i.y;
// 19
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.y)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R7i.x)));
R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.z)));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R6i.z)));
PS1i = R125i.w;
// 20
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].x), intBitsToFloat(R126i.y)));
R4i.y = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].z), intBitsToFloat(R126i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y), intBitsToFloat(R126i.y)));
R8i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PS0i = R8i.y;
// 21
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(R124i.w)));
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(R127i.y)));
R3i.w = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R126i.w)));
PS1i = R6i.w;
// 22
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R3i.w)); // blue color body water
PV0i.z = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(R8i.y)); // green color body water
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R4i.y)); // red color body water
// 23
R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R3i.x) * waterfogred )); // R3i is water fog color red
R6i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R3i.y) * waterfoggreen )); // R3i is water fog green
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R3i.z) * waterfogblue )); // R3i is water fog blue
// export
passPixelColor0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // xyz is RGB for water color, and w is edge see through clarity
}

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@ -0,0 +1,968 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader bec68ec6f40a864f -- Affects distant area fog rgb, distance lighting, ground lighting
#define dli $distantlighting
#define dred $dred
#define dgreen $dgreen
#define dblue $dblue
uniform ivec4 uf_remappedPS[33];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2
layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 17) uniform sampler2D textureUnitPS17;// Tex17 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 4) out vec4 passPixelColor4;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
ivec4 R16i = ivec4(0);
ivec4 R17i = ivec4(0);
ivec4 R18i = ivec4(0);
ivec4 R19i = ivec4(0);
ivec4 R20i = ivec4(0);
ivec4 R21i = ivec4(0);
ivec4 R22i = ivec4(0);
ivec4 R23i = ivec4(0);
ivec4 R24i = ivec4(0);
ivec4 R25i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex7 = 0.0;
R0i = floatBitsToInt(passParameterSem0); // affects lighting
R1i = floatBitsToInt(passParameterSem2); // affects shadows, though strange
R2i = floatBitsToInt(passParameterSem6); // affects shadow blur
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
R12i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
R5i.xzw = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xzw);
R11i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
R9i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
R22i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R12i.x) * 2.0 + -(1.0)));
R127i.y = floatBitsToInt((intBitsToFloat(R12i.y) * 2.0 + -(1.0)));
R127i.z = floatBitsToInt((intBitsToFloat(R12i.z) * 2.0 + -(1.0)));
R6i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R6i.w;
R14i.w = 0x40400000;
PS0i = R14i.w;
// 1
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
PV1i.x = R124i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
R125i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PV1i.z = R125i.z;
R3i.w = 0;
R8i.w = 0x3f800000;
PS1i = R8i.w;
// 2
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].x)));
R0i.y = floatBitsToInt((-(intBitsToFloat(R12i.w)) * 0.5 + 1.0));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
R16i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) * intBitsToFloat(0x3ba3d70a));
R15i.y = 0;
PS0i = R15i.y;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z)));
PS1i = R122i.x;
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(uf_remappedPS[4].x)));
R126i.z = floatBitsToInt(intBitsToFloat(R12i.w) * intBitsToFloat(0x437f0000));
R17i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(0x40400000));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 5
R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R8i.x;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R5i.y;
R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(R126i.x)));
PV1i.w = R123i.w;
R18i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.x));
PS1i = R18i.z;
// 6
R6i.x = PS1i;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(PV1i.w)));
PV0i.y = R123i.y;
R0i.z = PV1i.x;
R0i.z = floatBitsToInt(intBitsToFloat(R0i.z) * 2.0);
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(R126i.y)));
PV0i.w = R123i.w;
R2i.z = PV1i.y;
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
PS0i = R2i.z;
// 7
backupReg0i = R126i.z;
R4i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].w) + intBitsToFloat(PV0i.y));
PV1i.x = R4i.x;
R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.w)));
R3i.z = R8i.z;
R3i.z = floatBitsToInt(intBitsToFloat(R3i.z) * 2.0);
R0i.w = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xc0600000)));
R0i.w = clampFI32(R0i.w);
R126i.z = int(intBitsToFloat(backupReg0i));
PS1i = R126i.z;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = tempi.x;
R15i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
PS0i = R15i.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R122i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 0.5 + 0.5));
PS1i = R122i.x;
// 10
backupReg0i = R126i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),intBitsToFloat(uf_remappedPS[7].x)) + -(intBitsToFloat(uf_remappedPS[7].y))));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
R126i.y = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x40200000));
R7i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(backupReg0i));
R125i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
R127i.y = R126i.z & int(1);
PS0i = R127i.y;
// 11
R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
PV1i.w = R125i.x;
R2i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PS1i = R2i.y;
// 12
R13i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].x))));
R13i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].y))));
R15i.z = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3a83126f));
R15i.w = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(0x3daaaaab));
tempResultf = log2(intBitsToFloat(PS1i));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R0i.x = floatBitsToInt(tempResultf);
PS0i = R0i.x;
// 13
redcCUBE(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R125i.w),intBitsToFloat(R125i.x),intBitsToFloat(R125i.y)),vec4(intBitsToFloat(R125i.y),intBitsToFloat(R125i.x),intBitsToFloat(R125i.w),intBitsToFloat(R125i.w)),cubeMapSTM,cubeMapFaceId);
R126i.x = floatBitsToInt(cubeMapSTM.x);
R126i.y = floatBitsToInt(cubeMapSTM.y);
R126i.z = floatBitsToInt(cubeMapSTM.z);
R126i.w = cubeMapFaceId;
PV1i.x = R126i.x;
PV1i.y = R126i.y;
PV1i.z = R126i.z;
PV1i.w = R126i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].y), intBitsToFloat(PS0i)));
PS1i = R127i.w;
// 14
backupReg0i = R127i.y;
R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.x)) + intBitsToFloat(uf_remappedPS[9].w));
R127i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
R14i.z = PV1i.w;
R2i.w = ((backupReg0i == 0)?(0):(0x3f800000));
PV0i.w = R2i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 15
R123i.x = floatBitsToInt((intBitsToFloat(R125i.y) * 2.0 + -(1.0)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f4ccccd));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
// 16
R14i.x = PV1i.w;
R14i.y = PV1i.y;
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R127i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[10].w))/2.0);
PV0i.w = R123i.w;
R19i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PS0i = R19i.y;
// 17
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R124i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R124i.y),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R18i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5);
PS1i = R18i.y;
// 18
R2i.x = uf_remappedPS[11].y;
R3i.y = uf_remappedPS[12].y;
R16i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(0x3fa66666));
R127i.w = floatBitsToInt(intBitsToFloat(R11i.w) * intBitsToFloat(0x437f0000));
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 19
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),intBitsToFloat(uf_remappedPS[13].x)) + -(intBitsToFloat(uf_remappedPS[13].y))));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R6i.y = 0;
R4i.z = uf_remappedPS[14].y;
R7i.w = 0;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 20
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS1i)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS1i)));
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
R4i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
R9i.w = int(intBitsToFloat(R127i.w));
PS0i = R9i.w;
// 0
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x), intBitsToFloat(uf_remappedPS[16].w)));
PV0i.x = R126i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y), intBitsToFloat(uf_remappedPS[16].w)));
PV0i.y = R125i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R4i.y)) + 1.0));
PV0i.z = R123i.z;
R124i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[15].x));
R127i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(uf_remappedPS[15].y));
PS0i = R127i.y;
// 1
R124i.x = PV0i.x;
R126i.y = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedPS[15].z));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z), intBitsToFloat(uf_remappedPS[16].w)));
PV1i.z = R127i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
PV1i.w = R123i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.z));
R124i.y = floatBitsToInt(tempResultf);
PS1i = R124i.y;
// 2
R19i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(uf_remappedPS[17].y));
PV0i.y = PV1i.z;
R126i.z = R9i.w & 0x000000fc;
R10i.w = R1i.x;
R10i.w = floatBitsToInt(intBitsToFloat(R10i.w) / 2.0);
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.w));
PS0i = floatBitsToInt(tempResultf);
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R3i.w),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R124i.y)));
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R6i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.w = tempi.x;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
PS0i = R125i.z;
// 5
backupReg0i = R0i.z;
R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = R124i.x;
PV1i.y = R124i.x;
PV1i.z = R124i.x;
PV1i.w = R124i.x;
R10i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(backupReg0i)) + intBitsToFloat(R3i.x)));
PS1i = R10i.x;
// 6
R7i.x = floatBitsToInt(min(intBitsToFloat(R5i.x), intBitsToFloat(R5i.w)));
PV0i.x = R7i.x;
R10i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R2i.z)) + intBitsToFloat(R4i.y)));
R13i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R3i.z)) + intBitsToFloat(R6i.z)));
PV0i.w = floatBitsToInt(max(-(intBitsToFloat(R127i.w)), 0.0));
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(0x3c23d70a)));
R127i.w = clampFI32(R127i.w);
PS0i = R127i.w;
// 7
backupReg0i = R124i.x;
R124i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), 1.0));
R0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0);
PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R125i.z)));
R2i.w = floatBitsToInt(intBitsToFloat(R5i.x) + -(intBitsToFloat(PV0i.x)));
tempResultf = log2(intBitsToFloat(R4i.w));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 8
backupReg0i = R0i.x;
backupReg1i = R126i.z;
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].x), intBitsToFloat(backupReg0i)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R2i.y)) + intBitsToFloat(R125i.z)));
PV0i.y = R123i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x), intBitsToFloat(PS1i)));
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R127i.w)));
PS0i = floatBitsToInt(float(backupReg1i));
// 9
PV1i.x = floatBitsToInt(max(-(intBitsToFloat(PV0i.y)), intBitsToFloat(0xbf7d70a4)));
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0);
PV1i.y = floatBitsToInt(-(intBitsToFloat(R124i.x)) + 1.0);
R19i.z = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821));
R127i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
R126i.w = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
PS1i = R126i.w;
// 10
backupReg0i = R126i.z;
R127i.x = R12i.w;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R124i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + 0.5);
PV0i.z = R126i.z;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),intBitsToFloat(uf_remappedPS[19].x)) + intBitsToFloat(uf_remappedPS[20].w)));
R125i.w = clampFI32(R125i.w);
R5i.w = floatBitsToInt(exp2(intBitsToFloat(backupReg0i)));
PS0i = R5i.w;
// 11
R20i.x = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3c23d70a) + -(0.5)));
R20i.x = clampFI32(R20i.x);
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
PV1i.z = R123i.z;
R3i.w = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(0x40200001));
R3i.w = clampFI32(R3i.w);
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].z),-(intBitsToFloat(R126i.w))) + intBitsToFloat(uf_remappedPS[10].z)));
PS1i = R125i.z;
// 12
R21i.x = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R9i.y) + 1.0));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(0xbe593484)));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(uf_remappedPS[21].w)));
R4i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].x) + -(1.0));
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.y)));
// 13
PV1i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3f22f983));
R2i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].y) + -(1.0));
R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].z) + -(1.0));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(0x3fc90da4)));
PV1i.w = R123i.w;
tempResultf = log2(intBitsToFloat(R125i.w));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R5i.z = floatBitsToInt(tempResultf);
PS1i = R5i.z;
// 14
R18i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(PV1i.w))) + 1.0));
R7i.y = floatBitsToInt((-(intBitsToFloat(R19i.z)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
R0i.z = floatBitsToInt((-(intBitsToFloat(R127i.x)) * intBitsToFloat(0x40400000) + 4.0));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R124i.y)) + intBitsToFloat(R124i.y)));
PV0i.w = R123i.w;
R8i.y = floatBitsToInt(intBitsToFloat(R3i.w) * intBitsToFloat(0x3dcccccd));
PS0i = R8i.y;
// 15
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R127i.y),intBitsToFloat(R126i.y),-0.0),vec4(intBitsToFloat(R124i.w),intBitsToFloat(R127i.y),intBitsToFloat(R126i.y),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV0i.w)));
PS1i = R10i.z;
// 16
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R6i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 17
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS0i)));
R9i.z = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
tempResultf = log2(intBitsToFloat(PV0i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 18
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[16].w)));
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[16].w)));
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[16].w)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z), intBitsToFloat(PS1i)));
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R21i.x)));
PS0i = R6i.w;
// 19
