This commit is contained in:
Michael 2019-08-02 23:52:24 -07:00
commit 1f40eeb930
43 changed files with 9092 additions and 730 deletions

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#version 420
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
vec4 cubic(float x)
{
float x2 = x * x;
float x3 = x2 * x;
vec4 w;
w.x = -x3 + 3 * x2 - 3 * x + 1;
w.y = 3 * x3 - 6 * x2 + 4;
w.z = -3 * x3 + 3 * x2 + 3 * x + 1;
w.w = x3;
return w / 6.0;
}
vec4 bcFilter(vec2 texcoord, vec2 texscale)
{
vec2 tc = floor( texcoord - 0.5 ) + 0.5;
vec2 f = texcoord - tc;
vec4 xcubic = cubic(f.x);
vec4 ycubic = cubic(f.y);
vec4 c = vec4(tc.x - 1.0, tc.x + 1.0, tc.y - 1.0, tc.y + 1.0);
vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale);
vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale);
vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale);
vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx),
mix(sample1, sample0, sx), sy);
}
void main(){
colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0);
}

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[Definition]
name = Optimized Bicubic B-spline resampler
titleIds =
path = "Filters/Bicubic (4 taps)"
description = Cemu's Bicubic. Because it's B-spline so it was optimized down to 4 taps.
version = 3
[OutputShader]
upscaleMagFilter = Linear
downscaleMagFilter = Linear

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// https://github.com/obsproject/obs-studio/blob/master/libobs/data/bicubic_scale.effect // added customizable polynomials back
#version 420
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
float weight(float x)
{
float ax = abs(x);
const float B = $b;
const float C = $c;
if (ax < 2.0) {
float x_squared = x * x;
if (ax < 1.0) {
return (x_squared *
((12.0 - 9.0 * B - 6.0 * C) * ax +
(-18.0 + 12.0 * B + 6.0 * C)) +
(6.0 - 2.0 * B))
/ 6.0;
}
return (x_squared *
((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
(-12.0 * B - 48.0 * C) * ax +
(8.0 * B + 24.0 * C))
/ 6.0;
}
return 0.0;
}
vec4 weight4(float x)
{
return vec4(
weight(x - 2.0),
weight(x - 1.0),
weight(x),
weight(x + 1.0));
}
vec4 DrawBicubic(vec2 f_in)
{
vec2 stepxy = 1.0/textureSrcResolution;
vec2 pos = f_in.st + stepxy * 0.5;
vec2 f = fract(pos * textureSrcResolution);
vec4 rowtaps = weight4(1.0 - f.x);
vec4 coltaps = weight4(1.0 - f.y);
vec2 uv0 = (-1.5 - f) * stepxy + pos;
vec2 uv1 = uv0 + stepxy;
vec2 uv2 = uv1 + stepxy;
vec2 uv3 = uv2 + stepxy;
float u_weight_sum = rowtaps.y + rowtaps.z;
float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum;
float u_middle = uv1.x + u_middle_offset;
float v_weight_sum = coltaps.y + coltaps.z;
float v_middle_offset = coltaps.z * stepxy.y / v_weight_sum;
float v_middle = uv1.y + v_middle_offset;
// wrap doesn't apply to texelFetch
// clamp
// ivec2 coord_top_left = ivec2(max(uv0 * textureSrcResolution, 0.5));
// ivec2 coord_bottom_right = ivec2(min(uv3 * textureSrcResolution, textureSrcResolution - 0.5));
// mirror
ivec2 coord_top_left = ivec2(abs(uv0 * textureSrcResolution));
ivec2 coord_bottom_right = ivec2(textureSrcResolution - abs(uv3 * textureSrcResolution - textureSrcResolution));
vec4 top = texelFetch(textureSrc, ivec2(coord_top_left), 0) * rowtaps.x;
top += texture(textureSrc, vec2(u_middle, uv0.y)) * u_weight_sum;
top += texelFetch(textureSrc, ivec2(coord_bottom_right.x, coord_top_left.y), 0) * rowtaps.w;
vec4 total = top * coltaps.x;
vec4 middle = texture(textureSrc, vec2(uv0.x, v_middle)) * rowtaps.x;
middle += texture(textureSrc, vec2(u_middle, v_middle)) * u_weight_sum;
middle += texture(textureSrc, vec2(uv3.x, v_middle)) * rowtaps.w;
total += middle * v_weight_sum;
vec4 bottom = texelFetch(textureSrc, ivec2(coord_top_left.x, coord_bottom_right.y), 0) * rowtaps.x;
bottom += texture(textureSrc, vec2(u_middle, uv3.y)) * u_weight_sum;
bottom += texelFetch(textureSrc, ivec2(coord_bottom_right), 0) * rowtaps.w;
total += bottom * coltaps.w;
return total;
}
void main()
{
colorOut0 = vec4(DrawBicubic(passUV).rgb,1.0);
}

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Filters/Bicubic/rules.txt Normal file
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[Definition]
name = Optimized Bicubic spline resampler
titleIds =
path = "Filters/Bicubic"
description = The b and c can adjust the properties of the cubic; sometimes referred to as "blurring" and "ringing" respectively.
version = 3
[OutputShader]
upscaleMagFilter = Linear
downscaleMagFilter = Linear
[Preset]
name = Catmull-Rom
$b = 0.0
$c = 0.5
[Preset]
name = Mitchell-Netravali
$b = 1/3
$c = 1/3
[Preset]
name = B-spline
$b = 1.0
$c = 0.0
[Preset]
name = Photoshop
$b = 0.0
$c = 0.75
[Preset]
name = Custom (edit in rule.txt)
$b = 0.0
$c = 0.0
# Generally b,c >= 0. the shader can't produce negative weight at 0-1 because of bilinear optimization
# But some combinations of negative b,c might have non-negative weight
# Optionally [b + 2c = 1] for numerically accurate filter

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Filters/Jinc/output.glsl Normal file
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// https://github.com/libretro/glsl-shaders/blob/master/nnedi3/shaders/jinc2-cshift-rgb.glsl
// https://github.com/libretro/common-shaders/blob/master/nedi/shaders/nedi-jinc.cg
// https://cemuhook.sshnuke.net/sampleResizers.zip
/*
Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#version 420
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
/*
This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
where r1 and r2 are the first two zeros of jinc function.
For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
*/
// #define halfpi 1.5707963267948966192313216916398 // not used?
#define pi 3.1415926535897932384626433832795
#define wa ($Window_Sinc*pi)
#define wb ($SINC*pi)
float resampler(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
float d = sqrt(dot(v,v)); // Calculates the distance between two points
return (d==0.0) ? wa*wb : sin(d*wa)*sin(d*wb)/(d*d);
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
vec4 JINC2_sharp(vec2 texture_size, vec2 texCoord)
{
vec3 color;
mat4x4 weights;
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
vec2 pc = texCoord*texture_size;
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
weights[0] = vec4(resampler(pc, tc -dx -dy), resampler(pc, tc -dy), resampler(pc, tc +dx -dy), resampler(pc, tc+2.0*dx -dy));
weights[1] = vec4(resampler(pc, tc -dx ), resampler(pc, tc ), resampler(pc, tc +dx ), resampler(pc, tc+2.0*dx ));
weights[2] = vec4(resampler(pc, tc -dx +dy), resampler(pc, tc +dy), resampler(pc, tc +dx +dy), resampler(pc, tc+2.0*dx +dy));
weights[3] = vec4(resampler(pc, tc -dx+2.0*dy), resampler(pc, tc +2.0*dy), resampler(pc, tc +dx+2.0*dy), resampler(pc, tc+2.0*dx+2.0*dy));
dx = dx/texture_size;
dy = dy/texture_size;
tc = tc/texture_size;
// reading the texels
vec3 c00 = texture(textureSrc, tc -dx -dy).xyz;
vec3 c10 = texture(textureSrc, tc -dy).xyz;
vec3 c20 = texture(textureSrc, tc +dx -dy).xyz;
vec3 c30 = texture(textureSrc, tc+2.0*dx -dy).xyz;
vec3 c01 = texture(textureSrc, tc -dx ).xyz;
vec3 c11 = texture(textureSrc, tc ).xyz;
vec3 c21 = texture(textureSrc, tc +dx ).xyz;
vec3 c31 = texture(textureSrc, tc+2.0*dx ).xyz;
vec3 c02 = texture(textureSrc, tc -dx +dy).xyz;
vec3 c12 = texture(textureSrc, tc +dy).xyz;
vec3 c22 = texture(textureSrc, tc +dx +dy).xyz;
vec3 c32 = texture(textureSrc, tc+2.0*dx +dy).xyz;
vec3 c03 = texture(textureSrc, tc -dx+2.0*dy).xyz;
vec3 c13 = texture(textureSrc, tc +2.0*dy).xyz;
vec3 c23 = texture(textureSrc, tc +dx+2.0*dy).xyz;
vec3 c33 = texture(textureSrc, tc+2.0*dx+2.0*dy).xyz;
// Get min/max samples
vec3 min_sample = min4(c11, c21, c12, c22);
vec3 max_sample = max4(c11, c21, c12, c22);
color = mat4x3(c00, c10, c20, c30) * weights[0];
color+= mat4x3(c01, c11, c21, c31) * weights[1];
color+= mat4x3(c02, c12, c22, c32) * weights[2];
color+= mat4x3(c03, c13, c23, c33) * weights[3];
color = color / dot(weights * vec4(1.0), vec4(1.0));
// Anti-ringing
vec3 aux = color;
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, $Anti_Ringing);
// final sum and weight normalization
return vec4(color, 1.0);
}
void main()
{
colorOut0 = JINC2_sharp(textureSrcResolution, passUV);
}

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Filters/Jinc/rules.txt Normal file
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[Definition]
name = Jinc windowed-jinc with anti-ringing
titleIds =
path = "Filters/Jinc"
description = This is an approximation of Jinc. If B=1.0, it's a lanczos filter.
version = 3
[OutputShader] # need texels
upscaleMagFilter = NearestNeighbor
downscaleMagFilter = NearestNeighbor
[Preset]
name = Jinc
$Window_Sinc = 0.5
$SINC = 0.825
$Anti_Ringing = 0.5
[Preset]
name = Lanczos
$Window_Sinc = 0.5
$SINC = 1.0
$Anti_Ringing = 0.8
[Preset]
name = preset3 in nnedi3
$Window_Sinc = 0.44
$SINC = 0.82
$Anti_Ringing = 0.5
[Preset]
name = preset4 in nedi
$Window_Sinc = 0.42
$SINC = 0.92
$Anti_Ringing = 0.8
[Preset]
name = custom (edit in rules.txt)
$Window_Sinc = 0.5
$SINC = 0.825
$Anti_Ringing = 0.8
# $Window_Sinc == A; $SINC == B.
# Increase A to get more blur. Decrease it to get a sharper picture.
# B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
# $Anti_Ringing reduces overshoot.
# Setting it to 1 prevents overshoot, which might cause pixels sticking together.

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[Bat60FpsVerv1]
moduleMatches = 0xB5EB56F6
# Location for .float 60.00
_float = 0x10000a08
CodeCaveSize = 0x0c
_60fps = 0x00000000
0X00000000 = lis r3,_float@h
0X00000004 = lfs f1,_float@l(r3)
0X00000008 = blr
0x024d3164 = bla _60fps
#0x024d3164 = lfs f1,04e0(r3) #0x42F584E0
0x02C82558 = nop #Vsync
0x02C82504 = nop #SwapInterval
[Bat60FpsVerv16]
moduleMatches = 0x10A2A41A
# Location for .float 60.00
_float = 0x10000a08
CodeCaveSize = 0x0c
_60fps = 0x00000000
0X00000000 = lis r3,_float@h
0X00000004 = lfs f1,_float@l(r3)
0X00000008 = blr
0x24D4E68 = bla _60fps
#0x024D4E68 = lfs f1,0x4E0(r3)
0x02C837FC = nop #Vsync

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[Definition]
titleIds = 0005000010136c00,0005000010137c00,0005000010154500,000500001016d300,000500001016df00
path = "Batman: Arkham Origins/Mods/60FPS"
description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.
version = 3
[Control]
#Give boost to performance
vsyncFrequency = 120
# Made by theboy181

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Armor When teleporting
// shader 7cd50058a8f1d6dd
uniform ivec4 uf_remappedPS[10];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler3D textureUnitPS1;
layout(binding = 2) uniform sampler2DArray textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(binding = 7) uniform sampler2D textureUnitPS7;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem5;
layout(location = 5) in vec4 passParameterSem7;
layout(location = 6) in vec4 passParameterSem8;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 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;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem2);
R3i = floatBitsToInt(passParameterSem4);
R4i = floatBitsToInt(passParameterSem5);
R5i = floatBitsToInt(passParameterSem7);
R6i = floatBitsToInt(passParameterSem8);
if( activeMaskStackC[1] == true ) {
R7i.xy = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).xy);
R1i.xyz = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R1i.xy)).xyz);
R8i.xyz = floatBitsToInt(texture(textureUnitPS7, intBitsToFloat(R0i.zw)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R9i.xyz = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xyz);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R4i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R4i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R4i.z)));
R127i.w = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.w = R127i.w;
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PS0i = R127i.y;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.x)),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS0i)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.x)));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i)));
R126i.w = floatBitsToInt(fract(intBitsToFloat(R6i.x)));
PS0i = R126i.w;
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
R126i.y = floatBitsToInt(fract(intBitsToFloat(R6i.y)));
PS1i = R126i.y;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R127i.y;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.x)));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.z)));
PV1i.y = R127i.y;
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg0i)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + -(0.5));
R126i.w = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
PS1i = R126i.w;
// 6
backupReg0i = R126i.y;
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;
R126i.y = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(backupReg0i) + -(0.5));
// 7
R127i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R1i.x)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS0i)),intBitsToFloat(PS0i)) + 1.0));
R123i.y = clampFI32(R123i.y);
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R1i.y)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.w)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 8
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS1i)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.y)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PS1i)));
PS0i = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R1i.z)));
// 9
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.x), intBitsToFloat(R127i.x)));
PV1i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(0x3f59999a));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(backupReg0i)));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
// 10
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(PV1i.x)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PS1i)));
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3f969696));
R3i.z = clampFI32(R3i.z);
R1i.w = floatBitsToInt(fract(intBitsToFloat(uf_remappedPS[3].w)));
R6i.y = 0x3f800000;
PS0i = R6i.y;
// 11
R7i.y = 0;
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(R127i.z)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(R127i.w)));
PS1i = R5i.y;
// 12
tempResultf = 1.0 / sqrt(intBitsToFloat(R126i.y));
PS0i = floatBitsToInt(tempResultf);
// 13
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i)));
PV1i.x = R3i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R3i.y;
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS0i)));
PV1i.z = R4i.z;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.w),-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;
R1i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
PS0i = R1i.x;
// 15
R2i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
R2i.w = clampFI32(R2i.w);
// 16
predResult = (intBitsToFloat(R1i.w) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.z = floatBitsToInt(floor(intBitsToFloat(uf_remappedPS[3].w)));
PV0i.z = R0i.z;
// 1
R0i.z = floatBitsToInt(roundEven(intBitsToFloat(PV0i.z)));
}
if( activeMaskStackC[2] == true ) {
R0i.xyz = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R0i.y));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R9i.x)) + intBitsToFloat(backupReg0i));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(R0i.z));
// 1
backupReg0i = R9i.x;
backupReg1i = R9i.y;
backupReg2i = R9i.z;
R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R1i.w)) + intBitsToFloat(backupReg0i)));
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R1i.w)) + intBitsToFloat(backupReg1i)));
R9i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R1i.w)) + intBitsToFloat(backupReg2i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R6i.z = ((intBitsToFloat(uf_remappedPS[4].w) > 0.0)?int(0xFFFFFFFF):int(0x0));
// 1
predResult = (R6i.z != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.x = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x3e99999a));
R0i.y = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x3e99999a));
R0i.z = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3e99999a));
}
if( activeMaskStackC[2] == true ) {
R0i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R9i.z) * intBitsToFloat(0x3dea4a8c));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R0i.z)) + 1.0);
tempResultf = max(0.0, intBitsToFloat(R2i.w));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R126i.w = floatBitsToInt(tempResultf);
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),1.0,0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = tempi.x;
tempResultf = max(0.0, intBitsToFloat(PV0i.y));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.x = floatBitsToInt((0.5 * intBitsToFloat(PV1i.x) + intBitsToFloat(0x3dcccccd)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(0x3f19999a) * intBitsToFloat(PV1i.x) + intBitsToFloat(0x3e4ccccd)));
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3fa66666));
// 3
R126i.y = floatBitsToInt((intBitsToFloat(0x3f266666) * intBitsToFloat(R127i.w) + intBitsToFloat(0x3eb33333)));
PV1i.y = R126i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x40200000));
R127i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3e23d70a));
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 0.25);
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3e4ccccd));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(0x3e851eb8));
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.z)));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
// 5
PV1i.x = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.y));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(R126i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.y)));
PV1i.w = R123i.w;
R7i.y = 0x3e99999a;
PS1i = R7i.y;
// 6
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.x));
PV0i.y = clampFI32(PV0i.y);
R127i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
R127i.z = clampFI32(R127i.z);
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x));
PV0i.w = clampFI32(PV0i.w);
// 7
PV1i.x = floatBitsToInt(-(intBitsToFloat(R9i.x)) + intBitsToFloat(PV0i.y));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV0i.y));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV0i.z));
PV1i.w = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(PV0i.w));
R127i.x = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(PV0i.w));
PS1i = R127i.x;
// 8
backupReg0i = R9i.x;
backupReg1i = R9i.y;
backupReg2i = R9i.z;
backupReg3i = R5i.x;
R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg0i)));
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg1i)));
R9i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg2i)));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R127i.z));
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg3i)));
PS0i = R5i.x;
// 9
backupReg0i = R5i.y;
backupReg1i = R5i.z;
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg0i)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg1i)));
// 10
R4i.y = R6i.y;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R6i.y = R7i.y;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[4].x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[4].y));
// 1
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS0i)));
// 2
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x40666666));
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x40666666));
R0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x40666666));
R1i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f3851ec));
R1i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f3851ec));
PS0i = R1i.y;
// 3
R1i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3f3851ec));
}
if( activeMaskStackC[2] == true ) {
R0i.y = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).x);
R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R0i.x));
// 1
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x3f333333) + intBitsToFloat(R0i.y)));
PV1i.y = R123i.y;
// 2
PV0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[4].x)) + intBitsToFloat(PV1i.y));
// 3
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x41a00000));
R127i.w = clampFI32(R127i.w);
PV1i.w = R127i.w;
// 4
backupReg0i = R9i.x;
backupReg1i = R9i.y;
backupReg2i = R9i.z;
backupReg3i = R5i.x;
R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w)));
R9i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PV1i.w)));
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(PV1i.w)));
PS0i = R5i.x;
// 5
backupReg0i = R5i.y;
backupReg1i = R5i.z;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.w)));
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R127i.w)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].x) * intBitsToFloat(0xbd088889));
// 1
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y), intBitsToFloat(uf_remappedPS[6].x)));
// 2
predResult = (intBitsToFloat(uf_remappedPS[7].w) != 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x3e22f983));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x40e66666));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x3e22f983));
PV0i.w = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3e22f983));
PS0i = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.z));
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PS0i));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(uf_remappedPS[7].w), -(intBitsToFloat(uf_remappedPS[7].w))));
// 2
PV0i.x = floatBitsToInt(fract(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(fract(intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(PV1i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e99999a));
R125i.w = floatBitsToInt(sqrt(intBitsToFloat(PS1i)));
PS0i = R125i.w;
// 3
R127i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
R127i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
R126i.z = R1i.x;
R126i.z = clampFI32(R126i.z);
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV1i.w = R123i.w;
R124i.w = floatBitsToInt((intBitsToFloat(0xc3020000) * intBitsToFloat(PS0i) + intBitsToFloat(0x43200000)));
PS1i = R124i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R4i.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(0x3e22f983));
// 5
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(0x3e22f983));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3e22f983));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.x)));
R0i.w = floatBitsToInt((intBitsToFloat(0xc31a0000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x43200000)));
R126i.y = floatBitsToInt(sin((intBitsToFloat(PS0i))/0.1591549367));
PS1i = R126i.y;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R9i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.w = tempi.x;
PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.x))/0.1591549367));
// 7
backupReg0i = R127i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.z)));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt((intBitsToFloat(0xc2080000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x42200000)));
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PS0i));
R127i.w = floatBitsToInt((intBitsToFloat(0xbfe66666) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40333333)));
PS1i = floatBitsToInt(sin((intBitsToFloat(backupReg0i))/0.1591549367));
// 8
R125i.x = floatBitsToInt((intBitsToFloat(0xbd8f5c29) * intBitsToFloat(R125i.w) + intBitsToFloat(0x3d8f5c29)));
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(PV1i.z));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R126i.w));
R126i.w = floatBitsToInt((intBitsToFloat(0xc0333333) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40333333)));
tempResultf = max(0.0, intBitsToFloat(R126i.z));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R127i.x = floatBitsToInt(tempResultf);
PS0i = R127i.x;
// 9
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.25 + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3e4ccccd) + intBitsToFloat(0x3e4ccccd)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(0x3d4cccce) * intBitsToFloat(R125i.w) + intBitsToFloat(0x3dcccccd)));
PV1i.z = R123i.z;
PV1i.w = ((0.0 > intBitsToFloat(uf_remappedPS[7].w))?int(0xFFFFFFFF):int(0x0));
R126i.x = ((intBitsToFloat(uf_remappedPS[7].w) == 0.0)?int(0xFFFFFFFF):int(0x0));
PS1i = R126i.x;
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x41000000));
R123i.y = ((PV1i.w == 0)?(PV1i.y):(PV1i.z));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x3f400000) + intBitsToFloat(R1i.z)));
PV0i.z = R123i.z;
PV0i.w = PV1i.x;
PV0i.w = clampFI32(PV0i.w);
R127i.z = floatBitsToInt((intBitsToFloat(0xc3480000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x43960000)));
PS0i = R127i.z;
// 11
R127i.x = floatBitsToInt((intBitsToFloat(0xc36b0000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x437f0000)));
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0xbeb33333) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R1i.w = ((R126i.x == 0)?(PV0i.y):(0));
R125i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 12
PV0i.x = floatBitsToInt(fract(intBitsToFloat(PV1i.y)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
R125i.y = floatBitsToInt((intBitsToFloat(0x41600000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40c00000)));
// 13
PV1i.z = PV0i.x;
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(1.0));
PV1i.w = clampFI32(PV1i.w);
// 14
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.z));