R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.z)),vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R125i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R7i.w)))));
PV1i.x = R0i.x;
PV1i.y = R0i.x;
PV1i.z = R0i.x;
PV1i.w = R0i.x;
R4i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.w)));
PS1i = R4i.z;
// 20
backupReg0i = R0i.y;
R5i.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R125i.y)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(R3i.x)),-(intBitsToFloat(R3i.y)),-(intBitsToFloat(R6i.z)),0.0)));
R5i.x = clampFI32(R5i.x);
PV0i.x = R5i.x;
PV0i.y = R5i.x;
PV0i.z = R5i.x;
PV0i.w = R5i.x;
R2i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i));
R2i.x = clampFI32(R2i.x);
PS0i = R2i.x;
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R6i.x),intBitsToFloat(R7i.z),intBitsToFloat(R8i.w)),vec4(intBitsToFloat(uf_remappedPS[22].x),intBitsToFloat(uf_remappedPS[22].y),intBitsToFloat(uf_remappedPS[22].z),intBitsToFloat(uf_remappedPS[22].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = floatBitsToInt(-(intBitsToFloat(R5i.x)) + 1.0);
PS0i = R125i.y;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R6i.x),intBitsToFloat(R7i.z),intBitsToFloat(R8i.w)),vec4(intBitsToFloat(uf_remappedPS[23].x),intBitsToFloat(uf_remappedPS[23].y),intBitsToFloat(uf_remappedPS[23].z),intBitsToFloat(uf_remappedPS[23].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
PS1i = R126i.x;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R6i.x),intBitsToFloat(R7i.z),intBitsToFloat(R8i.w)),vec4(intBitsToFloat(uf_remappedPS[24].x),intBitsToFloat(uf_remappedPS[24].y),intBitsToFloat(uf_remappedPS[24].z),intBitsToFloat(uf_remappedPS[24].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R16i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PS0i = R16i.x;
// 3
backupReg0i = R2i.w;
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y), intBitsToFloat(R5i.z)));
R16i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[18].w)),intBitsToFloat(R4i.z)) + 1.0));
PV1i.z = R123i.z;
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.x)) + intBitsToFloat(R7i.x)));
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.w),intBitsToFloat(R3i.z)) + 1.0));
PS1i = R2i.x;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.z)),vec4(-(intBitsToFloat(R3i.x)),-(intBitsToFloat(R3i.y)),-(intBitsToFloat(R6i.z)),-(intBitsToFloat(R6i.y)))));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.w)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PS0i = R122i.x;
// 5
R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(R125i.y)) + intBitsToFloat(R125i.y)));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R6i.z = R0i.x;
R6i.z = clampFI32(R6i.z);
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[25].w)));
R8i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.z)) + 1.0));
PS1i = R8i.z;
// 6
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(PV1i.y)) + -(intBitsToFloat(PV1i.y))));
PV0i.x = R127i.x;
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.z)) + 1.0));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.x),intBitsToFloat(R19i.z)) + intBitsToFloat(R7i.y)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
PV0i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R19i.z)) + intBitsToFloat(R7i.y)));
PS0i = R125i.w;
// 7
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.z),intBitsToFloat(R19i.z)) + intBitsToFloat(R7i.y)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R21i.x)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R0i.z));
// 8
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.z), intBitsToFloat(PS1i)));
R125i.y = floatBitsToInt(-(intBitsToFloat(R6i.w)) + 1.0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.y)),intBitsToFloat(R9i.z)) + intBitsToFloat(R9i.z)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R127i.x = floatBitsToInt(exp2(intBitsToFloat(R124i.x)));
PS0i = R127i.x;
// 9
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R126i.x)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R125i.w)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R125i.z)));
PV1i.z = R123i.z;
R124i.w = floatBitsToInt((intBitsToFloat(R3i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV0i.w)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z));
// 10
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PS1i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.y)),intBitsToFloat(R125i.y)) + intBitsToFloat(R125i.y)));
R10i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[26].w)));
R0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.y));
PS0i = R0i.z;
// 11
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R125i.x))) + intBitsToFloat(R125i.z)));
PV1i.x = R123i.x;
R8i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R124i.x));
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PV0i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),-(intBitsToFloat(R125i.x))) + intBitsToFloat(R125i.w)));
PV1i.w = R123i.w;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),-(intBitsToFloat(R125i.x))) + intBitsToFloat(R126i.x)));
PS1i = R127i.z;
// 12
backupReg0i = R9i.x;
R9i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 0.25);
PV0i.y = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
R9i.z = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.x));
PV0i.w = backupReg0i;
PV0i.w = clampFI32(PV0i.w);
R5i.x = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.w));
PS0i = R5i.x;
// 13
backupReg0i = R11i.y;
backupReg1i = R11i.z;
R0i.x = floatBitsToInt((intBitsToFloat(R11i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R0i.x = clampFI32(R0i.x);
R11i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R11i.y = clampFI32(R11i.y);
R11i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R11i.z = clampFI32(R11i.z);
R11i.w = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(R127i.z));
R11i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R124i.w)));
PS1i = R11i.x;
// 14
PV0i.x = R9i.w & int(1);
R24i.y = 0;
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),-(intBitsToFloat(R5i.y))) + intBitsToFloat(R6i.w)));
R25i.w = 0x3f800000;
R4i.w = 0x3f800000;
PS0i = R4i.w;
// 15
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R12i.x),intBitsToFloat(R12i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R12i.w = tempi.x;
R6i.w = floatBitsToInt(float(PV0i.x));
PS1i = R6i.w;
// 16
R23i.w = 0x3f800000;
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R13i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R13i.z),0.0)));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R127i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R13i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
// 3
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R127i.z;
backupReg1i = R127i.z;
redcCUBE(vec4(intBitsToFloat(R127i.z),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
R127i.x = floatBitsToInt(cubeMapSTM.x);
R127i.y = floatBitsToInt(cubeMapSTM.y);
R127i.z = floatBitsToInt(cubeMapSTM.z);
R127i.w = cubeMapFaceId;
PV1i.x = R127i.x;
PV1i.y = R127i.y;
PV1i.z = R127i.z;
PV1i.w = R127i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].w), intBitsToFloat(uf_remappedPS[16].w)));
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PS1i)));
R17i.z = PV1i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 5
backupReg0i = R9i.x;
R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(backupReg0i)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PS0i)) + 1.5));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + 1.5));
PV1i.w = R123i.w;
// 6
R17i.x = PV1i.w;
R17i.y = PV1i.z;
R13i.z = floatBitsToInt(textureLod(textureUnitPS12, intBitsToFloat(R13i.xy),0.0).x);
R14i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R14i.xy),R14i.z),cubeMapArrayIndex7),intBitsToFloat(R14i.w)).xyz);
R15i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R15i.xz),0.0).x);
R16i.y = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R16i.xy),intBitsToFloat(R16i.w)).x);
R7i.xyz = floatBitsToInt(texture(textureUnitPS17, intBitsToFloat(R15i.wy)).xyz);
R17i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R17i.xy),R17i.z),cubeMapArrayIndex7),intBitsToFloat(R17i.w)).xyz);
R12i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R18i.xy)).xyz);
// export
passPixelColor4 = vec4(intBitsToFloat(R12i.w), intBitsToFloat(R12i.w), intBitsToFloat(R12i.w), intBitsToFloat(R12i.w));
// 0
PV0i.x = floatBitsToInt(max(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[9].w)),intBitsToFloat(R13i.z)) + intBitsToFloat(R16i.z)));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(min(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
R123i.w = floatBitsToInt((intBitsToFloat(R15i.x) * 2.0 + -(1.0)));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(intBitsToFloat(R16i.y) + intBitsToFloat(uf_remappedPS[27].z));
PS0i = clampFI32(PS0i);
// 1
R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
R127i.x = clampFI32(R127i.x);
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x41c80000) + intBitsToFloat(R18i.z)));
R127i.z = floatBitsToInt(min(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.z)));
R125i.w = floatBitsToInt(max(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.x)));
PV1i.w = R125i.w;
R24i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R2i.w)));
PS1i = R24i.x;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x2edbe6ff));
R126i.y = floatBitsToInt(intBitsToFloat(R14i.y) + -(intBitsToFloat(PV1i.w)));
R125i.z = floatBitsToInt(intBitsToFloat(R14i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
R124i.w = floatBitsToInt(intBitsToFloat(R14i.z) + -(intBitsToFloat(PV1i.w)));
PS0i = R124i.w;
// 3
R14i.x = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(uf_remappedPS[28].x));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.z), intBitsToFloat(R24i.x)));
PV1i.y = R125i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.x)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R12i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.x), intBitsToFloat(R9i.z)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
// 4
backupReg0i = R127i.x;
backupReg1i = R0i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(PS1i)) + 1.0));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PV0i.y = R127i.y;
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R10i.z)));
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(backupReg1i)));
R15i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R8i.y)));
PS0i = R15i.x;
// 5
backupReg0i = R5i.x;
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.z), intBitsToFloat(R11i.w)));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x2edbe6ff));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
R11i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.y), intBitsToFloat(backupReg0i)));
R17i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), intBitsToFloat(R11i.x)));
PS1i = R17i.w;
// 6
backupReg0i = R11i.x;
backupReg0i = R11i.x;
R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(backupReg0i)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R19i.x)) + intBitsToFloat(R127i.y)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.y), intBitsToFloat(backupReg0i)));
R127i.w = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
PS0i = R127i.w;
// 7
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R10i.w)) + intBitsToFloat(R10i.w)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0xbdcccccd) + intBitsToFloat(0x3dcccccd)));
PV1i.z = R123i.z;
R24i.w = PV0i.y;
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(PV1i.y));
PV0i.x = clampFI32(PV0i.x);
PV0i.y = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV1i.z));
PV0i.y = clampFI32(PV0i.y);
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R19i.y))) + intBitsToFloat(PV1i.x)));
// 9
PV1i.x = floatBitsToInt(intBitsToFloat(R19i.y) + intBitsToFloat(PV0i.y));
PV1i.x = clampFI32(PV1i.x);
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.x)));
// 10
tempResultf = log2(intBitsToFloat(PV1i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 11
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
// 12
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
// 13
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS0i)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R127i.w)));
// 15
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.w)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.w)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.w)));
PV1i.z = R123i.z;
// 16
backupReg0i = R126i.w;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV1i.z)));
PV0i.x = R127i.x;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV1i.y)));
PV0i.z = R125i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
PV0i.w = R126i.w;
// 17
PV1i.x = floatBitsToInt(intBitsToFloat(R7i.z) + -(intBitsToFloat(PV0i.z)));
PV1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + -(intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(intBitsToFloat(R7i.y) + -(intBitsToFloat(PV0i.x)));
// 18
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R20i.x)) + intBitsToFloat(R127i.x)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R20i.x)) + intBitsToFloat(R126i.w)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R20i.x)) + intBitsToFloat(R125i.z)));
PV0i.w = R123i.w;
// 19
R25i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R2i.x)));
R25i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R8i.z)));
R25i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R2i.y)));
// 0
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R14i.x),intBitsToFloat(uf_remappedPS[29].x)) + intBitsToFloat(uf_remappedPS[30].w)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[31].w)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(R6i.z)) + intBitsToFloat(R25i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(R6i.z)) + intBitsToFloat(R25i.x)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x), intBitsToFloat(R0i.z)));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y), intBitsToFloat(R2i.w)));
PS1i = R125i.z;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z),intBitsToFloat(R6i.z)) + intBitsToFloat(R25i.z)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R19i.z)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R21i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R19i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PV0i.w = R123i.w;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z), intBitsToFloat(R15i.x)));
PS0i = R126i.y;
// 3
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R19i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R3i.y)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R0i.x)));
R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.z)),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.y)));
PV1i.w = R124i.w;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R11i.y)));
PS1i = R127i.x;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].x), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].y), intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.w)));
PV0i.z = R127i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R11i.z)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].z), intBitsToFloat(PV1i.y)));
PS0i = R126i.z;
// 5
backupReg0i = R126i.y;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(R9i.x)) + intBitsToFloat(R11i.w)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R9i.x)) + intBitsToFloat(R12i.w)));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.x)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R9i.x)) + intBitsToFloat(R5i.x)));