// 15
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
PV1i.x = R126i.x;
R125i.w = PV0i.y;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) * 2.0);
// 16
PV0i.z = floatBitsToInt(intBitsToFloat(0x40400000) * intBitsToFloat(PV1i.x));
// 17
R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.z)));
PV1i.y = R126i.y;
// 18
tempResultf = max(0.0, intBitsToFloat(PV1i.y));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 19
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x43480000));
// 20
R126i.z = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
PS0i = R126i.z;
// 21
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.w)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R125i.x)));
PV1i.w = R123i.w;
// 22
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV1i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
// 23
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.y)));
R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 24
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R1i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R125i.z)) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
// 25
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R1i.w)));
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.w)));
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R0i.xyz = ivec3(0,0,0);
R1i.w = 0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[3].x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R1i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x40490fdb));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
R127i.y = R1i.x;
R127i.y = clampFI32(R127i.y);
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.z) + -(intBitsToFloat(R9i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x40600000));
R1i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[3].x) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(backupReg0i)));
PS0i = R1i.w;
// 1
R123i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e22f983) + 0.5));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
PV1i.w = R126i.w;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(fract(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w)));
// 3
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R126i.w)));
PV1i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
// 4
PV0i.z = floatBitsToInt(fract(intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e22f983));
// 5
PV1i.x = PV0i.z;
PV1i.x = clampFI32(PV1i.x);
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
PV1i.y = clampFI32(PV1i.y);
PS1i = floatBitsToInt(sin((intBitsToFloat(PV0i.w))/0.1591549367));
// 6
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) + 1.0);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x));
// 7
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.y)));
PV1i.x = R127i.x;
R127i.y = PV0i.w;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + 0.5);
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(0x40400000) * intBitsToFloat(PV1i.z));
R126i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3df5c290));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e8a3d71));
R126i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3b449ba6));
R126i.x = PV1i.x;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PS0i = R126i.x;
// 9
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x41100000));
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40a00000));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(backupReg1i)) + intBitsToFloat(PV0i.x)));
PV1i.w = R123i.w;
// 10
tempResultf = max(0.0, intBitsToFloat(PV1i.w));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 11
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x40c00000));
// 12
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
// 13
R123i.y = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(R126i.w)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3f19999a) + intBitsToFloat(R126i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3fe66666) + intBitsToFloat(R126i.z)));
PV1i.w = R123i.w;
// 14
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R126i.x));
// 15
backupReg0i = R0i.y;
backupReg1i = R0i.x;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.z)) + intBitsToFloat(PV0i.w));
PV1i.y = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV0i.y));
// 16
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(backupReg1i)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(backupReg2i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[3].y) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(R2i.w)));
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
// 1
backupReg0i = R0i.y;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.z)) + intBitsToFloat(PV0i.x));
PV1i.y = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(PV0i.x)));
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
backupReg3i = R1i.w;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg2i)));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg3i) + intBitsToFloat(PV1i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R126i.w = R1i.w;
R126i.w = clampFI32(R126i.w);
PV0i.w = R126i.w;
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),-(intBitsToFloat(PV0i.w))) + intBitsToFloat(R5i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),-(intBitsToFloat(PV0i.w))) + intBitsToFloat(R5i.x)));
PV1i.y = R123i.y;
R127i.z = ((intBitsToFloat(PV0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),-(intBitsToFloat(PV0i.w))) + intBitsToFloat(R5i.z)));
PV1i.w = R123i.w;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),-(intBitsToFloat(PV0i.w))) + intBitsToFloat(R9i.x)));
PS1i = R127i.y;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.x)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),-(intBitsToFloat(R126i.w))) + intBitsToFloat(R9i.y)));
PV0i.w = R123i.w;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),-(intBitsToFloat(R126i.w))) + intBitsToFloat(R9i.z)));
PS0i = R127i.w;
// 3
backupReg0i = R127i.y;
R127i.x = ((R127i.z == 0)?(R5i.x):(PV0i.z));
PV1i.x = R127i.x;
R127i.y = ((R127i.z == 0)?(R9i.x):(backupReg0i));
R126i.z = ((R127i.z == 0)?(R5i.z):(PV0i.x));
PV1i.z = R126i.z;
R125i.w = ((R127i.z == 0)?(R5i.y):(PV0i.y));
PV1i.w = R125i.w;
R125i.z = ((R127i.z == 0)?(R9i.y):(PV0i.w));
PS1i = R125i.z;
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[8].x));
R126i.y = ((R127i.z == 0)?(R9i.z):(R127i.w));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),-(intBitsToFloat(R126i.w))) + intBitsToFloat(R4i.y)));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + intBitsToFloat(uf_remappedPS[8].y));
PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(uf_remappedPS[8].z));
// 5
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R127i.x)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R125i.w)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R126i.z)));
R2i.w = ((R127i.z == 0)?(R4i.y):(PV0i.z));
R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R127i.y)));
PS1i = R6i.x;
// 6
R8i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R125i.z)));
R7i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R126i.y)));
// 7
predResult = (1.0 > intBitsToFloat(uf_remappedPS[1].w));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(uf_remappedPS[6].x)));
R0i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[1].w)) * intBitsToFloat(0x40200000) + intBitsToFloat(0x40200000)));
R0i.y = clampFI32(R0i.y);
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(uf_remappedPS[6].x)));
PV0i.z = R0i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(uf_remappedPS[6].x)));
// 1
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[9].z)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[9].z)));
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[9].z)));
R1i.w = PV0i.w;
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R1i.x = PV0i.x;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) / 2.0);
PS1i = R1i.x;
}
if( activeMaskStackC[2] == true ) {
R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(uf_remappedPS[9].y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].w),intBitsToFloat(R0i.w)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
if( (intBitsToFloat(R3i.z) > intBitsToFloat(R1i.z))) discard;
tempResultf = max(0.0, intBitsToFloat(R1i.z));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R1i.x = floatBitsToInt(tempResultf);
PS0i = R1i.x;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3fe66666));
// 1
R127i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.w)));
PS1i = R127i.z;
// 2
R123i.x = floatBitsToInt((intBitsToFloat(0x40b1999a) * intBitsToFloat(PS1i) + intBitsToFloat(0x3ee66666)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(0x3dccccce) * intBitsToFloat(PS1i) + intBitsToFloat(0x3e4ccccd)));
PV0i.y = R123i.y;
// 3
backupReg0i = R5i.x;
backupReg1i = R5i.y;
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(backupReg1i)));
R123i.w = floatBitsToInt((intBitsToFloat(0x41200000) * intBitsToFloat(R127i.z) + 4.0));
PV1i.w = R123i.w;
// 4
backupReg0i = R5i.z;
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R2i.w)));
PV0i.x = R123i.x;
PV0i.y = uf_remappedPS[7].z;
PV0i.z = ((intBitsToFloat(R7i.y) > 0.0)?int(0xFFFFFFFF):int(0x0));
R123i.w = ((R6i.z == 0)?(0x3d008081):(0x3d30b0b1));
PV0i.w = R123i.w;
R1i.w = floatBitsToInt(1.0);
PS0i = R1i.w;
// 1
R1i.x = PV0i.w;
R127i.y = ((PV0i.z == 0)?(0):(0x3f800000));
PV1i.y = R127i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + 0.5));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x427f0000));
R1i.y = PV0i.y;
PS1i = R1i.y;
// 2
PV0i.x = ((intBitsToFloat(PV1i.y) > 0.0)?int(0xFFFFFFFF):int(0x0));
R0i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
PV0i.z = floatBitsToInt(floor(intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
R2i.w = 0x3f800000;
R0i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 3
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 2.0);
R123i.w = ((PV0i.x == 0)?(R6i.y):(R7i.y));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PV1i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x437f0000));
// 5
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b808081));
PS1i = int(intBitsToFloat(PV0i.z));
// 6
PV0i.x = PS1i & 0x000000e0;
// 7
PV1i.w = PV0i.x >> 0x00000003;
// 8
PS0i = floatBitsToInt(float(PV1i.w));
// 9
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(0x42800000));
// 10
R123i.x = floatBitsToInt((intBitsToFloat(R127i.y) * 2.0 + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
// 11
R5i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081)));
// 12
R4i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R4i.w = R2i.w;
// 13
R3i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R3i.w = R0i.w;
// 14
R2i.xyz = ivec3(R6i.x,R8i.y,R7i.z);
R2i.w = R5i.w;
// 15
backupReg0i = R1i.x;
backupReg1i = R1i.y;
backupReg2i = R1i.z;
backupReg3i = R1i.w;
R1i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R1i.w = backupReg3i;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
passPixelColor1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor5 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Ancient Armor
// shader cc51c2b5a4fce06c
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 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;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem7;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f.xy = (texture(textureUnitPS3, R0f.xy).xy);
R1f.w = (texture(textureUnitPS2, R0f.xy).x);
R1f.xyz = (texture(textureUnitPS4, R1f.xy).xyz);
R6f.xyz = (texture(textureUnitPS5, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
PV0f.x = fract(R2f.x);
R125f.y = (R5f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R125f.y;
R127f.z = mul_nonIEEE(R3f.y, R4f.z);
PV0f.w = fract(R2f.y);
R127f.x = mul_nonIEEE(R3f.z, R4f.x);
PS0f = R127f.x;
// 1
R126f.x = (R5f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV1f.y = PV0f.w + -(0.5);
PV1f.z = PV0f.x + -(0.5);
PV1f.w = mul_nonIEEE(R3f.x, R4f.y);
R127f.y = mul_nonIEEE(PV0f.y, PV0f.y);
PS1f = R127f.y;
// 2
backupReg0f = R127f.z;
R123f.x = (mul_nonIEEE(-(PV1f.z),PV1f.z) + 1.0);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R126f.y = (mul_nonIEEE(-(R4f.z),R3f.x) + R127f.x);
R127f.z = (mul_nonIEEE(-(R4f.y),R3f.z) + backupReg0f);
R123f.w = (mul_nonIEEE(-(PV1f.y),PV1f.y) + 1.0);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R127f.w = (mul_nonIEEE(-(R4f.x),R3f.y) + PV1f.w);
PS0f = R127f.w;
// 3
R123f.x = (mul_nonIEEE(R126f.x,R126f.x) + R127f.y);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(R4f.w, R126f.x);
PV1f.z = mul_nonIEEE(PV0f.x, PV0f.w);
R126f.w = mul_nonIEEE(Color.r, R1f.x);
R126f.x = mul_nonIEEE(Color.g, R1f.y);
PS1f = R126f.x;
// 4
PV0f.x = mul_nonIEEE(R127f.z, PV1f.y);
PV0f.y = mul_nonIEEE(R126f.y, PV1f.y);
PV0f.z = mul_nonIEEE(R127f.w, PV1f.y);
PV0f.w = -(PV1f.x) + 1.0;
PS0f = mul_nonIEEE(PV1f.z, PV1f.z);
// 5
R123f.x = (mul_nonIEEE(R4f.y,R125f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R4f.x,R125f.y) + PV0f.x);
PV1f.y = R123f.y;
PV1f.z = mul_nonIEEE(R1f.w, PS0f);
R123f.w = (mul_nonIEEE(R4f.z,R125f.y) + PV0f.z);
PV1f.w = R123f.w;
PS1f = sqrt(PV0f.w);
// 6
R127f.x = (mul_nonIEEE(R3f.x,PS1f) + PV1f.y);
PV0f.x = R127f.x;
R126f.y = (mul_nonIEEE(R3f.y,PS1f) + PV1f.x);
PV0f.y = R126f.y;
R126f.z = (mul_nonIEEE(R3f.z,PS1f) + PV1f.w);
PV0f.z = R126f.z;
PV0f.w = PV1f.z * intBitsToFloat(0x427f0000);
R127f.z = mul_nonIEEE(Color.b, R1f.z);
PS0f = R127f.z;
// 7
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.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;
R125f.y = floor(PV0f.w);
R125f.y *= 4.0;
PS1f = R125f.y;
// 8
PV0f.x = mul_nonIEEE(R6f.z, R127f.z);
PV0f.y = mul_nonIEEE(R6f.y, R126f.x);
R127f.z = intBitsToFloat(0x3d008081);
PV0f.w = mul_nonIEEE(R6f.x, R126f.w);
tempResultf = 1.0 / sqrt(PV1f.x);
R127f.y = tempResultf;
R127f.y /= 2.0;
PS0f = R127f.y;
// 9
R126f.x = R125f.y + 2.0;
R6f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.y);
R6f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.x);
PV1f.w = intBitsToFloat(uf_remappedPS[2].z);
R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.w);
PS1f = R6f.x;
// 10
R3f.x = R127f.z;
R3f.y = PV1f.w;
R1f.z = (mul_nonIEEE(R126f.z,R127f.y) + 0.5);
R3f.w = 1.0;
R1f.x = (mul_nonIEEE(R127f.x,R127f.y) + 0.5);
PS0f = R1f.x;
// 11
R1f.y = (mul_nonIEEE(R126f.y,R127f.y) + 0.5);
R6f.w = 1.0;
R1f.w = R126f.x * intBitsToFloat(0x3b808081);
PS1f = R1f.w;
// 12
R0f.w = intBitsToFloat(0x3e828283);
// 13
R7f.xyz = vec3(R6f.x,R6f.y,R6f.z);
R7f.w = R6f.w;
// 14
R6f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R6f.w = R1f.w;
// 15
R5f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R5f.w = R0f.w;
// 16
R4f.xyz = vec3(R3f.x,R3f.y,R3f.z);
R4f.w = R3f.w;
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor1 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
passPixelColor5 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Ancient Armor
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient Armor"
description = Change Ancient Amor's color and brightness. Originally it's Ancient Orange.