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.x;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R123i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R124i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].z),intBitsToFloat(R127i.z)) + intBitsToFloat(R126i.z)));
PV0i.w = R123i.w;
// 7
backupReg0i = R126i.y;
backupReg1i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(R2i.z)) + intBitsToFloat(R125i.x)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.w),intBitsToFloat(R2i.z)) + intBitsToFloat(R125i.z)));
PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.x),intBitsToFloat(R2i.z)) + intBitsToFloat(PV0i.w)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(R127i.x));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.y),intBitsToFloat(R6i.w)) + intBitsToFloat(PS1i)));
R23i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].z),intBitsToFloat(R5i.y)) + intBitsToFloat(PV1i.w)));
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.x),intBitsToFloat(R6i.w)) + intBitsToFloat(PV1i.z)));
PS0i = R4i.x;
// 9
R23i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].x),intBitsToFloat(R5i.y)) + intBitsToFloat(R126i.y)));
R23i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].y),intBitsToFloat(R5i.y)) + intBitsToFloat(R126i.x)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.z),intBitsToFloat(R6i.w)) + intBitsToFloat(PV0i.x)));
PV1i.z = R4i.z;
R24i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.z)),intBitsToFloat(R124i.w)) + intBitsToFloat(R124i.w)));
PS1i = R24i.z;
// 10
R3i.xyz = ivec3(R4i.x,R4i.y,PV1i.z);
R3i.w = R4i.w;
// 11
R1i.xyz = ivec3(R23i.x,R23i.y,R23i.z);
R1i.w = R23i.w;
// 12
R0i.xyz = ivec3(R24i.x,R24i.y,R24i.z);
R0i.w = R24i.w;
// 13
R2i.xyz = ivec3(R25i.x,R25i.y,R25i.z);
R2i.w = R25i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z) * dli, intBitsToFloat(R0i.w)); // x affects shadows sharpness, and z affects distant area lighting brightness
passPixelColor1 = vec4(intBitsToFloat(R1i.x) * dred, intBitsToFloat(R1i.y) * dgreen, intBitsToFloat(R1i.z) * dblue, intBitsToFloat(R1i.w)); // x,y,z affects the color red,green,blue of the fog, w does nothing
passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // affects ground color rgb
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // xyz - RGB for body of waters edge surfaces
}

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@ -0,0 +1,960 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader fb2e18ae56397ca7 -- Affects Trees Bushes and Vines
#define gli $greenerylighting
#define gred $gred
#define ggreen $ggreen
#define gblue $gblue
uniform ivec4 uf_remappedPS[33];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2
layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 16) uniform sampler2D textureUnitPS16;// Tex16 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 4) out vec4 passPixelColor4;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
ivec4 R16i = ivec4(0);
ivec4 R17i = ivec4(0);
ivec4 R18i = ivec4(0);
ivec4 R19i = ivec4(0);
ivec4 R20i = ivec4(0);
ivec4 R21i = ivec4(0);
ivec4 R22i = ivec4(0);
ivec4 R23i = ivec4(0);
ivec4 R24i = ivec4(0);
ivec4 R25i = ivec4(0);
ivec4 R26i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex7 = 0.0;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem2);
R2i = floatBitsToInt(passParameterSem6);
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
R11i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
R10i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
R2i.xy = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xw);
R8i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
R23i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R11i.x) * 2.0 + -(1.0)));
R127i.y = floatBitsToInt((intBitsToFloat(R11i.y) * 2.0 + -(1.0)));
R127i.z = floatBitsToInt((intBitsToFloat(R11i.z) * 2.0 + -(1.0)));
R7i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R7i.w;
R14i.w = 0x40400000;
PS0i = R14i.w;
// 1
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
PV1i.x = R0i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PV1i.z = R126i.z;
R6i.w = 0x3f800000;
R2i.z = 0;
PS1i = R2i.z;
// 2
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].x)));
R3i.y = floatBitsToInt((-(intBitsToFloat(R11i.w)) * 0.5 + 1.0));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
R15i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) * intBitsToFloat(0x3ba3d70a));
R16i.y = 0;
PS0i = R16i.y;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z)));
PS1i = R122i.x;
// 4
R125i.x = floatBitsToInt(intBitsToFloat(R11i.w) * intBitsToFloat(0x437f0000));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(uf_remappedPS[4].x)));
R0i.z = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xc0600000)));
R0i.z = clampFI32(R0i.z);
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PS1i)));
PV0i.w = R123i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 5
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R5i.x;
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R6i.y;
R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(R126i.x)));
PV1i.w = R123i.w;
R13i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.w));
PS1i = R13i.z;
// 6
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(R126i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(PV1i.w)));
PV0i.y = R123i.y;
R8i.z = PS1i;
R0i.w = PV1i.x;
R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
R3i.x = PV1i.y;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) * 2.0);
PS0i = R3i.x;
// 7
R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].w) + intBitsToFloat(PV0i.y));
PV1i.x = R6i.x;
R0i.y = R7i.z;
R0i.y = floatBitsToInt(intBitsToFloat(R0i.y) * 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(R10i.w) * intBitsToFloat(0x437f0000));
R127i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.x)));
R17i.w = floatBitsToInt(intBitsToFloat(R3i.y) * intBitsToFloat(0x40400000));
PS1i = R17i.w;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
R12i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
PS0i = R12i.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
PS1i = R124i.y;
// 10
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[7].x)) + -(intBitsToFloat(uf_remappedPS[7].y))));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
R126i.y = floatBitsToInt((-(intBitsToFloat(R127i.y)) * 0.5 + 0.5));
R9i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(R127i.w));
R124i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
R127i.z = int(intBitsToFloat(R125i.x));
PS0i = R127i.z;
// 11
R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
PV1i.x = R124i.x;
PV1i.y = R124i.x;
PV1i.z = R124i.x;
PV1i.w = R124i.x;
R3i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PS1i = R3i.z;
// 12
R13i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].x))));
R13i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].y))));
R12i.z = floatBitsToInt(intBitsToFloat(R9i.z) * intBitsToFloat(0x3a83126f));
PV0i.w = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(0x40200000));
tempResultf = log2(intBitsToFloat(PS1i));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R4i.y = floatBitsToInt(tempResultf);
PS0i = R4i.y;
// 13
backupReg0i = R124i.x;
backupReg0i = R124i.x;
backupReg1i = R124i.y;
backupReg2i = R124i.w;
redcCUBE(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R124i.w),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(R124i.y),intBitsToFloat(backupReg0i),intBitsToFloat(R124i.w),intBitsToFloat(backupReg2i)),cubeMapSTM,cubeMapFaceId);
R124i.x = floatBitsToInt(cubeMapSTM.x);
R124i.y = floatBitsToInt(cubeMapSTM.y);
R124i.z = floatBitsToInt(cubeMapSTM.z);
R124i.w = cubeMapFaceId;
PV1i.x = R124i.x;
PV1i.y = R124i.y;
PV1i.z = R124i.z;
PV1i.w = R124i.w;
R16i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3daaaaab));
PS1i = R16i.x;
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].y), intBitsToFloat(R4i.y)));
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
R14i.z = PV1i.w;
PV0i.w = R127i.z & int(1);
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 15
backupReg0i = R124i.x;
R124i.x = ((PV0i.w == 0)?(0):(0x3f800000));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS0i)) + 1.5));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R8i.z)) + intBitsToFloat(uf_remappedPS[9].w));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PS0i)) + 1.5));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
// 16
R14i.x = PV1i.y;
R14i.y = PV1i.w;
R124i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 2.0 + -(1.0)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[10].w))/2.0);
PV0i.w = R123i.w;
R4i.x = uf_remappedPS[11].y;
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R18i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5);
PS1i = R18i.y;
// 18
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R124i.z)) + intBitsToFloat(R127i.z)));
PV0i.x = R123i.x;
R5i.y = uf_remappedPS[12].y;
R5i.z = uf_remappedPS[13].y;
R3i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y)));
PV0i.w = R3i.w;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 19
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[14].x)) + -(intBitsToFloat(uf_remappedPS[14].y))));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R19i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x3fa66666));
R4i.z = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(PV0i.w)));
R5i.w = 0;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 20
backupReg0i = R0i.x;
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
R2i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
R9i.y = int(intBitsToFloat(R125i.z));
PS0i = R9i.y;
// 0
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x), intBitsToFloat(uf_remappedPS[16].w)));
PV0i.x = R127i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y), intBitsToFloat(uf_remappedPS[16].w)));
PV0i.y = R124i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R2i.y)) + 1.0));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(uf_remappedPS[15].x));
R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(uf_remappedPS[15].y));
PS0i = R126i.y;
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
PV1i.x = R123i.x;
R125i.y = PV0i.x;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z), intBitsToFloat(uf_remappedPS[16].w)));
PV1i.z = R127i.z;
R4i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedPS[15].z));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.z));
R127i.y = floatBitsToInt(tempResultf);
PS1i = R127i.y;
// 2
backupReg0i = R0i.z;
R126i.x = 0;
PV0i.y = PV1i.z;
R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[17].y));
R124i.w = R9i.y & 0x00000002;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.y),intBitsToFloat(R2i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R127i.y)));
// 4
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.w = tempi.x;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
PS0i = R126i.w;
// 5
backupReg0i = R0i.x;
backupReg1i = R0i.w;
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(backupReg1i)) + intBitsToFloat(backupReg0i)));
PS1i = R2i.x;
// 6
backupReg0i = R124i.w;
PV0i.x = floatBitsToInt(max(-(intBitsToFloat(R127i.w)), 0.0));
R12i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R3i.x)) + intBitsToFloat(R2i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R0i.y)) + intBitsToFloat(R6i.z)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R126i.w)));
R124i.w = floatBitsToInt(float(backupReg0i));
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
PS0i = R124i.w;
// 7
PV1i.x = R9i.y & 0x000000fc;
R20i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PS0i)) + intBitsToFloat(R3i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.z)) + intBitsToFloat(R126i.w)));
PV1i.z = R123i.z;
R3i.w = floatBitsToInt(min(intBitsToFloat(PV0i.x), 1.0));
tempResultf = log2(intBitsToFloat(R2i.w));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R126i.z = floatBitsToInt(tempResultf);
PS1i = R126i.z;
// 8
PV0i.x = floatBitsToInt(max(-(intBitsToFloat(PV1i.z)), intBitsToFloat(0xbf7d70a4)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
R21i.y = R1i.x;
R21i.y = floatBitsToInt(intBitsToFloat(R21i.y) / 2.0);
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].x), intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(0x3c23d70a)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
PS0i = floatBitsToInt(float(PV1i.x));
// 9
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x), intBitsToFloat(R126i.z)));
R7i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R126i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5);
PV1i.z = R126i.z;
R126i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
R7i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821));
PS1i = R7i.x;
// 10
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[19].x)) + intBitsToFloat(uf_remappedPS[20].w)));
R125i.x = clampFI32(R125i.x);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
R127i.w = floatBitsToInt(exp2(intBitsToFloat(R125i.z)));
PS0i = R127i.w;
// 11
R3i.x = R11i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(0xbe593484)));
PV1i.y = R123i.y;
R15i.z = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3c23d70a) + -(0.5)));
R15i.z = clampFI32(R15i.z);
R8i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x40200001));
R8i.w = clampFI32(R8i.w);
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.y)));
// 12
PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983));
R22i.y = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R8i.y) + 1.0));
R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R126i.w)) + intBitsToFloat(R126i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(0x3fc90da4)));
PV0i.w = R123i.w;
R2i.w = floatBitsToInt(exp2(intBitsToFloat(R124i.x)));
PS0i = R2i.w;
// 13
R18i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),-(intBitsToFloat(PV0i.w))) + 1.0));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].z),-(intBitsToFloat(R127i.w))) + intBitsToFloat(uf_remappedPS[10].z)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(uf_remappedPS[21].w)));
R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].z) + -(1.0));
tempResultf = log2(intBitsToFloat(R125i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R3i.y = floatBitsToInt(tempResultf);
PS1i = R3i.y;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R126i.y),intBitsToFloat(R4i.w),-0.0),vec4(intBitsToFloat(R125i.w),intBitsToFloat(R126i.y),intBitsToFloat(R4i.w),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].x) + -(1.0));
PS0i = R0i.y;
// 15
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 16
R0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].y) + -(1.0));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
tempResultf = log2(intBitsToFloat(PV1i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 17
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[16].w)));
PV1i.x = R125i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[16].w)));
PV1i.y = R126i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[16].w)));
PV1i.z = R126i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z), intBitsToFloat(PS0i)));
R4i.w = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(0x3e19999a));
PS1i = R4i.w;
// 18
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R127i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R6i.z = tempi.x;
R5i.z = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
PS0i = R5i.z;
// 19
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.z)),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R126i.z)),-(intBitsToFloat(R5i.w)))));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R5i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PS1i = R5i.w;
// 20