version = 3
[Preset]
name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 2.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.5
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 2.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 2.0 # Brightness scaling factor

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
// Ancient weapons
// shader 5c4fc00fefe604eb
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem3;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem7;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R122i = ivec4(0);
ivec4 R123i = 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;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem3);
R2i = floatBitsToInt(passParameterSem4);
R3i = floatBitsToInt(passParameterSem7);
R4i.xy = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xy);
R6i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xy);
R5i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
R126i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(R3i.y)));
PV0i.w = floatBitsToInt(fract(intBitsToFloat(R3i.x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R2i.x)));
PS0i = R126i.y;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + -(0.5));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R2i.y)));
R127i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV1i.w = R127i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 2
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R1i.z)) + intBitsToFloat(R127i.y)));
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.z)),intBitsToFloat(R1i.x)) + intBitsToFloat(R126i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(PV1i.x)) + 1.0));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(PS1i)));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(R127i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.z)));
PV1i.z = floatBitsToInt(intBitsToFloat(R6i.y) * intBitsToFloat(0x437f0000));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(R1i.y)) + intBitsToFloat(R127i.z)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
PS1i = R127i.w;
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.y)) + intBitsToFloat(R6i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x)));
R127i.x = int(intBitsToFloat(PV1i.z));
PS0i = R127i.x;
// 5
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(sqrt(intBitsToFloat(R127i.w)));
// 6
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.x)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.z)));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.w)));
PV0i.w = R127i.x & 0x000000e0;
R127i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x427f0000));
PS0i = R127i.y;
// 7
R127i.x = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R5i.y)));
R126i.y = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R5i.z)));
R127i.z = PV0i.w >> 0x00000003;
R127i.w = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R5i.x)));
R126i.w = ((intBitsToFloat(R6i.y) > 0.5)?int(0xFFFFFFFF):int(0x0));
PS1i = R126i.w;
// 8
backupReg0i = R127i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
R126i.x = floatBitsToInt(floor(intBitsToFloat(backupReg0i)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 4.0);
PS0i = R126i.x;
// 9
backupReg0i = R126i.y;
backupReg1i = R127i.z;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(R127i.w)));
R126i.y = ((R126i.w == 0)?(0x3d008081):(0x3d20a0a1));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(backupReg0i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(R127i.x)));
PS1i = floatBitsToInt(float(backupReg1i));
// 10
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x42820000));
R7i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.w)));
R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + 2.0);
PV0i.w = uf_remappedPS[2].z;
R7i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.x)));
PS0i = R7i.x;
// 11
R6i.x = R126i.y;
R6i.y = PV0i.w;
R7i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.z)));
R6i.w = floatBitsToInt(1.0);
R7i.w = 0x3f800000;
PS1i = R7i.w;
// 12
R5i.w = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0x3b808081));
R0i.w = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3b808081));
PS0i = R0i.w;
// 13
tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.y));
PS1i = floatBitsToInt(tempResultf);
PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
// 14
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(PS1i)) + 0.5));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PS1i)) + 0.5));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PS1i)) + 0.5));
// 15
R4i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R4i.w = R7i.w;
// 16
R3i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R3i.w = R5i.w;
// 17
R2i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R2i.w = R0i.w;
// 18
R1i.xyz = ivec3(R6i.x,R6i.y,R6i.z);
R1i.w = R6i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
passPixelColor1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor5 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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@ -0,0 +1,959 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
// Ancient weapons when teleporting
// shader b1b149918fac0b8d
uniform ivec4 uf_remappedPS[10];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler3D textureUnitPS1;
layout(binding = 2) uniform sampler2DArray textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(binding = 7) uniform sampler2D textureUnitPS7;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem8;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem5;
layout(location = 5) in vec4 passParameterSem7;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 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;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem2);
R2i = floatBitsToInt(passParameterSem8);
R3i = floatBitsToInt(passParameterSem4);
R4i = floatBitsToInt(passParameterSem5);
R5i = floatBitsToInt(passParameterSem7);
if( activeMaskStackC[1] == true ) {
R6i.xy = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).xy);
R7i.xyz = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).xyz);
R9i.xy = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xy);
R8i.xyz = floatBitsToInt(texture(textureUnitPS7, intBitsToFloat(R0i.zw)).xyz);
R10i.xyz = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xyz);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R4i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R4i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R4i.x)));
R127i.w = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.w = R127i.w;
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PS0i = R127i.y;
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.x)),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS0i)));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
R126i.w = floatBitsToInt(fract(intBitsToFloat(R2i.x)));
PS0i = R126i.w;
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.w)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
R126i.x = floatBitsToInt(fract(intBitsToFloat(R2i.y)));
PS1i = R126i.x;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.z)));
PV1i.x = R127i.x;
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg0i)));
PV1i.y = R125i.y;
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.y)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + -(0.5));
R126i.w = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
PS1i = R126i.w;
// 6
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;
R126i.y = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(R126i.x) + -(0.5));
// 7
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS0i)),intBitsToFloat(PS0i)) + 1.0));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R7i.y)));
R127i.z = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R7i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.w)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 8
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS1i)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.x)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PS1i)));
PS0i = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R7i.z)));
// 9
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R9i.y)));
R123i.y = clampFI32(R123i.y);
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(R127i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.x), intBitsToFloat(R127i.z)));
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 10
R4i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.z)));
R4i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.x)));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.y)));
R4i.w = 0;
PS0i = R4i.w;
// 11
R2i.x = floatBitsToInt(fract(intBitsToFloat(uf_remappedPS[2].w)));
R5i.w = R9i.y;
tempResultf = 1.0 / sqrt(intBitsToFloat(R126i.y));
PS1i = floatBitsToInt(tempResultf);
// 12
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
PV0i.x = R5i.x;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
PV0i.y = R5i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
PV0i.z = R3i.z;
// 13
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.w),-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;
R3i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
PS1i = R3i.y;
// 14
R3i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + 1.0);
R3i.x = clampFI32(R3i.x);
// 15
predResult = (intBitsToFloat(R2i.x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.z = floatBitsToInt(floor(intBitsToFloat(uf_remappedPS[2].w)));
PV0i.z = R0i.z;
// 1
R0i.z = floatBitsToInt(roundEven(intBitsToFloat(PV0i.z)));
}
if( activeMaskStackC[2] == true ) {
R0i.xyz = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(R0i.y));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R10i.x)) + intBitsToFloat(backupReg0i));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R10i.z)) + intBitsToFloat(R0i.z));
// 1
backupReg0i = R10i.x;
backupReg1i = R10i.y;
backupReg2i = R10i.z;
R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R2i.x)) + intBitsToFloat(backupReg0i)));
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R2i.x)) + intBitsToFloat(backupReg1i)));
R10i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R2i.x)) + intBitsToFloat(backupReg2i)));
// 2
R5i.w = R4i.w;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R5i.z = ((intBitsToFloat(uf_remappedPS[3].w) > 0.0)?int(0xFFFFFFFF):int(0x0));
// 1
predResult = (R5i.z != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3e99999a));
R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x3e99999a));
R0i.z = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3e99999a));
}
if( activeMaskStackC[2] == true ) {
R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R10i.z) * intBitsToFloat(0x3dea4a8c));
PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + 1.0);
tempResultf = max(0.0, intBitsToFloat(R3i.x));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R126i.z = floatBitsToInt(tempResultf);
PS0i = R126i.z;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),1.0,0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = tempi.x;
tempResultf = max(0.0, intBitsToFloat(PV0i.w));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.x = floatBitsToInt((0.5 * intBitsToFloat(PV1i.x) + intBitsToFloat(0x3dcccccd)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3fa66666));
R125i.z = floatBitsToInt((intBitsToFloat(0x3f19999a) * intBitsToFloat(PV1i.x) + intBitsToFloat(0x3e4ccccd)));
// 3
backupReg0i = R127i.z;
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0x40200000));
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3e23d70a));
R127i.w = floatBitsToInt((intBitsToFloat(0x3f266666) * intBitsToFloat(backupReg0i) + intBitsToFloat(0x3eb33333)));
PV1i.w = R127i.w;
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.y)));
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 0.25);
PV0i.y = floatBitsToInt(-(intBitsToFloat(R125i.z)) + intBitsToFloat(0x3e851eb8));
PV0i.w = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3e4ccccd));
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
// 5
PV1i.x = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.w));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R127i.w)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R125i.z)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R127i.x)));
PV1i.w = R123i.w;
R6i.w = 0x3e99999a;
PS1i = R6i.w;
// 6
R127i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.x));
R127i.y = clampFI32(R127i.y);
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
PV0i.z = clampFI32(PV0i.z);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x));
PV0i.w = clampFI32(PV0i.w);
// 7
PV1i.x = floatBitsToInt(-(intBitsToFloat(R10i.x)) + intBitsToFloat(PV0i.w));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.w));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.y));
PV1i.w = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(PV0i.z));
R127i.x = floatBitsToInt(-(intBitsToFloat(R4i.y)) + intBitsToFloat(PV0i.z));
PS1i = R127i.x;
// 8
backupReg0i = R10i.x;
backupReg1i = R10i.y;
backupReg2i = R10i.z;
backupReg3i = R4i.x;
R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(backupReg0i)));
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(backupReg1i)));
R10i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(backupReg2i)));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.z)) + intBitsToFloat(R127i.y));
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(backupReg3i)));
PS0i = R4i.x;
// 9
backupReg0i = R4i.y;
backupReg1i = R4i.z;
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(backupReg0i)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(backupReg1i)));
// 10
R3i.w = R1i.w;
// 11
R5i.w = R1i.w;
// 12
R4i.w = R1i.w;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R6i.w = R4i.w;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[3].x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[3].y));
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS0i)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS0i)));
PV1i.y = R127i.y;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
// 2
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x40666666));
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x40666666));
R0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x40666666));
R2i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3f3851ec));
R2i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f3851ec));
PS0i = R2i.y;
// 3
R2i.z = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(0x3f3851ec));
}
if( activeMaskStackC[2] == true ) {
R0i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).x);
R2i.y = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.w),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.z;
PV0i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R2i.y));
// 1
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x3f333333) + intBitsToFloat(R0i.z)));
PV1i.y = R123i.y;
// 2
PV0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(PV1i.y));
// 3
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x41a00000));
R127i.w = clampFI32(R127i.w);
PV1i.w = R127i.w;
// 4
backupReg0i = R10i.x;
backupReg1i = R10i.y;
backupReg2i = R10i.z;
backupReg3i = R4i.x;
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w)));
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PV1i.w)));
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(PV1i.w)));
PS0i = R4i.x;
// 5
backupReg0i = R4i.y;
backupReg1i = R4i.z;
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.w)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R127i.w)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].x) * intBitsToFloat(0xbd088889));
// 1
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(uf_remappedPS[6].x)));
// 2
predResult = (intBitsToFloat(uf_remappedPS[7].w) != 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3e22f983));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40e66666));
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x3e22f983));
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3e22f983));
PS0i = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R3i.z));
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(PS0i));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(uf_remappedPS[7].w), -(intBitsToFloat(uf_remappedPS[7].w))));
// 2
PV0i.x = floatBitsToInt(fract(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(fract(intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(PV1i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e99999a));
R125i.w = floatBitsToInt(sqrt(intBitsToFloat(PS1i)));
PS0i = R125i.w;
// 3
R127i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
R127i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
R126i.z = R3i.y;
R126i.z = clampFI32(R126i.z);
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV1i.w = R123i.w;
R124i.w = floatBitsToInt((intBitsToFloat(0xc3020000) * intBitsToFloat(PS0i) + intBitsToFloat(0x43200000)));
PS1i = R124i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R3i.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(0x3e22f983));
// 5
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(0x3e22f983));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3e22f983));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.x)));
R0i.w = floatBitsToInt((intBitsToFloat(0xc31a0000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x43200000)));
R126i.y = floatBitsToInt(sin((intBitsToFloat(PS0i))/0.1591549367));
PS1i = R126i.y;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.w = tempi.x;
PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.x))/0.1591549367));
// 7
backupReg0i = R127i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.z)));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt((intBitsToFloat(0xc2080000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x42200000)));
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PS0i));
R127i.w = floatBitsToInt((intBitsToFloat(0xbfe66666) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40333333)));
PS1i = floatBitsToInt(sin((intBitsToFloat(backupReg0i))/0.1591549367));
// 8
R125i.x = floatBitsToInt((intBitsToFloat(0xbd8f5c29) * intBitsToFloat(R125i.w) + intBitsToFloat(0x3d8f5c29)));
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(PV1i.z));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R126i.w));
R126i.w = floatBitsToInt((intBitsToFloat(0xc0333333) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40333333)));
tempResultf = max(0.0, intBitsToFloat(R126i.z));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R127i.x = floatBitsToInt(tempResultf);
PS0i = R127i.x;
// 9
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.25 + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3e4ccccd) + intBitsToFloat(0x3e4ccccd)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(0x3d4cccce) * intBitsToFloat(R125i.w) + intBitsToFloat(0x3dcccccd)));
PV1i.z = R123i.z;
PV1i.w = ((0.0 > intBitsToFloat(uf_remappedPS[7].w))?int(0xFFFFFFFF):int(0x0));
R126i.x = ((intBitsToFloat(uf_remappedPS[7].w) == 0.0)?int(0xFFFFFFFF):int(0x0));
PS1i = R126i.x;
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x41000000));
R123i.y = ((PV1i.w == 0)?(PV1i.y):(PV1i.z));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x3f400000) + intBitsToFloat(R0i.y)));
PV0i.z = R123i.z;
PV0i.w = PV1i.x;
PV0i.w = clampFI32(PV0i.w);
R127i.z = floatBitsToInt((intBitsToFloat(0xc3480000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x43960000)));
PS0i = R127i.z;
// 11
R127i.x = floatBitsToInt((intBitsToFloat(0xc36b0000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x437f0000)));
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0xbeb33333) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R1i.w = ((R126i.x == 0)?(PV0i.y):(0));
R125i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 12
PV0i.x = floatBitsToInt(fract(intBitsToFloat(PV1i.y)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
R125i.y = floatBitsToInt((intBitsToFloat(0x41600000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40c00000)));
// 13
PV1i.z = PV0i.x;
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(1.0));
PV1i.w = clampFI32(PV1i.w);
// 14
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.z));
// 15
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
PV1i.x = R126i.x;
R125i.w = PV0i.y;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) * 2.0);
// 16
PV0i.z = floatBitsToInt(intBitsToFloat(0x40400000) * intBitsToFloat(PV1i.x));
// 17
R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.z)));
PV1i.y = R126i.y;
// 18
tempResultf = max(0.0, intBitsToFloat(PV1i.y));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 19
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x43480000));
// 20
R126i.z = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
PS0i = R126i.z;
// 21
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.w)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R125i.x)));
PV1i.w = R123i.w;
// 22
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV1i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
// 23
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.y)));
R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 24
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R1i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R125i.z)) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
// 25
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R1i.w)));
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.w)));
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R2i.xyz = ivec3(0,0,0);
R1i.w = 0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[2].x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R1i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(0x40490fdb));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + -(intBitsToFloat(R10i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x40600000));
R1i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(backupReg0i)));
PS0i = R1i.w;
// 1
R127i.x = R3i.y;
R127i.x = clampFI32(R127i.x);
PV1i.x = R127i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R5i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e22f983) + 0.5));
PV1i.z = R123i.z;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(fract(intBitsToFloat(PV1i.z)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
PV0i.w = R127i.w;
// 3
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV1i.x = R123i.x;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
// 4
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R127i.w)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e22f983));
// 5
PV1i.x = PV0i.z;
PV1i.x = clampFI32(PV1i.x);
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
PV1i.y = clampFI32(PV1i.y);
PS1i = floatBitsToInt(sin((intBitsToFloat(PV0i.w))/0.1591549367));
// 6
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) + 1.0);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x));
// 7
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.y)));
PV1i.x = R127i.x;
R127i.y = PV0i.w;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + 0.5);
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(0x40400000) * intBitsToFloat(PV1i.z));
R126i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3df5c290));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e8a3d71));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3b449ba6));
R126i.x = PV1i.x;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PS0i = R126i.x;
// 9
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x41100000));
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40a00000));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(backupReg1i)) + intBitsToFloat(PV0i.x)));
PV1i.w = R123i.w;
// 10
tempResultf = max(0.0, intBitsToFloat(PV1i.w));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 11
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x40c00000));
// 12
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
// 13
R123i.y = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(R127i.w)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3f19999a) + intBitsToFloat(R126i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3fe66666) + intBitsToFloat(R126i.z)));
PV1i.w = R123i.w;
// 14
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R126i.x));
// 15
PV1i.x = floatBitsToInt(-(intBitsToFloat(R2i.z)) + intBitsToFloat(PV0i.w));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.y)) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R2i.x)) + intBitsToFloat(PV0i.y));
// 16
backupReg0i = R2i.x;
backupReg1i = R2i.y;
backupReg2i = R2i.z;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(backupReg0i)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(backupReg2i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[2].y) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x)));
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.x)));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R2i.z)) + intBitsToFloat(PV0i.x));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.y)) + intBitsToFloat(PV0i.x));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y), intBitsToFloat(PV0i.x)));
// 2
backupReg0i = R2i.x;
backupReg1i = R2i.y;
backupReg2i = R2i.z;
backupReg3i = R1i.w;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg2i)));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg3i) + intBitsToFloat(PV1i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.z = R1i.w;
R127i.z = clampFI32(R127i.z);
PV0i.z = R127i.z;
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(R4i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(R4i.z)));
PV1i.z = R123i.z;
R127i.w = ((intBitsToFloat(PV0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0));
PV1i.w = R127i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.x),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(R10i.x)));
PS1i = R122i.x;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.z)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.x)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R10i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.y)));
PV0i.w = R123i.w;
R125i.z = ((PV1i.w == 0)?(R10i.x):(PS1i));
PS0i = R125i.z;
// 3
R127i.x = ((R127i.w == 0)?(R4i.x):(PV0i.w));
PV1i.x = R127i.x;
R127i.y = ((R127i.w == 0)?(R10i.y):(PV0i.z));
R126i.z = ((R127i.w == 0)?(R4i.z):(PV0i.x));
PV1i.z = R126i.z;
R126i.w = ((R127i.w == 0)?(R4i.y):(PV0i.y));
PV1i.w = R126i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R10i.z)));
PS1i = R122i.x;
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[8].x));
R126i.y = ((R127i.w == 0)?(R10i.z):(PS1i));
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + intBitsToFloat(uf_remappedPS[8].y));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R3i.w)));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(uf_remappedPS[8].z));
// 5
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R127i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R126i.w)));
R0i.z = ((R127i.w == 0)?(R3i.w):(PV0i.w));
PV1i.z = R0i.z;
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R126i.z)));
PS1i = R4i.z;
// 6
R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R125i.z)));
R6i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R127i.y)));
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R126i.y)));
PS0i = R6i.z;
// 7
predResult = (1.0 > intBitsToFloat(uf_remappedPS[5].w));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[5].w)) + 1.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedPS[6].x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_remappedPS[6].x)));
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[6].x)));
PV0i.w = R1i.w;
// 1
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[9].z)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[9].z)));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[9].z)));
R0i.w = PV0i.z;
R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) / 2.0);
R2i.x = PV0i.y;
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0);
PS1i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
R0i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0xbe19999a));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[9].y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].w),intBitsToFloat(R1i.x)) + intBitsToFloat(R0i.w)));
}
if( activeMaskStackC[2] == true ) {
R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.w;
R2i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[5].w)) * intBitsToFloat(0x40200000) + intBitsToFloat(0x40200000)));
R2i.z = clampFI32(R2i.z);
PV0i.w = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(0x3f969696));
PV0i.w = clampFI32(PV0i.w);
tempResultf = max(0.0, intBitsToFloat(backupReg0i));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 1
if( (intBitsToFloat(PV0i.w) > intBitsToFloat(R0i.w))) discard;
R0i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3fe66666));
}
if( activeMaskStackC[2] == true ) {
// 0
R127i.z = floatBitsToInt(exp2(intBitsToFloat(R0i.w)));
PS0i = R127i.z;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(0x40b1999a) * intBitsToFloat(PS0i) + intBitsToFloat(0x3ee66666)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(0x3dccccce) * intBitsToFloat(PS0i) + intBitsToFloat(0x3e4ccccd)));
PV1i.y = R123i.y;
// 2
backupReg0i = R4i.x;
backupReg1i = R4i.y;
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg1i)));
R123i.w = floatBitsToInt((intBitsToFloat(0x41200000) * intBitsToFloat(R127i.z) + 4.0));
PV0i.w = R123i.w;
// 3
backupReg0i = R4i.z;
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(backupReg0i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R0i.z)));
PV0i.x = R123i.x;
PV0i.y = ((intBitsToFloat(R5i.w) > 0.5)?int(0xFFFFFFFF):int(0x0));
PV0i.z = ((intBitsToFloat(R6i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
R127i.w = uf_remappedPS[7].z;
R1i.w = floatBitsToInt(1.0);
PS0i = R1i.w;
// 1
R123i.x = ((PV0i.y == 0)?(0x3d008081):(0x3d20a0a1));
PV1i.x = R123i.x;
R127i.y = ((PV0i.z == 0)?(0):(0x3f800000));
PV1i.y = R127i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + 0.5));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x427f0000));
R0i.x = floatBitsToInt((intBitsToFloat(R5i.x) * 0.5 + 0.5));
PS1i = R0i.x;
// 2
PV0i.x = ((intBitsToFloat(PV1i.y) > 0.0)?int(0xFFFFFFFF):int(0x0));
R0i.y = floatBitsToInt((intBitsToFloat(R5i.y) * 0.5 + 0.5));
PV0i.z = floatBitsToInt(floor(intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
R123i.w = ((R5i.z == 0)?(PV1i.x):(0x3d30b0b1));
PV0i.w = R123i.w;
R2i.w = 0x3f800000;
PS0i = R2i.w;
// 3
R1i.x = PV0i.w;
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 2.0);
R123i.w = ((PV0i.x == 0)?(R5i.w):(R6i.w));
PV1i.w = R123i.w;
R1i.y = R127i.w;
PS1i = R1i.y;
// 4
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV1i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x437f0000));
// 5
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b808081));
PS1i = int(intBitsToFloat(PV0i.z));
// 6
PV0i.x = PS1i & 0x000000e0;
// 7
PV1i.w = PV0i.x >> 0x00000003;
// 8
PS0i = floatBitsToInt(float(PV1i.w));
// 9
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(0x42800000));
// 10
R123i.x = floatBitsToInt((intBitsToFloat(R127i.y) * 2.0 + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
// 11
R5i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081)));
// 12
backupReg0i = R4i.x;
backupReg1i = R4i.y;
backupReg2i = R4i.z;
R4i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R4i.w = R2i.w;
// 13
R3i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R3i.w = R0i.w;
// 14
R2i.xyz = ivec3(R6i.x,R6i.y,R6i.z);
R2i.w = R5i.w;
// 15
backupReg0i = R1i.x;
backupReg1i = R1i.y;
backupReg2i = R1i.z;
backupReg3i = R1i.w;
R1i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R1i.w = backupReg3i;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
passPixelColor1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor5 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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@ -0,0 +1,55 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Ancient weapons
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient weapons"
description = Change Ancient weapons 's color and brightness. Originally it varies. Ancient Orange's Brightness is changed to Bow's.