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.z)),vec4(-(intBitsToFloat(R127i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R126i.x)))));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R9i.w = tempi.x;
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
PS0i = R6i.y;
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[22].x),intBitsToFloat(uf_remappedPS[22].y),intBitsToFloat(uf_remappedPS[22].z),intBitsToFloat(uf_remappedPS[22].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(R6i.y)) + -(intBitsToFloat(R6i.y))));
PS0i = R127i.x;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[23].x),intBitsToFloat(uf_remappedPS[23].y),intBitsToFloat(uf_remappedPS[23].z),intBitsToFloat(uf_remappedPS[23].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
PS1i = R127i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[24].x),intBitsToFloat(uf_remappedPS[24].y),intBitsToFloat(uf_remappedPS[24].z),intBitsToFloat(uf_remappedPS[24].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R15i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PS0i = R15i.x;
// 3
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[18].w)),intBitsToFloat(R5i.z)) + 1.0));
PV1i.x = R123i.x;
R15i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.z)),intBitsToFloat(R5i.w)) + intBitsToFloat(R5i.w)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) + 1.0);
R124i.y = floatBitsToInt((-(intBitsToFloat(R7i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
PS1i = R124i.y;
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.z)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
PV0i.z = R123i.z;
R124i.w = floatBitsToInt((-(intBitsToFloat(R3i.x)) * intBitsToFloat(0x40400000) + 4.0));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
PS0i = R126i.z;
// 5
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.y)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV0i.x)));
R127i.z = floatBitsToInt(intBitsToFloat(R8i.w) * intBitsToFloat(0x3dcccccd));
R125i.w = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[25].w)));
PS1i = R127i.x;
// 6
backupReg0i = R0i.x;
backupReg1i = R3i.y;
backupReg2i = R124i.w;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(R4i.z)) + 1.0));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R4i.z)) + 1.0));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y), intBitsToFloat(backupReg1i)));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R22i.y)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
// 7
backupReg0i = R126i.y;
backupReg1i = R4i.z;
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(R124i.y)));
PV1i.x = R124i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i)) + 1.0));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
R125i.x = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
PS1i = R125i.x;
// 8
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R22i.y)));
PV0i.x = R3i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R126i.x))) + intBitsToFloat(PV1i.x)));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
R125i.w = floatBitsToInt((intBitsToFloat(R8i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV1i.w)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.z));
// 9
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(uf_remappedPS[26].w)));
R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.z)));
R0i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV0i.y));
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R124i.x)));
PS1i = R122i.x;
// 10
backupReg0i = R8i.y;
backupReg1i = R8i.x;
R8i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PS1i));
R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
PV0i.z = backupReg1i;
PV0i.z = clampFI32(PV0i.z);
PV0i.w = floatBitsToInt(-(intBitsToFloat(R125i.w)) + 1.0);
R8i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25);
PS0i = R8i.w;
// 11
backupReg0i = R10i.x;
backupReg1i = R10i.z;
backupReg2i = R9i.y;
R10i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R10i.x = clampFI32(R10i.x);
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R125i.w)));
R10i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R10i.z = clampFI32(R10i.z);
R10i.w = floatBitsToInt((intBitsToFloat(R10i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R10i.w = clampFI32(R10i.w);
PS1i = backupReg2i & int(1);
// 12
PV0i.x = floatBitsToInt(intBitsToFloat(R11i.z) * intBitsToFloat(0x3eaaaaab));
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),-(intBitsToFloat(R3i.x))) + intBitsToFloat(R124i.w)));
R26i.w = 0x3f800000;
R6i.z = floatBitsToInt(float(PS1i));
PS0i = R6i.z;
// 13
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),1.0,0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R11i.w = tempi.x;
R25i.y = 0;
PS1i = R25i.y;
// 14
R5i.w = 0x3f800000;
R24i.w = 0x3f800000;
PS0i = R24i.w;
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
PV1i.x = R126i.x;
PV1i.y = R126i.x;
PV1i.z = R126i.x;
PV1i.w = R126i.x;
R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R126i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.y = tempi.x;
// 3
backupReg0i = R126i.x;
backupReg0i = R126i.x;
backupReg1i = R126i.z;
backupReg1i = R126i.z;
redcCUBE(vec4(intBitsToFloat(R126i.z),intBitsToFloat(R126i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
R126i.x = floatBitsToInt(cubeMapSTM.x);
R126i.y = floatBitsToInt(cubeMapSTM.y);
R126i.z = floatBitsToInt(cubeMapSTM.z);
R126i.w = cubeMapFaceId;
PV1i.x = R126i.x;
PV1i.y = R126i.y;
PV1i.z = R126i.z;
PV1i.w = R126i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].w), intBitsToFloat(uf_remappedPS[16].w)));
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PS1i)));
R17i.z = PV1i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 5
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R8i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5));
PV1i.w = R123i.w;
// 6
R17i.x = PV1i.w;
R17i.y = PV1i.z;
R2i.z = floatBitsToInt(textureLod(textureUnitPS12, intBitsToFloat(R13i.xy),0.0).x);
R14i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R14i.xy),R14i.z),cubeMapArrayIndex7),intBitsToFloat(R14i.w)).xyz);
R15i.y = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R15i.xy),intBitsToFloat(R15i.w)).x);
R12i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R12i.xz),0.0).x);
R16i.xyz = floatBitsToInt(texture(textureUnitPS16, intBitsToFloat(R16i.xy)).xyz);
R17i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R17i.xy),R17i.z),cubeMapArrayIndex7),intBitsToFloat(R17i.w)).xyz);
R18i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R18i.xy)).xyz);
// export
passPixelColor4 = vec4(intBitsToFloat(R11i.w), intBitsToFloat(R11i.w), intBitsToFloat(R11i.w), intBitsToFloat(R11i.w));
// 0
PV0i.x = floatBitsToInt(min(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(R15i.y) + intBitsToFloat(uf_remappedPS[27].z));
PV0i.y = clampFI32(PV0i.y);
PV0i.z = floatBitsToInt(max(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[9].w)),intBitsToFloat(R2i.z)) + intBitsToFloat(R19i.y)));
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((intBitsToFloat(R12i.x) * 2.0 + -(1.0)));
PS0i = R122i.x;
// 1
R126i.x = floatBitsToInt(min(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(max(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.z)));
PV1i.y = R127i.y;
R126i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25);
R126i.z = clampFI32(R126i.z);
PV1i.z = R126i.z;
R126i.w = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x41c80000) + intBitsToFloat(R13i.z)));
R25i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R20i.y)));
PS1i = R25i.x;
// 2
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
R124i.y = floatBitsToInt(intBitsToFloat(R14i.x) + -(intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R14i.y) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x2edbe6ff));
R124i.x = floatBitsToInt(intBitsToFloat(R14i.z) + -(intBitsToFloat(PV1i.y)));
PS0i = R124i.x;
// 3
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.w), intBitsToFloat(R25i.x)));
PV1i.x = R125i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R14i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(uf_remappedPS[28].x));
R11i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.x), intBitsToFloat(R8i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
// 4
backupReg0i = R126i.z;
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
R14i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.w)));
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.x)),intBitsToFloat(PS1i)) + 1.0));
PV0i.z = R126i.z;
R126i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
PV0i.w = R126i.w;
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.y), intBitsToFloat(R8i.x)));
PS0i = R0i.w;
// 5
backupReg0i = R17i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(R125i.x)));
R17i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R8i.x)));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0x2edbe6ff));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.x), intBitsToFloat(R9i.y)));
PS1i = R4i.w;
// 6
backupReg0i = R18i.z;
R18i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.y), intBitsToFloat(R9i.y)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.z)) + intBitsToFloat(R126i.w)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
R18i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R9i.y)));
R125i.x = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PS0i = R125i.x;
// 7
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0xbdcccccd) + intBitsToFloat(0x3dcccccd)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5));
PV1i.y = R123i.y;
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R21i.y)) + intBitsToFloat(R21i.y)));
R25i.w = PV0i.y;
PS1i = R25i.w;
// 8
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.x));
PV0i.z = clampFI32(PV0i.z);
PV0i.w = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(PV1i.y));
PV0i.w = clampFI32(PV0i.w);
// 9
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
tempResultf = log2(intBitsToFloat(PV0i.z));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 10
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i)));
// 11
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
// 12
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
// 13
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R125i.x)));
// 14
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
PV0i.w = R123i.w;
// 15
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.z)));
PV1i.x = R124i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.w)));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.y)));
PV1i.z = R127i.z;
// 16
PV0i.x = floatBitsToInt(intBitsToFloat(R16i.y) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R16i.z) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R16i.x) + -(intBitsToFloat(PV1i.x)));
// 17
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R15i.z)) + intBitsToFloat(R127i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R15i.z)) + intBitsToFloat(R124i.x)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R15i.z)) + intBitsToFloat(R127i.z)));
PV1i.w = R123i.w;
// 18
R26i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R4i.z)));
R26i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.y)));
R26i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.x)));
// 0
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R14i.z),intBitsToFloat(uf_remappedPS[29].x)) + intBitsToFloat(uf_remappedPS[30].w)));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[31].w)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.x)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x), intBitsToFloat(R14i.y)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y), intBitsToFloat(R14i.y)));
PS1i = R127i.z;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.z)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R22i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z), intBitsToFloat(R14i.y)));
PS0i = R127i.y;
// 3
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R10i.x)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R3i.z)));
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.z)));
PV1i.w = R125i.w;
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R10i.w)));
PS1i = R125i.x;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].x), intBitsToFloat(PV1i.z)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(PV1i.w)));
PV0i.y = R124i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].y), intBitsToFloat(PV1i.z)));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R10i.z)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].z), intBitsToFloat(PV1i.z)));
PS0i = R126i.y;
// 5
backupReg0i = R127i.y;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R0i.w)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R2i.x)) + intBitsToFloat(R11i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.x)) + intBitsToFloat(R17i.z)));
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.z)));
PS1i = R126i.x;
// 6
R123i.x = floatBitsToInt((intBitsToFloat(R124i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R124i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].z),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.y)));
PV0i.w = R123i.w;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.w),intBitsToFloat(R10i.y)) + intBitsToFloat(PV1i.z)));
PS0i = R127i.z;
// 7
backupReg0i = R127i.x;
backupReg1i = R126i.w;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R18i.x),intBitsToFloat(R10i.y)) + intBitsToFloat(R126i.x)));
PV1i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV0i.z));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R18i.z),intBitsToFloat(R10i.y)) + intBitsToFloat(PV0i.w)));
PS1i = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
// 8
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.x),intBitsToFloat(R6i.z)) + intBitsToFloat(PV1i.z)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.y),intBitsToFloat(R6i.z)) + intBitsToFloat(PV1i.y)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.z),intBitsToFloat(R6i.z)) + intBitsToFloat(PS1i)));
R24i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].x),intBitsToFloat(R3i.x)) + intBitsToFloat(R127i.z)));
PS0i = R24i.x;
// 9
R24i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].y),intBitsToFloat(R3i.x)) + intBitsToFloat(R127i.x)));
R24i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].z),intBitsToFloat(R3i.x)) + intBitsToFloat(R126i.w)));
R25i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.y)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
PS1i = R25i.z;
// 10
R3i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R3i.w = R5i.w;
// 11
R1i.xyz = ivec3(R24i.x,R24i.y,R24i.z);
R1i.w = R24i.w;
// 12
R0i.xyz = ivec3(R25i.x,R25i.y,R25i.z);
R0i.w = R25i.w;
// 13
R2i.xyz = ivec3(R26i.x,R26i.y,R26i.z);
R2i.w = R26i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z) * gli, intBitsToFloat(R0i.w)); // x affects shadows, z affects lighting of trees,bushes,flowers,vines
passPixelColor1 = vec4(intBitsToFloat(R1i.x) * gred, intBitsToFloat(R1i.y) * ggreen, intBitsToFloat(R1i.z) * gblue, intBitsToFloat(R1i.w)); // rgb fog for distant trees
passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // xyz - RGB Bloom/Glowness - to tress and bushes and vines multiply by 20 to see
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // xyz - RGB Bloom for on water objects like korok rings
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Distant Area Fog Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Distant Fog - Main"
description = Can Remove Distant Fog Haze from the world. Change its RGB color. Light up the Distance.
version = 3
[Preset]
name = Fog 0% Light x1
$distantlighting = 1
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 1
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x2
$distantlighting = 2
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 2
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x4
$distantlighting = 4
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 4
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x8
$distantlighting = 8
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 8
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog 10% Light x1
$distantlighting = 1
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 1
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x2
$distantlighting = 2
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 2
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x4
$distantlighting = 4
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 4
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x8
$distantlighting = 8
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 8
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog 30% Light x1
$distantlighting = 1
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 1
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x2
$distantlighting = 2
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 2
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x4
$distantlighting = 4
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 4
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x8
$distantlighting = 8
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 8
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog Red x4 Light x4
$distantlighting = 4
$dred = 4
$dgreen = 0
$dblue = 0
$greenerylighting = 1
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog Blue x4 Light x4
$distantlighting = 4
$dred = 0
$dgreen = 0
$dblue = 4
$greenerylighting = 4
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Original
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Custom Preset
$distantlighting = 2
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 2
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
# Information
# by SkalFate
# ----------------------
# Distant lighting - is for distant area lighting of the land and how far in the distance everything is lit up
# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
# Greenery lighting - is the same as above but for trees vines, bushes
# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
# RGB - Red, Green, Blue - is self explanatory for the color of the fog, trees, water.
# ------ Values are multiplied so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 29c30aaa023dc7e6 -- Ganons middle and bottom big swirl
#define aurafog $aurafog
#define aurared $aurared
#define auragreen $auragreen
#define aurablue $aurablue
#define auraopacity $auraopacity
#ifndef aurafog
#define aurafog 1
#endif
#ifndef aurared
#define aurared 1
#endif
#ifndef auragreen
#define auragreen 1
#endif
#ifndef aurablue
#define aurablue 1
#endif
#ifndef auraopacity
#define auraopacity 1
#endif
uniform ivec4 uf_remappedPS[2];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem4;
R3f = passParameterSem5;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
R123f.z = (R3f.w * 2.0 + -(1.0));
PV0f.z = R123f.z;
R123f.w = (R3f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
// 1
PV1f.y = mul_nonIEEE(R2f.y, PV0f.w);
PV1f.w = mul_nonIEEE(R3f.y, PV0f.z);
// 2
backupReg0f = R3f.z;
backupReg0f = R3f.z;
R3f.x = R5f.z + PV1f.y;
R3f.y = R5f.w + PV1f.w;
R3f.z = (mul_nonIEEE(backupReg0f,PV1f.y) + R6f.x);
R3f.w = (mul_nonIEEE(backupReg0f,PV1f.w) + R6f.y);
R3f.x = (texture(textureUnitPS1, R3f.xy).w);
R5f.xw = (texture(textureUnitPS2, R3f.zw).xw); // how shiny ganons spirit
// 0
R127f.x = mul_nonIEEE(R5f.x, R5f.x);
R123f.z = (mul_nonIEEE(R4f.w,R3f.x) + -(R0f.w));
PV0f.z = R123f.z;
R127f.w = mul_nonIEEE(R5f.w, R5f.w);
// 1
PV1f.y = mul_nonIEEE(R1f.w, PV0f.z);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
// 2
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(backupReg0f, PV1f.y);
PV0f.y = PV1f.y;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.w = mul_nonIEEE(R127f.w, PV1f.y);
// 3
R123f.x = (mul_nonIEEE(R0f.z,PV0f.w) + intBitsToFloat(0x3d23d70a));
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R0f.y,PV0f.w) + intBitsToFloat(0x3c75c28f));
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.x,PV0f.w) + intBitsToFloat(0x3c75c28f));
PV1f.z = R123f.z;
PV1f.w = mul_nonIEEE(R2f.x, PV0f.y);
// 4
R127f.y = (mul_nonIEEE(R1f.z,R127f.x) + PV1f.x);
PV0f.y = R127f.y;
R127f.z = (mul_nonIEEE(R1f.y,R127f.x) + PV1f.y);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(R1f.x,R127f.x) + PV1f.z);
PV0f.w = R127f.w;
R1f.w = mul_nonIEEE(R7f.w, PV1f.w);
PS0f = R1f.w;
// 5
PV1f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[0].z);
PV1f.y = -(PV0f.z) + intBitsToFloat(uf_remappedPS[0].y);
PV1f.z = -(PV0f.w) + intBitsToFloat(uf_remappedPS[0].x);
// 6
backupReg0f = R127f.y;
backupReg1f = R127f.z;
backupReg2f = R127f.w;
R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + backupReg0f);
PV0f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV1f.y,R9f.y) + backupReg1f);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + backupReg2f);
PV0f.w = R127f.w;
// 7
R8f = vec4(aurafog); // custom code to set fog to 0 ------------------------------<<<<
PV1f.x = R8f.x + -(PV0f.w); // R8f looks like to be the fog
PV1f.z = R8f.z + -(PV0f.y); // R8f looks like to be the fog
PV1f.w = R8f.y + -(PV0f.z); // R8f looks like to be the fog
// 8
backupReg0f = R127f.y;
R127f.x = (mul_nonIEEE(PV1f.w,R8f.w) + R127f.z);
PV0f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w);
PV0f.y = R127f.y;
R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f);
PV0f.w = R127f.w;
// 9
PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[1].z); // blue rgb
PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[1].y); // green rgb
PV1f.z = -(PV0f.y) + intBitsToFloat(uf_remappedPS[1].x); // red rgb
// 10
R1f.x = (mul_nonIEEE(PV1f.z,R9f.x) + R127f.y); // red rgb
R1f.y = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.x); // green rgb
R1f.z = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w); // blue rgb
// export
if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R1f.x * aurared, R1f.y * auragreen, R1f.z * aurablue, R1f.w * auraopacity); // rgb color and opacity for the middle swirl effect
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 397f3d8521c96e30 -- ganons castle swirl shader
#define aurafog $aurafog
#define aurared $aurared
#define auragreen $auragreen
#define aurablue $aurablue
#define auraopacity $auraopacity
#ifndef aurafog
#define aurafog 1
#endif
#ifndef aurared
#define aurared 1
#endif
#ifndef auragreen
#define auragreen 1
#endif
#ifndef aurablue
#define aurablue 1
#endif
#ifndef auraopacity
#define auraopacity 1
#endif
uniform ivec4 uf_remappedPS[3];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem12;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem4;
R3f = passParameterSem5;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem12;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
R123f.x = (R3f.x * 2.0 + -(1.0));
PV0f.x = R123f.x;
PV0f.y = 1.0;
R123f.w = (R3f.w * 2.0 + -(1.0));
PV0f.w = R123f.w;
// 1
PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].w));
PV1f.y = mul_nonIEEE(R3f.y, PV0f.w);
PV1f.z = mul_nonIEEE(R2f.y, PV0f.x);
// 2
R3f.x = (mul_nonIEEE(R3f.z,PV1f.z) + R6f.x);
R3f.y = (mul_nonIEEE(R3f.z,PV1f.y) + R6f.y);
R3f.z = R5f.z + PV1f.z;
R3f.w = R5f.w + PV1f.y;
R5f.x = (mul_nonIEEE(R7f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PS0f = R5f.x;
R6f.xw = (texture(textureUnitPS2, R3f.xy).xw); // how shiny ganons spirit
R3f.x = (texture(textureUnitPS1, R3f.zw).w);
// 0
tempf.x = dot(vec4(R7f.x,R7f.y,R5f.x,0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),1.0,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = mul_nonIEEE(R6f.w, R6f.w);
// 1
PV1f.x = mul_nonIEEE(R6f.x, R6f.x);
R127f.y = mul_nonIEEE(R4f.w, R3f.x);
PV1f.y = R127f.y;
PV1f.z = mul_nonIEEE(R4f.w, PS0f);
PV1f.w = -(PV0f.x) + intBitsToFloat(0xc2c80000);
// 2
R127f.x = mul_nonIEEE(PV1f.z, PV1f.y);
R126f.y = -(R0f.w) + PV1f.y;
R126f.y = clamp(R126f.y, 0.0, 1.0);
R127f.z = PV1f.w * intBitsToFloat(0x3ba3d70a);
R127f.z = clamp(R127f.z, 0.0, 1.0);
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(R4f.w, PV1f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
PV1f.x = mul_nonIEEE(R0f.z, PV0f.z);
PV1f.y = mul_nonIEEE(backupReg0f, PV0f.z);
PV1f.z = mul_nonIEEE(backupReg1f, PV0f.z);
R126f.w = mul_nonIEEE(PV0f.w, R127f.y);
R127f.w = mul_nonIEEE(R1f.x, PV0f.z);
PS1f = R127f.w;
// 4
R123f.x = (mul_nonIEEE(PV1f.x,R127f.x) + intBitsToFloat(0x3d23d70a));
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(PV1f.z,R127f.x) + intBitsToFloat(0x3c75c28f));
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV1f.y,R127f.x) + intBitsToFloat(0x3c75c28f));
PV0f.z = R123f.z;
PV0f.w = mul_nonIEEE(R1f.y, R127f.z);
PS0f = mul_nonIEEE(R1f.z, R127f.z);
// 5
R127f.x = (mul_nonIEEE(R126f.w,R127f.w) + PV0f.z);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R1f.w, R126f.y);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
R127f.z = (mul_nonIEEE(R126f.w,PS0f) + PV0f.x);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(R126f.w,PV0f.w) + PV0f.y);
PV1f.w = R127f.w;
// 6
PV0f.x = -(PV1f.z) + intBitsToFloat(uf_remappedPS[1].z);
PV0f.y = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].y);
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[1].x);
PV0f.w = mul_nonIEEE(R2f.x, PV1f.y);
// 7
backupReg0f = R8f.w;
R126f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R127f.z);
PV1f.y = R126f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R10f.y) + R127f.w);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV0f.z,R10f.y) + R127f.x);
PV1f.w = R127f.w;
R8f.w = mul_nonIEEE(backupReg0f, PV0f.w);
PS1f = R8f.w;
// 8
R9f = vec4(aurafog); // custom code - reinitilize the vector to set fog to 0 ------------------------------<<<<
PV0f.x = R9f.x + -(PV1f.w); // R9f looks like to be the fog
PV0f.z = R9f.z + -(PV1f.y); // R9f looks like to be the fog
PV0f.w = R9f.y + -(PV1f.z); // R9f looks like to be the fog
// 9
backupReg0f = R126f.y;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R127f.z);
PV1f.x = R127f.x;
R126f.y = (mul_nonIEEE(PV0f.x,R9f.w) + R127f.w);
PV1f.y = R126f.y;
R127f.w = (mul_nonIEEE(PV0f.z,R9f.w) + backupReg0f);
PV1f.w = R127f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[2].z);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].y);
PV0f.z = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].x);
// 11
R8f.x = (mul_nonIEEE(PV0f.z,R10f.x) + R126f.y);
R8f.y = (mul_nonIEEE(PV0f.y,R10f.x) + R127f.x);
R8f.z = (mul_nonIEEE(PV0f.x,R10f.x) + R127f.w);
// export
if( ((vec4(R8f.x, R8f.y, R8f.z, R8f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R8f.x * aurared, R8f.y * auragreen, R8f.z * aurablue, R8f.w * auraopacity); // rgb color for the top swirls effect
}

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# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
# (aurafog) -- Fog over Ganons Aura.
# ------------ 0 = disabled , 1 = Enabled
# (auraopacity) -- How opaque do you want the color strenght to be.
# ---------------- 0 = Transparent , Values from 1x to 100x
# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Castle Ganons Aura Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Hyrule Castle Ganons Aura"
description = Can Remove the Fog on Ganons Aura on Hyrule castle. Change its RGB color.