version = 3
[Preset]
name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L = 20.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L = 40.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L = 29.576
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L = 11.525
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L = 20.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L = 40.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L = 40.0 # Brightness, can't scale because original unnormalized color use L=1

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@ -0,0 +1,204 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Decayed Guardian
// shader 85d00659937443d5
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(binding = 7) uniform sampler2D textureUnitPS7;
layout(binding = 8) uniform sampler2D textureUnitPS8;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem5;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R123f = vec4(0.0);
vec4 R124f = 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;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem6;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f = passParameterSem5;
R8f.xyz = (texture(textureUnitPS5, R0f.xy).xyz);
R7f.xyz = (texture(textureUnitPS6, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS7, R0f.zw).xyz);
R1f.xyz = (texture(textureUnitPS8, R1f.xy).xyz);
R1f.w = (texture(textureUnitPS4, R0f.xy).x);
R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
// 0
PV0f.x = mul_nonIEEE(R3f.y, R4f.z);
R126f.y = (R8f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R126f.y;
PV0f.z = mul_nonIEEE(R3f.z, R4f.x);
PV0f.w = mul_nonIEEE(R3f.x, R4f.y);
R127f.x = (R8f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PS0f = R127f.x;
// 1
R126f.x = (mul_nonIEEE(-(R4f.z),R3f.x) + PV0f.z);
R127f.y = (mul_nonIEEE(-(R4f.y),R3f.z) + PV0f.x);
PV1f.z = mul_nonIEEE(PV0f.y, PV0f.y);
R127f.w = (mul_nonIEEE(-(R4f.x),R3f.y) + PV0f.w);
R127f.z = mul_nonIEEE(R4f.w, PS0f);
PS1f = R127f.z;
// 2
backupReg0f = R127f.x;
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R6f.x, R1f.x);
R125f.y = mul_nonIEEE(R6f.y, R1f.y);
R126f.z = mul_nonIEEE(R6f.z, R1f.z);
R123f.w = (mul_nonIEEE(backupReg0f,backupReg0f) + PV1f.z);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R124f.z = mul_nonIEEE(Color.g, R7f.y);
PS0f = R124f.z;
// 3
backupReg0f = R127f.y;
R125f.x = mul_nonIEEE(Color.b, R7f.z);
R127f.y = -(PV0f.w) + 1.0;
PV1f.z = mul_nonIEEE(backupReg0f, R127f.z);
R125f.w = mul_nonIEEE(Color.r, R7f.x);
PS1f = mul_nonIEEE(R126f.x, R127f.z);
// 4
PV0f.x = mul_nonIEEE(R127f.w, R127f.z);
R123f.y = (mul_nonIEEE(-(R2f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
R127f.z = (mul_nonIEEE(R4f.x,R126f.y) + PV1f.z)/2.0;
R127f.w = (mul_nonIEEE(R4f.y,R126f.y) + PS1f)/2.0;
R124f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PS0f = R124f.y;
// 5
backupReg0f = R127f.y;
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV0f.y);
R127f.y = (mul_nonIEEE(R4f.z,R126f.y) + PV0f.x)/2.0;
R125f.z = mul_nonIEEE(Color.g, R124f.z);
R126f.w = mul_nonIEEE(Color.r, R125f.w);
R127f.x = sqrt(backupReg0f);
R127f.x /= 2.0;
PS1f = R127f.x;
// 6
backupReg0f = R126f.z;
R124f.x = mul_nonIEEE(R125f.y, intBitsToFloat(uf_remappedPS[1].x) * Factor);
R125f.y = mul_nonIEEE(Color.b, R125f.x);
R126f.z = intBitsToFloat(0x427f0000) * R1f.w;
R124f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x) * Factor);
R126f.y = intBitsToFloat(0x427f0000) * R8f.z;
PS0f = R126f.y;
// 7
backupReg0f = R127f.x;
backupReg0f = R127f.x;
backupReg1f = R3f.y;
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(R3f.x,backupReg0f) + R127f.z);
R3f.y = (mul_nonIEEE(R3f.z,backupReg0f) + R127f.y);
R127f.z = (mul_nonIEEE(backupReg1f,backupReg0f) + R127f.w);
R127f.w = mul_nonIEEE(R126f.x, R126f.w);
R127f.y = mul_nonIEEE(R126f.x, R125f.z);
PS1f = R127f.y;
// 8
backupReg0f = R126f.x;
backupReg1f = R124f.z;
R126f.x = mul_nonIEEE(backupReg0f, R125f.y);
R125f.y = mul_nonIEEE(R125f.x, R124f.w);
R124f.z = mul_nonIEEE(backupReg1f, R124f.x);
PV0f.w = mul_nonIEEE(R125f.w, R124f.y);
R125f.w = intBitsToFloat(0x3c808081);
PS0f = R125f.w;
// 9
backupReg0f = R126f.y;
R125f.x = floor(R126f.z);
R125f.x *= 4.0;
R126f.y = floor(backupReg0f);
R126f.y *= 4.0;
R126f.z = intBitsToFloat(uf_remappedPS[2].z);
R4f.w = 1.0;
R1f.x = (mul_nonIEEE(R127f.w,R124f.y) + PV0f.w);
PS1f = R1f.x;
// 10
R4f.x = R125f.w;
R1f.y = (mul_nonIEEE(R127f.y,R124f.x) + R124f.z);
R1f.z = (mul_nonIEEE(R126f.x,R124f.w) + R125f.y);
R1f.w = 1.0;
R8f.y = mul_nonIEEE(R5f.x, R0f.y);
PS0f = R8f.y;
// 11
R8f.x = mul_nonIEEE(R5f.x, R0f.x);
R4f.y = R126f.z;
R8f.z = mul_nonIEEE(R5f.x, R0f.z);
R0f.w = (R126f.y * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081));
R0f.x = R127f.x + 0.5;
PS1f = R0f.x;
// 12
R0f.y = R127f.z + 0.5;
R0f.z = R3f.y + 0.5;
R8f.w = (R125f.x * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081));
// 13
R12f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R12f.w = R1f.w;
// 14
R11f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R11f.w = R0f.w;
// 15
R10f.xyz = vec3(R8f.x,R8f.y,R8f.z);
R10f.w = R8f.w;
// 16
R9f.xyz = vec3(R4f.x,R4f.y,R4f.z);
R9f.w = R4f.w;
// export
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R9f.w);
passPixelColor1 = vec4(R10f.x, R10f.y, R10f.z, R10f.w);
passPixelColor3 = vec4(R11f.x, R11f.y, R11f.z, R11f.w);
passPixelColor5 = vec4(R12f.x, R12f.y, R12f.z, R12f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Decayed Guardian
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Decayed Guardian"
description = Change Decayed Guardian (including Stalkers with weathered appearance)'s color. Originally it's Malice Red.
version = 3
[Preset]
name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 1.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.0
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 1.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 1.0

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian weapons when teleporting
// shader 83573681c1fcb0ac
uniform ivec4 uf_remappedPS[10];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler3D textureUnitPS1;
layout(binding = 2) uniform sampler2DArray textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(binding = 7) uniform sampler2D textureUnitPS7;
layout(binding = 8) uniform sampler2D textureUnitPS8;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem5;
layout(location = 5) in vec4 passParameterSem7;
layout(location = 6) in vec4 passParameterSem8;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 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;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem2);
R3i = floatBitsToInt(passParameterSem4);
R4i = floatBitsToInt(passParameterSem5);
R5i = floatBitsToInt(passParameterSem7);
R6i = floatBitsToInt(passParameterSem8);
if( activeMaskStackC[1] == true ) {
R7i.xy = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).xy);
R9i.xyz = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).xyz);
R8i.xyz = floatBitsToInt(texture(textureUnitPS7, intBitsToFloat(R0i.zw)).xyz);
R1i.xyz = floatBitsToInt(texture(textureUnitPS8, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R10i.xyz = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xyz);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R4i.x)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R4i.y)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R4i.z)));
R127i.w = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.w = R127i.w;
R127i.z = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PS0i = R127i.z;
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.x)),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.x)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS0i)));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i)));
R126i.x = floatBitsToInt(fract(intBitsToFloat(R6i.x)));
PS0i = R126i.x;
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.w)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.z)));
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
R127i.w = floatBitsToInt(fract(intBitsToFloat(R6i.y)));
PS1i = R127i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.y)));
PV1i.x = R127i.x;
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg0i)));
PV1i.y = R126i.y;
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.z)));
PV1i.z = R125i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + -(0.5));
R127i.z = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
PS1i = R127i.z;
// 6
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;
R126i.z = tempi.x;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(0.5));
PS0i = R127i.y;
// 7
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R9i.x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(R1i.y)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.x), intBitsToFloat(R1i.x)));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(R1i.z)));
R127i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
PS1i = R127i.w;
// 8
R125i.x = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R9i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.w)),intBitsToFloat(R126i.w)) + 1.0));
R123i.y = clampFI32(R123i.y);
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(R127i.y)) + 1.0));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
R4i.w = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R9i.y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(R126i.z));
R126i.w = floatBitsToInt(tempResultf);
PS0i = R126i.w;
// 9
backupReg0i = R127i.w;
backupReg1i = R5i.z;
backupReg0i = R127i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y))));
R123i.x = clampFI32(R123i.x);
PV1i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R127i.w)));
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(backupReg0i)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg0i)));
PS1i = R126i.z;
// 10
backupReg0i = R126i.y;
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R126i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R126i.x)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), intBitsToFloat(PV1i.x)));
R124i.w = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R4i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.w)));
PS0i = R4i.y;
// 11
backupReg0i = R125i.y;
R127i.x = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R125i.x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R126i.w)));
PV1i.z = R4i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(uf_remappedPS[1].x) * Factor));
PS1i = R124i.y;
// 12
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.y),intBitsToFloat(R127i.w),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
R127i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(0x3f59999a));
PS0i = R127i.w;
// 13
backupReg0i = R124i.z;
backupReg1i = R127i.x;
backupReg0i = R124i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R124i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R125i.y)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.y)));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(R126i.w)));
PS1i = R124i.w;
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R124i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R5i.z)));
R3i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(0x3f969696));
R3i.z = clampFI32(R3i.z);
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R125i.y)) + intBitsToFloat(PV1i.y)));
PS0i = R5i.x;
// 15
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R126i.w)) + intBitsToFloat(R124i.w)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.z),intBitsToFloat(R124i.y)) + intBitsToFloat(PV0i.x)));
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.y)));
PS1i = R6i.y;
// 16
R7i.y = 0x3f800000;
R6i.z = floatBitsToInt(-(intBitsToFloat(R4i.z)) + 1.0);
R8i.y = 0;
PS0i = R8i.y;
// 17
R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + 1.0);
R3i.y = clampFI32(R3i.y);
R1i.y = floatBitsToInt(fract(intBitsToFloat(uf_remappedPS[3].w)));
PS1i = R1i.y;
// 18
predResult = (intBitsToFloat(R1i.y) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.z = floatBitsToInt(floor(intBitsToFloat(uf_remappedPS[3].w)));
PV0i.z = R0i.z;
// 1
R0i.z = floatBitsToInt(roundEven(intBitsToFloat(PV0i.z)));
}
if( activeMaskStackC[2] == true ) {
R0i.xyz = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(R0i.y));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R10i.x)) + intBitsToFloat(backupReg0i));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R10i.z)) + intBitsToFloat(R0i.z));
// 1
backupReg0i = R10i.x;
backupReg1i = R10i.y;
backupReg2i = R10i.z;
R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(backupReg0i)));
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R1i.y)) + intBitsToFloat(backupReg1i)));
R10i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R1i.y)) + intBitsToFloat(backupReg2i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R4i.x = ((intBitsToFloat(uf_remappedPS[4].w) > 0.0)?int(0xFFFFFFFF):int(0x0));
// 1
predResult = (R4i.x != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R0i.x = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x3e99999a));
R0i.y = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x3e99999a));
R0i.z = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3e99999a));
}
if( activeMaskStackC[2] == true ) {
R0i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R10i.z) * intBitsToFloat(0x3dea4a8c));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R0i.z)) + 1.0);