version = 3
[Preset]
name = Ganons Aura Fog Disabled
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog 10%
$aurafog = 0.1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog 30%
$aurafog = 0.3
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog Enabled
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = ----------------------------------------
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Opacity 3x
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 3
[Preset]
name = ----------------------------------------
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Black
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Navy
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 0.5
$auraopacity = 1
[Preset]
name = Ganons Aura Red
$aurafog = 0
$aurared = 1
$auragreen = 0
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Green
$aurafog = 0
$aurared = 0
$auragreen = 1
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Blue
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 1
$auraopacity = 1
[Preset]
name = ----------------------------------------
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Custom Preset
$aurafog = 0
$aurared = 2
$auragreen = 1
$aurablue = 2
$auraopacity = 1
# Information
# by SkalFate
# ----------------------
# (aurafog) -- Fog over Ganons Aura.
# ------------ 0 = disabled , 1 = Enabled
# (auraopacity) -- How opaque do you want the color strenght to be.
# ---------------- 0 = Transparent , Values from 1x to 100x
# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 699b238ae15d113b -- Ganons Castle Moat Fog Fragment Shader
#define basefogred $basefogred
#define basefoggreen $basefoggreen
#define basefogblue $basefogblue
#define basefogopacity $basefogopacity
#ifndef basefogred
#define basefogred 1
#endif
#ifndef basefoggreen
#define basefoggreen 1
#endif
#ifndef basefogblue
#define basefogblue 1
#endif
#ifndef basefogopacity
#define basefogopacity 1
#endif
uniform ivec4 uf_remappedPS[5];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2003b000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem11;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem2;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem11;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R1f.w = (texture(textureUnitPS0, R5f.xy).w);
// 0
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
PS0f = 1.0 / R2f.w;
// 1
R5f.x = mul_nonIEEE(R2f.x, PS0f);
R5f.y = mul_nonIEEE(R2f.y, PS0f);
R3f.z = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w);
R3f.w = mul_nonIEEE(R0f.x, R4f.x);
PV1f.w = R3f.w;
PS1f = 1.0 / R2f.w;
// 2
R2f.x = R2f.z * PS1f;
R2f.y = mul_nonIEEE(R0f.y, R4f.y);
R5f.z = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].x);
R2f.w = mul_nonIEEE(R4f.w, R1f.w);
tempResultf = 1.0 / sqrt(R127f.z);
R1f.w = tempResultf;
PS0f = R1f.w;
R2f.z = (texture(textureUnitPS4, R5f.xy).x);
// 0
backupReg0f = R0f.z;
PV0f.x = mul_nonIEEE(R1f.x, R1f.w);
PV0f.y = mul_nonIEEE(R1f.y, R1f.w);
PV0f.z = mul_nonIEEE(R1f.z, R1f.w);
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[2].w)) + -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = R123f.w;
R1f.x = mul_nonIEEE(backupReg0f, R4f.z);
PS0f = R1f.x;
// 1
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = 1.0 / PV0f.w;
// 2
PV0f.x = max(PV1f.x, -(PV1f.x));
PV0f.y = -(intBitsToFloat(uf_remappedPS[2].z)) * PS1f;
R127f.z = mul_nonIEEE(R0f.w, R2f.w);
R127f.z = clamp(R127f.z, 0.0, 1.0);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R2f.z) + intBitsToFloat(uf_remappedPS[2].x));
PV0f.w = R123f.w;
R127f.y = 1.0 / R3f.z;
PS0f = R127f.y;
// 3
R127f.x = (mul_nonIEEE(R5f.z,R9f.y) + R3f.w);
PV1f.x = R127f.x;
PV1f.z = -(PV0f.y) + PV0f.w;
PV1f.w = PV0f.x + -(intBitsToFloat(uf_remappedPS[0].z));
PS1f = 1.0 / intBitsToFloat(uf_remappedPS[3].y);
// 4
PV0f.x = PV1f.w * R127f.y;
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
PV0f.y = PV1f.z * PS1f;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.z = R8f.x + -(PV1f.x);
// 5
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R127f.z, PV0f.y);
R0f.y = (mul_nonIEEE(PV0f.z,R8f.w) + backupReg0f);
R123f.z = (intBitsToFloat(0xc0000000) * PV0f.x + intBitsToFloat(0x40400000));
PV1f.z = R123f.z;
PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x);
// 6
PV0f.y = mul_nonIEEE(PV1f.w, PV1f.z);
// 7
PV1f.x = mul_nonIEEE(R127f.x, PV0f.y);
// 8
PV0f.w = mul_nonIEEE(R3f.x, PV1f.x);
// 9
backupReg0f = R7f.w;
R7f.w = mul_nonIEEE(backupReg0f, PV0f.w);
// 0
PV0f.x = -(R1f.x) + intBitsToFloat(uf_remappedPS[1].z);
PV0f.y = -(R2f.y) + intBitsToFloat(uf_remappedPS[1].y);
// 1
PV1f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].x);
R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R1f.x);
PV1f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + R2f.y);
PV1f.z = R127f.z;
// 2
R7f.x = (mul_nonIEEE(PV1f.x,R9f.x) + R0f.y);
PV0f.z = R8f.z + -(PV1f.y);
PV0f.w = R8f.y + -(PV1f.z);
// 3
R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z);
PV1f.x = R127f.x;
R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y);
PV1f.w = R127f.w;
// 4
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].y);
// 5
R7f.y = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x);
R7f.z = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w);
// export
if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R7f.x * basefogred, R7f.y * basefoggreen, R7f.z * basefogblue, R7f.w * basefogopacity); // rgb and opacity
}

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# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$basefogopacity = 1
$basefogred = 3
$basefoggreen = 1
$basefogblue = 2
# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue - Changes the color of the Hyrule Base Fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Hyrule Castle Base Fog Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Hyrule Castle Base Fog"
description = Can Remove the Fog glow at the Base of Hyrule Castle. Can Change its RGB color.
version = 3
[Preset]
name = Castle Base Fog Disabled
$basefogopacity = 0
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog 30%
$basefogopacity = 0.3
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog 50%
$basefogopacity = 0.5
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Enabled
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Opacity 3X
$basefogopacity = 3
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Red
$basefogopacity = 1.4
$basefogred = 2
$basefoggreen = 0
$basefogblue = 0
[Preset]
name = Castle Base Fog Green
$basefogopacity = 1
$basefogred = 0
$basefoggreen = 1
$basefogblue = 0
[Preset]
name = Castle Base Fog Blue
$basefogopacity = 1
$basefogred = 0
$basefoggreen = 0
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Custom Preset
$basefogopacity = 1
$basefogred = 4
$basefoggreen = 1.0
$basefogblue = 1.5
# Information
# by SkalFate
# ----------------------
# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue - Changes the color of the Hyrule Base Fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -0,0 +1,819 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 1c7db40ff5d693ab -- Links and all NPCs RGb renderer, all npcs fog rgb renderer, sun-side facing brightness
#define npcfogred $npcfogred
#define npcfoggreen $npcfoggreen
#define npcfogblue $npcfogblue
uniform ivec4 uf_remappedPS[33];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 4) out vec4 passPixelColor4;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
ivec4 R16i = ivec4(0);
ivec4 R17i = ivec4(0);
ivec4 R122i = 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;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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;
float cubeMapArrayIndex7 = 0.0;
R0i = floatBitsToInt(passParameterSem0); // Links cutout comes from passparamsem0
R1i = floatBitsToInt(passParameterSem2);
R2i = floatBitsToInt(passParameterSem6);
// ------------------------------------------------------------------------------------------------------------- Extra dynamic shadows on link
if( activeMaskStackC[1] == true ) {
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); // seems to affect links head area
R7i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw); // seems to affect shadows on link body
R15i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
R2i.xy = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xw);
R4i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
R16i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
R14i.x = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R2i.zw)).x);
}
// ------------------------------------------------------------------------------------------------------------- false makes link grey
if( activeMaskStackC[1] == true ) {
// 0
R124i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.y = R125i.y;
R3i.z = 0;
R5i.w = 0x3f800000;
R126i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
PS0i = R126i.y;
// 1
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.y))));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + -(intBitsToFloat(uf_remappedPS[2].y))));
R127i.w = clampFI32(R127i.w);
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].w)) + 1.0);
PS1i = R126i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[4].x)));
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PS0i)));
R3i.y = floatBitsToInt(-(intBitsToFloat(R127i.w)) + 1.0);
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[5].x)));
R10i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) * intBitsToFloat(0x3ba3d70a));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 4
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[6].x)));
R125i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
R127i.w = floatBitsToInt(max(intBitsToFloat(R15i.y), intBitsToFloat(R15i.z)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 5
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(PV0i.y)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R0i.y;
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(backupReg0i)));
PV1i.w = R123i.w;
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i)));
PS1i = R3i.x;
// 6
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
PV0i.x = R123i.x;
R6i.y = floatBitsToInt(max(intBitsToFloat(R15i.x), intBitsToFloat(R127i.w)));
R9i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(PV1i.w));
PV0i.z = R9i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(R125i.x)));
PV0i.w = R123i.w;
tempResultf = log2(intBitsToFloat(R3i.y));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R127i.y = floatBitsToInt(tempResultf);
PS0i = R127i.y;
// 7
R5i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w));
PV1i.x = R5i.x;
R8i.y = PV0i.z;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(R127i.x)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
R4i.z = floatBitsToInt(tempResultf);
PS1i = R4i.z;
// 8
R9i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(R127i.y)));
R8i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].w) + intBitsToFloat(PV1i.z));
PV0i.z = R8i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(R127i.y)));
R13i.x = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y)));
PS0i = R13i.x;
// 9
R127i.x = uf_remappedPS[7].y;
R9i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3a83126f));
R127i.z = uf_remappedPS[8].y;
R125i.w = floatBitsToInt(min(intBitsToFloat(R15i.y), intBitsToFloat(R15i.z)));
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.y)));
// 10
backupReg0i = R127i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[3].w))/2.0);
PV0i.x = R123i.x;
R2i.y = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(0x2edbe6ff));
R126i.z = uf_remappedPS[9].y;
R127i.w = floatBitsToInt(intBitsToFloat(R13i.x) + intBitsToFloat(0xbecccccd));
R125i.x = floatBitsToInt(exp2(intBitsToFloat(backupReg0i)));
PS0i = R125i.x;
// 11
backupReg0i = R126i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[10].x)) + -(intBitsToFloat(uf_remappedPS[10].y))));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R11i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5);
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(uf_remappedPS[11].y)));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40200001));
R126i.w = clampFI32(R126i.w);
R14i.y = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R4i.y) + 1.0));
PS1i = R14i.y;
// 12
backupReg0i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.z),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R5i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R127i.x;
// 13
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
tempResultf = log2(intBitsToFloat(PV0i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 14
R0i.x = floatBitsToInt(min(intBitsToFloat(R15i.x), intBitsToFloat(R125i.w)));
R12i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(0x41200000));
R12i.y = clampFI32(R12i.y);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].z), intBitsToFloat(PS1i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),-(intBitsToFloat(R125i.x))) + intBitsToFloat(uf_remappedPS[3].z)));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 15
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[13].x)) + intBitsToFloat(uf_remappedPS[14].w)));
R125i.x = clampFI32(R125i.x);
R127i.y = floatBitsToInt((intBitsToFloat(PS0i) * 4.0 + intBitsToFloat(0xc0400000)));
R127i.y = clampFI32(R127i.y);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x3dcccccd));
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R14i.y)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 16
R17i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS1i)));
R17i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
R13i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
R127i.w = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
tempResultf = log2(intBitsToFloat(R127i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 17
R6i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3f4ccccd));
R13i.y = floatBitsToInt(intBitsToFloat(R127i.y) + -(0.5));
R13i.y = floatBitsToInt(intBitsToFloat(R13i.y) * 4.0);
R13i.y = clampFI32(R13i.y);
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(PS0i)));
R6i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x3f4ccccd));
PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.z)));
// 18
R8i.x = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3f4ccccd));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.z)),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.w)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
R2i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0);
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[12].w)),intBitsToFloat(PS1i)) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.z)));
// 19
R12i.x = R1i.w;
R12i.x = clampFI32(R12i.x);
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS0i)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
PV1i.y = R123i.y;
R6i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(intBitsToFloat(R13i.y) + intBitsToFloat(0x3f4ccccd));
PV1i.w = clampFI32(PV1i.w);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R124i.z));
// 20
R2i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(0x3dcccccd) + 1.0));
R5i.y = R6i.y;
R5i.y = clampFI32(R5i.y);
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[15].w)));
R3i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + -(1.0));
tempResultf = log2(intBitsToFloat(R125i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R0i.w = floatBitsToInt(tempResultf);
PS0i = R0i.w;
}
// ------------------------------------------------------------------------------------------------------------- false turns link almost dark, lighting on link
if( activeMaskStackC[1] == true ) {
// 0
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].x), intBitsToFloat(uf_remappedPS[17].w)));
PV0i.x = R126i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].y), intBitsToFloat(uf_remappedPS[17].w)));
PV0i.y = R125i.y;
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(R14i.y)));
PV0i.z = R10i.z;
R4i.w = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x42960000));