tempResultf = max(0.0, intBitsToFloat(R3i.y));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R126i.w = floatBitsToInt(tempResultf);
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),1.0,0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = tempi.x;
tempResultf = max(0.0, intBitsToFloat(PV0i.y));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.x = floatBitsToInt((0.5 * intBitsToFloat(PV1i.x) + intBitsToFloat(0x3dcccccd)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(0x3f19999a) * intBitsToFloat(PV1i.x) + intBitsToFloat(0x3e4ccccd)));
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3fa66666));
// 3
R126i.y = floatBitsToInt((intBitsToFloat(0x3f266666) * intBitsToFloat(R127i.w) + intBitsToFloat(0x3eb33333)));
PV1i.y = R126i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x40200000));
R127i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3e23d70a));
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 0.25);
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3e4ccccd));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(0x3e851eb8));
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.z)));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
// 5
PV1i.x = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.y));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(R126i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.y)));
PV1i.w = R123i.w;
R8i.y = 0x3e99999a;
PS1i = R8i.y;
// 6
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.x));
PV0i.y = clampFI32(PV0i.y);
R127i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
R127i.z = clampFI32(R127i.z);
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x));
PV0i.w = clampFI32(PV0i.w);
// 7
PV1i.x = floatBitsToInt(-(intBitsToFloat(R10i.x)) + intBitsToFloat(PV0i.y));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV0i.y));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.z));
PV1i.w = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(PV0i.w));
R127i.x = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(PV0i.w));
PS1i = R127i.x;
// 8
backupReg0i = R10i.x;
backupReg1i = R10i.y;
backupReg2i = R10i.z;
backupReg3i = R5i.x;
R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg0i)));
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg1i)));
R10i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg2i)));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R127i.z));
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg3i)));
PS0i = R5i.x;
// 9
backupReg0i = R5i.y;
backupReg1i = R5i.z;
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg0i)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[4].w)) + intBitsToFloat(backupReg1i)));
// 10
R6i.y = R7i.y;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R7i.y = R8i.y;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[4].x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[4].y));
// 1
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS0i)));
// 2
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x40666666));
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x40666666));
R0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x40666666));
R1i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f3851ec));
R1i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f3851ec));
PS0i = R1i.y;
// 3
R1i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3f3851ec));
}
if( activeMaskStackC[2] == true ) {
R0i.y = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).x);
R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R0i.x));
// 1
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x3f333333) + intBitsToFloat(R0i.y)));
PV1i.y = R123i.y;
// 2
PV0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[4].x)) + intBitsToFloat(PV1i.y));
// 3
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x41a00000));
R127i.w = clampFI32(R127i.w);
PV1i.w = R127i.w;
// 4
backupReg0i = R10i.x;
backupReg1i = R10i.y;
backupReg2i = R10i.z;
backupReg3i = R5i.x;
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w)));
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PV1i.w)));
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(PV1i.w)));
PS0i = R5i.x;
// 5
backupReg0i = R5i.y;
backupReg1i = R5i.z;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.w)));
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R127i.w)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R1i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].x) * intBitsToFloat(0xbd088889));
// 1
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y), intBitsToFloat(uf_remappedPS[6].x)));
// 2
predResult = (intBitsToFloat(uf_remappedPS[7].w) != 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x3e22f983));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(0x40e66666));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x3e22f983));
PV0i.w = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3e22f983));
PS0i = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.z));
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(PS0i));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y)) + 0.5));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(uf_remappedPS[7].w), -(intBitsToFloat(uf_remappedPS[7].w))));
// 2
PV0i.x = floatBitsToInt(fract(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(fract(intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(PV1i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e99999a));
R125i.w = floatBitsToInt(sqrt(intBitsToFloat(PS1i)));
PS0i = R125i.w;
// 3
R127i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
R127i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
R126i.z = R6i.z;
R126i.z = clampFI32(R126i.z);
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV1i.w = R123i.w;
R124i.w = floatBitsToInt((intBitsToFloat(0xc3020000) * intBitsToFloat(PS0i) + intBitsToFloat(0x43200000)));
PS1i = R124i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.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(0x3e22f983));
// 5
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(0x3e22f983));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3e22f983));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.x)));
R0i.w = floatBitsToInt((intBitsToFloat(0xc31a0000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x43200000)));
R126i.y = floatBitsToInt(sin((intBitsToFloat(PS0i))/0.1591549367));
PS1i = R126i.y;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.w = tempi.x;
PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.x))/0.1591549367));
// 7
backupReg0i = R127i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.z)));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt((intBitsToFloat(0xc2080000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x42200000)));
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PS0i));
R127i.w = floatBitsToInt((intBitsToFloat(0xbfe66666) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40333333)));
PS1i = floatBitsToInt(sin((intBitsToFloat(backupReg0i))/0.1591549367));
// 8
R125i.x = floatBitsToInt((intBitsToFloat(0xbd8f5c29) * intBitsToFloat(R125i.w) + intBitsToFloat(0x3d8f5c29)));
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(PV1i.z));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R126i.w));
R126i.w = floatBitsToInt((intBitsToFloat(0xc0333333) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40333333)));
tempResultf = max(0.0, intBitsToFloat(R126i.z));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R127i.x = floatBitsToInt(tempResultf);
PS0i = R127i.x;
// 9
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.25 + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3e4ccccd) + intBitsToFloat(0x3e4ccccd)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(0x3d4cccce) * intBitsToFloat(R125i.w) + intBitsToFloat(0x3dcccccd)));
PV1i.z = R123i.z;
PV1i.w = ((0.0 > intBitsToFloat(uf_remappedPS[7].w))?int(0xFFFFFFFF):int(0x0));
R126i.x = ((intBitsToFloat(uf_remappedPS[7].w) == 0.0)?int(0xFFFFFFFF):int(0x0));
PS1i = R126i.x;
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x41000000));
R123i.y = ((PV1i.w == 0)?(PV1i.y):(PV1i.z));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x3f400000) + intBitsToFloat(R1i.x)));
PV0i.z = R123i.z;
PV0i.w = PV1i.x;
PV0i.w = clampFI32(PV0i.w);
R127i.z = floatBitsToInt((intBitsToFloat(0xc3480000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x43960000)));
PS0i = R127i.z;
// 11
R127i.x = floatBitsToInt((intBitsToFloat(0xc36b0000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x437f0000)));
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0xbeb33333) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R2i.w = ((R126i.x == 0)?(PV0i.y):(0));
R125i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 12
PV0i.x = floatBitsToInt(fract(intBitsToFloat(PV1i.y)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
R125i.y = floatBitsToInt((intBitsToFloat(0x41600000) * intBitsToFloat(R125i.w) + intBitsToFloat(0x40c00000)));
// 13
PV1i.z = PV0i.x;
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(1.0));
PV1i.w = clampFI32(PV1i.w);
// 14
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.z));
// 15
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
PV1i.x = R126i.x;
R125i.w = PV0i.y;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) * 2.0);
// 16
PV0i.z = floatBitsToInt(intBitsToFloat(0x40400000) * intBitsToFloat(PV1i.x));
// 17
R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.z)));
PV1i.y = R126i.y;
// 18
tempResultf = max(0.0, intBitsToFloat(PV1i.y));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 19
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x43480000));
// 20
R126i.z = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
PS0i = R126i.z;
// 21
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.w)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R125i.x)));
PV1i.w = R123i.w;
// 22
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV1i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
// 23
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.y)));
R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(0x3ecccccd) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 24
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R2i.w)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R125i.z)) + intBitsToFloat(PV1i.y)));
PV0i.z = R123i.z;
// 25
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R2i.w)));
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R2i.w)));
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R0i.xyz = ivec3(0,0,0);
R2i.w = 0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[3].x) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x40490fdb));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
R127i.y = R6i.z;
R127i.y = clampFI32(R127i.y);
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.z) + -(intBitsToFloat(R10i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x40600000));
R2i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[3].x) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(backupReg0i)));
PS0i = R2i.w;
// 1
R123i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e22f983) + 0.5));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
PV1i.w = R126i.w;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(fract(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w)));
// 3
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R126i.w)));
PV1i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV0i.x));
// 4
PV0i.z = floatBitsToInt(fract(intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e22f983));
// 5
PV1i.x = PV0i.z;
PV1i.x = clampFI32(PV1i.x);
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
PV1i.y = clampFI32(PV1i.y);
PS1i = floatBitsToInt(sin((intBitsToFloat(PV0i.w))/0.1591549367));
// 6
PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) + 1.0);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x));
// 7
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(R127i.y)));
PV1i.x = R127i.x;
R127i.y = PV0i.w;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + 0.5);
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(0x40400000) * intBitsToFloat(PV1i.z));
R126i.y = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3df5c290));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e8a3d71));
R126i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3b449ba6));
R126i.x = PV1i.x;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PS0i = R126i.x;
// 9
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x41100000));
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40a00000));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(backupReg1i)) + intBitsToFloat(PV0i.x)));
PV1i.w = R123i.w;
// 10
tempResultf = max(0.0, intBitsToFloat(PV1i.w));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 11
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x40c00000));
// 12
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
// 13
R123i.y = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(R126i.w)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3f19999a) + intBitsToFloat(R126i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x3fe66666) + intBitsToFloat(R126i.z)));
PV1i.w = R123i.w;
// 14
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R126i.x));
// 15
backupReg0i = R0i.y;
backupReg1i = R0i.x;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.z)) + intBitsToFloat(PV0i.w));
PV1i.y = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV0i.y));