R126i.w = floatBitsToInt(1.0 / intBitsToFloat(R2i.y));
PS0i = R126i.w;
// 1
R125i.x = PV0i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(PS0i)) + 1.0));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].z), intBitsToFloat(uf_remappedPS[17].w)));
PV1i.z = R126i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
PV1i.w = R123i.w;
R0i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.z)),intBitsToFloat(R2i.z)) + intBitsToFloat(R2i.z)));
PS1i = R0i.z;
// 2
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y), intBitsToFloat(R0i.w)));
PV0i.y = PV1i.z;
R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].x) + -(intBitsToFloat(R6i.x)));
R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].y) + -(intBitsToFloat(R6i.w)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.w));
PS0i = floatBitsToInt(tempResultf);
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R3i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R4i.z)));
// 4
backupReg0i = R127i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(0x2edbe6ff));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
R124i.z = backupReg0i;
R124i.z = clampFI32(R124i.z);
R8i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].z) + -(intBitsToFloat(R8i.x)));
PS0i = floatBitsToInt(exp2(intBitsToFloat(backupReg1i)));
// 5
backupReg0i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[19].w)));
// 6
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PS1i)));
R126i.y = R4i.x;
R126i.y = clampFI32(R126i.y);
PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.x)), 0.0));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R127i.y)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
// 7
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), 1.0));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.y)) + intBitsToFloat(R127i.y)));
PV1i.z = R123i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(0x437f0000));
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.z)) + 1.0);
PS1i = R127i.y;
// 8
R127i.x = floatBitsToInt(intBitsToFloat(R15i.x) + -(intBitsToFloat(R6i.y)));
PV0i.y = floatBitsToInt(max(-(intBitsToFloat(PV1i.z)), intBitsToFloat(0xbf7d70a4)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x40a00000));
PV0i.z = clampFI32(PV0i.z);
R125i.w = floatBitsToInt(intBitsToFloat(R15i.y) + -(intBitsToFloat(R6i.y)));
R124i.w = floatBitsToInt(intBitsToFloat(R15i.z) + -(intBitsToFloat(R6i.y)));
PS0i = R124i.w;
// 9
backupReg0i = R127i.y;
backupReg1i = R6i.z;
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV0i.z)) + 1.0));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R5i.y)));
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.y)) + intBitsToFloat(backupReg1i)));
R126i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + 0.5);
PV1i.w = R126i.w;
R3i.w = 0;
PS1i = R3i.w;
// 10
backupReg0i = R127i.x;
backupReg1i = R127i.w;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
PV0i.w = R123i.w;
R127i.w = int(intBitsToFloat(backupReg1i));
PS0i = R127i.w;
// 11
backupReg0i = R125i.x;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.y)));
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R124i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV0i.w)) + intBitsToFloat(0xbe593484)));
PV1i.z = R123i.z;
R9i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R124i.x)));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.z)));
// 12
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983));
PV0i.z = floatBitsToInt(intBitsToFloat(0x3f895ef0) * intBitsToFloat(R127i.y));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(0x3fc90da4)));
PV0i.w = R123i.w;
R127i.y = R127i.w & int(1);
PS0i = R127i.y;
// 13
backupReg0i = R2i.w;
backupReg0i = R2i.w;
R11i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),-(intBitsToFloat(PV0i.w))) + 1.0));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R127i.x)) + intBitsToFloat(0xba0a8ec8)));
R5i.y = clampFI32(R5i.y);
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.y)) + intBitsToFloat(0xba0a8ec8)));
R5i.z = clampFI32(R5i.z);
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R10i.z))) + intBitsToFloat(backupReg0i)));
R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R125i.x)) + intBitsToFloat(0xba0a8ec8)));
R3i.z = clampFI32(R3i.z);
PS1i = R3i.z;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[16].x),intBitsToFloat(uf_remappedPS[16].y),intBitsToFloat(uf_remappedPS[16].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(float(R127i.y));
// 15
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.x), intBitsToFloat(PS0i)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.y), intBitsToFloat(PS0i)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.z), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(max(-(intBitsToFloat(PV0i.x)), 0.0));
PS1i = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3eaaaaab));
// 16
R123i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), -(intBitsToFloat(R3i.w))));
// 17
backupReg0i = R7i.x;
R7i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(PV0i.x)));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xbecccccd));
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),-(intBitsToFloat(R126i.z))) + intBitsToFloat(PS0i)));
PS1i = R122i.x;
// 18
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.y),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R4i.w)));
R7i.z = clampFI32(R7i.z);
// 19
R12i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.x),-(intBitsToFloat(R126i.x))) + intBitsToFloat(PV0i.x)));
PV1i.z = R12i.z;
// 20
PV0i.y = PV1i.z;
PV0i.y = clampFI32(PV0i.y);
// 21
R14i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xbecccccd));
}
// -------------------------------------------------------------------------------------------------------------
if( activeMaskStackC[1] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[20].x),intBitsToFloat(uf_remappedPS[20].y),intBitsToFloat(uf_remappedPS[20].z),intBitsToFloat(uf_remappedPS[20].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[21].x),intBitsToFloat(uf_remappedPS[21].y),intBitsToFloat(uf_remappedPS[21].z),intBitsToFloat(uf_remappedPS[21].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
PS1i = R126i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[22].x),intBitsToFloat(uf_remappedPS[22].y),intBitsToFloat(uf_remappedPS[22].z),intBitsToFloat(uf_remappedPS[22].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PS0i = R10i.x;
// 3
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.z)));
}
// ------------------------------------------------------------------------------------------------------------- makes link yellower
if( activeMaskStackC[1] == true ) {
R9i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R9i.xy),0.0).x);
R10i.w = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R10i.xy),intBitsToFloat(R10i.w)).x);
R11i.xyz = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R11i.xy)).xyz);
}
// ------------------------------------------------------------------------------------------------------------- makes link yellower
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R9i.y;
PV0i.x = floatBitsToInt(intBitsToFloat(R10i.w) + intBitsToFloat(uf_remappedPS[23].z));
PV0i.x = clampFI32(PV0i.x);
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.x), intBitsToFloat(R6i.z)));
R123i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 2.0 + -(1.0)));
PV0i.z = R123i.z;
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.y), intBitsToFloat(R6i.z)));
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.z), intBitsToFloat(R6i.z)));
PS0i = R11i.y;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41c80000) + intBitsToFloat(R9i.z)));
PV1i.x = R123i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[24].z)));
PV1i.y = R3i.y;
// 2
R4i.y = PV1i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R12i.y)));
R10i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[25].x));
// 3
PV1i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.z));
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R8i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R6i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(R6i.x)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R12i.x)) + 1.0));
PV0i.w = R123i.w;
// 5
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R7i.z)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[26].z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[26].y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[26].x)));
// 6
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.y), intBitsToFloat(PV1i.x)));
// 7
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R9i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.x)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R6i.y)));
PV1i.w = R123i.w;
// 8
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R5i.z)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R5i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R3i.z)));
// 9
R0i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R0i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
}
// ------------------------------------------------------------------------------------------------------------- makes whole link blue/pink
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.w),intBitsToFloat(uf_remappedPS[27].x)) + intBitsToFloat(uf_remappedPS[28].w)));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
// 1
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[29].w)));
// 2
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R14i.y)));
// 3
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.w)),intBitsToFloat(R0i.z)) + intBitsToFloat(R0i.z)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R0i.z)));
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].y), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].z), intBitsToFloat(PV1i.y)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].x), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PV1i.x)));
R5i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
PS0i = R5i.z;
// 5
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].z),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].x),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.x)));
PV1i.z = R123i.z;
R4i.w = 0;
// 6
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.y)));
PV0i.y = R123i.y; // links whole body red
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.z)));
PV0i.z = R123i.z; // links whole body green
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)));
PV0i.w = R123i.w; // links whole body blue
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.y))); // affects color of links back side
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.z))); // affects color of links back side
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.w))); // affects color of links back side
// 8
predResult = (intBitsToFloat(R14i.x) != intBitsToFloat(0x3dc0c0c1));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
// ------------------------------------------------------------------------------------------------------------- false makes link back-side shadow blue
if( activeMaskStackC[2] == true ) {
// 0
R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R4i.z)) + vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R2i.z)));
R3i.w = 0x3f800000;
R0i.x = 0;
PS0i = R0i.x;
// 1
R0i.yzw = ivec3(0,0,0); // orginal code
//R0i.yzw = ivec3(floatBitsToInt(1.0),floatBitsToInt(1.0),floatBitsToInt(1.0)); // controls the color and brightness of the backside shadows on all npcs
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
// ------------------------------------------------------------------------------------------------------------- false changes links color to be more yellowish
if( activeMaskStackC[2] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[30].x),intBitsToFloat(uf_remappedPS[30].y),intBitsToFloat(uf_remappedPS[30].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.w = 0x40400000;
PS0i = R0i.w;
// 1
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[31].x),intBitsToFloat(uf_remappedPS[31].y),intBitsToFloat(uf_remappedPS[31].z),0.0)));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R127i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(uf_remappedPS[32].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(R13i.x)));
// 3
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R127i.z;
backupReg1i = R127i.z;
redcCUBE(vec4(intBitsToFloat(R127i.z),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
R127i.x = floatBitsToInt(cubeMapSTM.x);
R127i.y = floatBitsToInt(cubeMapSTM.y);
R127i.z = floatBitsToInt(cubeMapSTM.z);
R127i.w = cubeMapFaceId;
PV1i.x = R127i.x;
PV1i.y = R127i.y;
PV1i.z = R127i.z;
PV1i.w = R127i.w;
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(PS0i)));
R2i.z = clampFI32(R2i.z);
PS1i = R2i.z;
// 4
PV0i.x = floatBitsToInt(intBitsToFloat(R14i.z) * intBitsToFloat(0x42960000));
PV0i.x = clampFI32(PV0i.x);
R0i.z = PV1i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 5
backupReg0i = R1i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PS0i)) + 1.5));
PV1i.x = R123i.x;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(PV0i.x)) + intBitsToFloat(backupReg0i)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R1i.x)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + 1.5));
PV1i.w = R123i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z),intBitsToFloat(PV0i.x)) + intBitsToFloat(R1i.z)));
PS1i = R1i.x;
// 6
R0i.x = PV1i.w;
R0i.y = PV1i.x;
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.x), intBitsToFloat(PV1i.z)));
PS0i = R3i.x;
}
// ------------------------------------------------------------------------------------------------------------- false makes link back side brightened up
if( activeMaskStackC[2] == true ) {
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R0i.xy),R0i.z),cubeMapArrayIndex7),intBitsToFloat(R0i.w)).xyz); // R0i.z controls links back side , it britghens it up
}
// ------------------------------------------------------------------------------------------------------------- false makes link a bit brighter front and back
if( activeMaskStackC[2] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.x)));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.z), intBitsToFloat(R1i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.z)));
PV0i.w = R123i.w;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.y), intBitsToFloat(R1i.y)));
PS0i = R3i.y;
// 1
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(R2i.x)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.y)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.z)));
R0i.w = 0;
R3i.w = 0x3f800000;
PS1i = R3i.w;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// ------------------------------------------------------------------------------------------------------------- false darkens links models curves shadows
if( activeMaskStackC[1] == true ) {
// 0
R1i.w = 0x3f800000;
// 1
backupReg0i = R3i.x;
backupReg1i = R3i.y;
backupReg2i = R3i.z;
backupReg3i = R3i.w;
R3i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R3i.w = backupReg3i;
// 2
R2i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R2i.w = R0i.w;
// 3
backupReg0i = R1i.w;
R1i.xyz = ivec3(R4i.x,R5i.y,R6i.z);
R1i.w = backupReg0i;
// 4
R0i.xyz = ivec3(R13i.x,R4i.y,R5i.z);
R0i.w = R4i.w;
// 5
R4i.xyz = ivec3(R7i.x,R7i.x,R7i.x);
R4i.w = R7i.x;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // light/shadows on link when sun face side
passPixelColor1 = vec4(intBitsToFloat(R1i.x) * npcfogred, intBitsToFloat(R1i.y) * npcfoggreen, intBitsToFloat(R1i.z) * npcfogblue, intBitsToFloat(R1i.w)); // links and all npcs fog rgb
passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // link rgb only in celshade removal mode
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor4 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Distant NPCs Fog Removal Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/NPC Fog Removal"
description = Can Remove Fog from Distant NPCs. Conflicts with Cel-Shade ShadowFix Packs.
version = 3
[Preset]
name = Distant NPC Fog Disabled
$npcfogred = 0
$npcfoggreen = 0
$npcfogblue = 0
[Preset]
name = Distant NPC Fog 10%
$npcfogred = 0.1
$npcfoggreen = 0.1
$npcfogblue = 0.1
[Preset]
name = Distant NPC Fog 30%
$npcfogred = 0.3
$npcfoggreen = 0.3
$npcfogblue = 0.3
[Preset]
name = Distant NPC Fog Enabled
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = ----------------------------------------
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = Distant NPC Fog Red
$npcfogred = 2
$npcfoggreen = 0
$npcfogblue = 0
[Preset]
name = Distant NPC Fog Green
$npcfogred = 0
$npcfoggreen = 1
$npcfogblue = 0
[Preset]
name = Distant NPC Fog Blue
$npcfogred = 0
$npcfoggreen = 0
$npcfogblue = 1
[Preset]
name = ----------------------------------------
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = Custom Preset
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
# Information
# by SkalFate
# ----------------------
# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 527591781440691a -- Controls RGb of the Fog Fields in the distance ans their opacity
#define ffopacity $ffopacity
#define ffred $ffred
#define ffgreen $ffgreen
#define ffblue $ffblue
uniform ivec4 uf_remappedPS[7];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2022c000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20234000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x200c2000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3c6ee800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R11f.xw = (texture(textureUnitPS0, R5f.xy).xw);
R13f.x = (texture(textureUnitPS2, R6f.xy).w);
// 0
backupReg0f = R7f.z;
R127f.x = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y));
PV0f.y = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x));
R7f.z = -(backupReg0f);
PV0f.z = R7f.z;
R123f.w = (R11f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
R127f.z = (R11f.w * 2.0 + -(1.0));
PS0f = R127f.z;
// 1
redcCUBE(vec4(PV0f.z,PV0f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,PV0f.z,PV0f.z),cubeMapSTM,cubeMapFaceId);
R126f.x = cubeMapSTM.x;
R126f.y = cubeMapSTM.y;
R126f.z = cubeMapSTM.z;
R126f.w = intBitsToFloat(cubeMapFaceId);
PV1f.x = R126f.x;
PV1f.y = R126f.y;
PV1f.z = R126f.z;
PV1f.w = R126f.w;
R7f.x = (mul_nonIEEE(PV0f.y,PV0f.w) + R5f.z);
PS1f = R7f.x;
// 2
R11f.x = R0f.x + -(R1f.x);
R7f.y = (mul_nonIEEE(R127f.x,R127f.z) + R5f.w);
R5f.z = PV1f.w;
R5f.w = intBitsToFloat(uf_remappedPS[1].x);
PS0f = 1.0 / abs(PV1f.z);
// 3
R6f.x = R0f.z + -(R1f.z);
R6f.y = R0f.y + -(R1f.y);
R123f.z = (mul_nonIEEE(R126f.y,PS0f) + 1.5);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R126f.x,PS0f) + 1.5);
PV1f.w = R123f.w;
PS1f = 1.0 / R2f.w;
// 4
R5f.x = PV1f.z;
R5f.y = PV1f.w;
R7f.z = mul_nonIEEE(R2f.x, PS1f);
R7f.w = mul_nonIEEE(R2f.y, PS1f);
R11f.w = 1.0 / R2f.w;
PS0f = R11f.w;
R12f.xyzw = (texture(textureUnitPS1, R7f.xy).xyzw);
R5f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R5f.xy,floatBitsToInt(R5f.z)),cubeMapArrayIndex10),R5f.w).xyz);
R7f.x = (texture(textureUnitPS4, R7f.zw).x);
// 0
PV0f.x = mul_nonIEEE(R12f.y, R12f.y);
PV0f.y = mul_nonIEEE(R12f.x, R12f.x);
R126f.z = R5f.x * 1.0;
PV0f.w = mul_nonIEEE(R12f.z, R12f.z);
R126f.x = R5f.y * 1.0;
PS0f = R126f.x;
// 1
PV1f.x = PV0f.w * 1.0;
PV1f.y = PV0f.x * 1.0;
PV1f.z = PV0f.y * 1.0;
R126f.w = R5f.z * 1.0;
R127f.w = R8f.x + 0.0;
PS1f = R127f.w;
// 2
R127f.x = R8f.y + 0.0;
R126f.y = (mul_nonIEEE(R6f.x,PV1f.x) + R1f.z);
R123f.z = (mul_nonIEEE(R6f.y,PV1f.y) + R1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R11f.x,PV1f.z) + R1f.x);
PV0f.w = R123f.w;
R127f.y = R8f.z + 0.0;
PS0f = R127f.y;
// 3
R123f.x = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.z = R123f.z;
R126f.w = mul_nonIEEE(R4f.x, PV0f.w);
R125f.w = mul_nonIEEE(R4f.y, PV0f.z);
PS1f = R125f.w;
// 4
R2f.x = R2f.z * R11f.w;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + R127f.x);
PV0f.y = R123f.y;
PV0f.z = mul_nonIEEE(R4f.z, R126f.y);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R127f.w);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.x) + R127f.y);
PS0f = R122f.x;
// 5
R127f.x = mul_nonIEEE(R126f.w, PV0f.w);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R12f.w, R13f.x);
R126f.z = mul_nonIEEE(PV0f.z, PS0f);
PV1f.z = R126f.z;
R126f.w = mul_nonIEEE(R125f.w, PV0f.y);
PV1f.w = R126f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x);
R123f.z = (mul_nonIEEE(R4f.w,PV1f.y) + -(R0f.w))*4.0;
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z);
// 7
backupReg0f = R127f.x;
backupReg1f = R1f.w;
R127f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z);
PV1f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w);
PV1f.y = R127f.y;
R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
PV1f.z = R126f.z;
R1f.w = mul_nonIEEE(backupReg1f, PV0f.z);
R1f.w = clamp(R1f.w, 0.0, 1.0);
// 8
PV0f.y = R9f.z + -(PV1f.x);
PV0f.z = R9f.y + -(PV1f.y);
PV0f.w = R9f.x + -(PV1f.z);
// 9
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z);
PV1f.x = R127f.x;
R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y);
PV1f.w = R126f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 11
backupReg0f = R10f.x;
backupReg0f = R10f.x;
backupReg0f = R10f.x;
R10f.x = (mul_nonIEEE(PV0f.y,backupReg0f) + R127f.x);
R10f.y = (mul_nonIEEE(PV0f.x,backupReg0f) + R126f.w);
R10f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R126f.z);
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w),R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[5].w)) + -(intBitsToFloat(uf_remappedPS[5].y)));
PV0f.y = R123f.y;
// 1
PS1f = 1.0 / PV0f.y;
// 2
PV0f.z = -(intBitsToFloat(uf_remappedPS[5].z)) * PS1f;
R126f.z = 1.0 / intBitsToFloat(uf_remappedPS[6].y);
PS0f = R126f.z;
// 3
PV1f.w = -(PV0f.z) + R127f.x;
// 4
PV0f.y = PV1f.w * R126f.z;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 5
PV1f.x = mul_nonIEEE(R1f.w, PV0f.y);
// 6
R10f.w = mul_nonIEEE(R3f.x, PV1f.x);
// export
if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R10f.x * ffred, R10f.y * ffgreen, R10f.z * ffblue, R10f.w * ffopacity); // RGB for fog fields in the distance
}

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# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$ffopacity = 1
$ffred = 2
$ffgreen = 1
$ffblue = 2
# (ffopacity) = Fog Transparency/Opacity - how thick you want the fog fields to look
# 0 = transparent
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Fog Fields Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/World Fog Fields"
description = Can Remove Fog Fields from the whole world. Change its RGB color.
version = 3
[Preset]
name = Fog Fields Disabled
$ffopacity = 0
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Enabled
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 50%
$ffopacity = 0.5
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 2x
$ffopacity = 2
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 3x
$ffopacity = 3
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Red
$ffopacity = 1
$ffred = 1
$ffgreen = 0
$ffblue = 0
[Preset]
name = Fog Fields Green
$ffopacity = 1
$ffred = 0
$ffgreen = 1
$ffblue = 0
[Preset]
name = Fog Fields Blue
$ffopacity = 1
$ffred = 0
$ffgreen = 0
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Custom Preset
$ffopacity = 1
$ffred = 2
$ffgreen = 1
$ffblue = 2
# Information
# by SkalFate
# ----------------------
# (ffopacity) = Fog Transparency/Opacity - how thick or thin you want the fog fields to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]