// 16
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(backupReg1i)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(backupReg2i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[3].y) > 0.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R3i.y)));
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
// 1
backupReg0i = R0i.y;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.z)) + intBitsToFloat(PV0i.x));
PV1i.y = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(PV0i.x)));
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
backupReg3i = R2i.w;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg2i)));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg3i) + intBitsToFloat(PV1i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.y = R2i.w;
R127i.y = clampFI32(R127i.y);
PV0i.y = R127i.y;
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),-(intBitsToFloat(PV0i.y))) + intBitsToFloat(R5i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),-(intBitsToFloat(PV0i.y))) + intBitsToFloat(R5i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),-(intBitsToFloat(PV0i.y))) + intBitsToFloat(R5i.x)));
PV1i.z = R123i.z;
R127i.w = ((intBitsToFloat(PV0i.y) > 0.0)?int(0xFFFFFFFF):int(0x0));
PV1i.w = R127i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.x),-(intBitsToFloat(PV0i.y))) + intBitsToFloat(R10i.x)));
PS1i = R122i.x;
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R126i.y = ((PV1i.w == 0)?(R10i.x):(PS1i));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.x)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z)));
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R10i.y)));
PS0i = R122i.x;
// 3
R127i.x = ((R127i.w == 0)?(R5i.x):(PV0i.w));
PV1i.x = R127i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R10i.z)));
PV1i.y = R123i.y;
R127i.z = ((R127i.w == 0)?(R5i.z):(PV0i.x));
PV1i.z = R127i.z;
R126i.w = ((R127i.w == 0)?(R5i.y):(PV0i.z));
PV1i.w = R126i.w;
R125i.w = ((R127i.w == 0)?(R10i.y):(PS0i));
PS1i = R125i.w;
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + intBitsToFloat(uf_remappedPS[8].y));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[8].x));
R126i.z = ((R127i.w == 0)?(R10i.z):(PV1i.y));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R6i.y)));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(uf_remappedPS[8].z));
// 5
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R127i.x)));
R3i.y = ((R127i.w == 0)?(R6i.y):(PV0i.w));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R127i.z)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[8].w)) + intBitsToFloat(R126i.w)));
PS1i = R5i.y;
// 6
R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R126i.y)));
R6i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R125i.w)));
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R126i.z)));
// 7
predResult = (1.0 > intBitsToFloat(uf_remappedPS[2].w));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(uf_remappedPS[6].x)));
R0i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[2].w)) * intBitsToFloat(0x40200000) + intBitsToFloat(0x40200000)));
R0i.y = clampFI32(R0i.y);
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(uf_remappedPS[6].x)));
PV0i.z = R0i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(uf_remappedPS[6].x)));
// 1
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[9].z)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[9].z)));
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[9].z)));
R1i.w = PV0i.w;
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R1i.x = PV0i.x;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) / 2.0);
PS1i = R1i.x;
}
if( activeMaskStackC[2] == true ) {
R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(uf_remappedPS[9].y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].w),intBitsToFloat(R0i.w)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
if( (intBitsToFloat(R3i.z) > intBitsToFloat(R1i.z))) discard;
tempResultf = max(0.0, intBitsToFloat(R1i.z));
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R1i.x = floatBitsToInt(tempResultf);
PS0i = R1i.x;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3fe66666));
// 1
R127i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.w)));
PS1i = R127i.z;
// 2
R123i.x = floatBitsToInt((intBitsToFloat(0x40b1999a) * intBitsToFloat(PS1i) + intBitsToFloat(0x3ee66666)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(0x3dccccce) * intBitsToFloat(PS1i) + intBitsToFloat(0x3e4ccccd)));
PV0i.y = R123i.y;
// 3
backupReg0i = R5i.x;
backupReg1i = R5i.y;
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(backupReg1i)));
R123i.w = floatBitsToInt((intBitsToFloat(0x41200000) * intBitsToFloat(R127i.z) + 4.0));
PV1i.w = R123i.w;
// 4
backupReg0i = R5i.z;
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),-(intBitsToFloat(uf_remappedPS[8].w))) + intBitsToFloat(R3i.y)));
PV0i.x = R123i.x;
PV0i.y = uf_remappedPS[7].z;
PV0i.z = ((intBitsToFloat(R8i.y) > 0.0)?int(0xFFFFFFFF):int(0x0));
R123i.w = ((R4i.x == 0)?(0x3d008081):(0x3d30b0b1));
PV0i.w = R123i.w;
R1i.w = floatBitsToInt(1.0);
PS0i = R1i.w;
// 1
R1i.x = PV0i.w;
R127i.y = ((PV0i.z == 0)?(0):(0x3f800000));
PV1i.y = R127i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + 0.5));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x427f0000));
R1i.y = PV0i.y;
PS1i = R1i.y;
// 2
PV0i.x = ((intBitsToFloat(PV1i.y) > 0.0)?int(0xFFFFFFFF):int(0x0));
R0i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + 0.5));
PV0i.z = floatBitsToInt(floor(intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
R2i.w = 0x3f800000;
R0i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 3
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 2.0);
R123i.w = ((PV0i.x == 0)?(R7i.y):(R8i.y));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(intBitsToFloat(R7i.y) + intBitsToFloat(PV1i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x437f0000));
// 5
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b808081));
PS1i = int(intBitsToFloat(PV0i.z));
// 6
PV0i.x = PS1i & 0x000000e0;
// 7
PV1i.w = PV0i.x >> 0x00000003;
// 8
PS0i = floatBitsToInt(float(PV1i.w));
// 9
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(0x42c00000));
// 10
R123i.x = floatBitsToInt((intBitsToFloat(R127i.y) * 2.0 + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
// 11
R5i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081)));
// 12
R4i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R4i.w = R2i.w;
// 13
R3i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R3i.w = R0i.w;
// 14
R2i.xyz = ivec3(R6i.x,R6i.y,R6i.z);
R2i.w = R5i.w;
// 15
backupReg0i = R1i.x;
backupReg1i = R1i.y;
backupReg2i = R1i.z;
backupReg3i = R1i.w;
R1i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R1i.w = backupReg3i;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
passPixelColor1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor5 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian Stalker + Scout + Guardian weapons
// shader 91b6e09da2ff63cc
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R122f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = 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;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem7;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f = passParameterSem6;
R5f.xy = (texture(textureUnitPS3, R0f.xy).xy);
R1f.w = (texture(textureUnitPS2, R0f.xy).x);
R7f.xyz = (texture(textureUnitPS4, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS5, R0f.zw).xyz);
R1f.xyz = (texture(textureUnitPS6, R1f.xy).xyz);
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
PV0f.x = fract(R2f.x);
R126f.y = (R5f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R126f.y;
R127f.z = mul_nonIEEE(R3f.y, R4f.z);
PV0f.w = fract(R2f.y);
R126f.z = mul_nonIEEE(R3f.z, R4f.x);
PS0f = R126f.z;
// 1
PV1f.x = mul_nonIEEE(R3f.x, R4f.y);
PV1f.y = PV0f.w + -(0.5);
PV1f.z = PV0f.x + -(0.5);
R127f.w = (R5f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV1f.w = R127f.w;
PS1f = mul_nonIEEE(PV0f.y, PV0f.y);
// 2
R123f.x = (mul_nonIEEE(-(PV1f.z),PV1f.z) + 1.0);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R127f.y = (mul_nonIEEE(-(R4f.y),R3f.z) + R127f.z);
R127f.z = (mul_nonIEEE(-(R4f.x),R3f.y) + PV1f.x);
R123f.w = (mul_nonIEEE(-(PV1f.y),PV1f.y) + 1.0);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(PV1f.w,PV1f.w) + PS1f);
R122f.x = clamp(R122f.x, 0.0, 1.0);
PS0f = R122f.x;
// 3
PV1f.x = -(PS0f) + 1.0;
PV1f.y = mul_nonIEEE(R4f.w, R127f.w);
PV1f.z = mul_nonIEEE(PV0f.x, PV0f.w);
R123f.w = (mul_nonIEEE(-(R4f.z),R3f.x) + R126f.z);
PV1f.w = R123f.w;
R125f.z = mul_nonIEEE(R6f.x, R1f.x);
PS1f = R125f.z;
// 4
PV0f.x = mul_nonIEEE(R127f.y, PV1f.y);
PV0f.y = mul_nonIEEE(PV1f.z, PV1f.z);
PV0f.z = mul_nonIEEE(R127f.z, PV1f.y);
PV0f.w = mul_nonIEEE(PV1f.w, PV1f.y);
R127f.z = sqrt(PV1f.x);
PS0f = R127f.z;
// 5
R123f.x = (mul_nonIEEE(R4f.y,R126f.y) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R4f.x,R126f.y) + PV0f.x);
PV1f.y = R123f.y;
R126f.z = mul_nonIEEE(R1f.w, PV0f.y);
R123f.w = (mul_nonIEEE(R4f.z,R126f.y) + PV0f.z);
PV1f.w = R123f.w;
R126f.y = mul_nonIEEE(R6f.z, R1f.z);
PS1f = R126f.y;
// 6
R124f.x = (mul_nonIEEE(R3f.x,R127f.z) + PV1f.y);
R124f.y = (mul_nonIEEE(R3f.y,R127f.z) + PV1f.x);
R1f.z = (mul_nonIEEE(R3f.z,R127f.z) + PV1f.w);
R127f.w = mul_nonIEEE(R6f.y, R1f.y);
R126f.w = mul_nonIEEE(Color.r, R7f.x);
PS0f = R126f.w;
// 7
R127f.x = mul_nonIEEE(Color.r, PS0f);
R127f.y = mul_nonIEEE(Color.g, R7f.y);
PV1f.z = R126f.z * intBitsToFloat(0x427f0000);
R125f.w = mul_nonIEEE(Color.b, R7f.z);
R124f.z = intBitsToFloat(0x3d008081);
PS1f = R124f.z;
// 8
R123f.x = (mul_nonIEEE(-(R5f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R125f.y = mul_nonIEEE(R125f.z, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PV0f.y = R125f.y;
R127f.z = mul_nonIEEE(R127f.w, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PV0f.z = R127f.z;
R127f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PV0f.w = R127f.w;
R126f.y = floor(PV1f.z);
R126f.y *= 4.0;
PS0f = R126f.y;
// 9
backupReg0f = R126f.w;
R126f.x = mul_nonIEEE(R127f.y, PV0f.z);
PV1f.y = mul_nonIEEE(Color.g, R127f.y);
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV0f.x);
PV1f.z = R125f.z;
R126f.w = mul_nonIEEE(backupReg0f, PV0f.y);
R125f.x = mul_nonIEEE(R125f.w, PV0f.w);
PS1f = R125f.x;
// 10
backupReg0f = R126f.y;
PV0f.x = mul_nonIEEE(Color.b, R125f.w);
R126f.y = mul_nonIEEE(PV1f.z, R127f.x);
R126f.z = mul_nonIEEE(PV1f.z, PV1f.y);
R125f.w = intBitsToFloat(uf_remappedPS[2].z);
R127f.x = backupReg0f + 2.0;
PS0f = R127f.x;
// 11
backupReg0f = R125f.z;
tempf.x = dot(vec4(R124f.x,R124f.y,R1f.z,-0.0),vec4(R124f.x,R124f.y,R1f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.z = tempf.x;
PS1f = mul_nonIEEE(backupReg0f, PV0f.x);
// 12
R5f.x = (mul_nonIEEE(R126f.y,R125f.y) + R126f.w);
R5f.y = (mul_nonIEEE(R126f.z,R127f.z) + R126f.x);
R5f.z = (mul_nonIEEE(PS1f,R127f.w) + R125f.x);
R1f.w = 1.0;
R1f.x = R124f.z;
PS0f = R1f.x;
// 13
R1f.y = R125f.w;
R5f.w = 1.0;
R7f.w = R127f.x * intBitsToFloat(0x3b808081);
PS1f = R7f.w;
// 14
R0f.w = intBitsToFloat(0x3ec2c2c4);
tempResultf = 1.0 / sqrt(R125f.z);
PS0f = tempResultf;
PS0f /= 2.0;
// 15
R7f.x = (mul_nonIEEE(R124f.x,PS0f) + 0.5);
R7f.y = (mul_nonIEEE(R124f.y,PS0f) + 0.5);
R7f.z = (mul_nonIEEE(R1f.z,PS0f) + 0.5);
// 16
backupReg0f = R5f.x;
backupReg1f = R5f.y;
backupReg2f = R5f.z;
backupReg3f = R5f.w;
R5f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
R5f.w = backupReg3f;
// 17
R4f.xyz = vec3(R7f.x,R7f.y,R7f.z);
R4f.w = R7f.w;
// 18
R3f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R3f.w = R0f.w;
// 19
R2f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R2f.w = R1f.w;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
passPixelColor3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor5 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Guardian Stalker & Guardian Scout & The top Half of Guardian weapons
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Stalker & Scout & Guardian weapons"
description = Change Guardian Stalker, Scout, Guardian weapons's color. Originally it depends on whether it's corrupted by malice, or the state of the Guardian Scout.
version = 3
[Preset]
name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 1.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.0
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 1.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 1.0

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian Turret + Skywatcher
// shader 133297c9a66bfc98
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 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;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem7);
R3i = floatBitsToInt(passParameterSem3);
R4i = floatBitsToInt(passParameterSem4);
R5i = floatBitsToInt(passParameterSem6);
R6i.xy = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xy);
R9i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xy);
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).w);
R8i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).xyz);
R1i.xyz = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R1i.xy)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R4i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R4i.x)));
R127i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R4i.z)));
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PS0i = R127i.y;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.x)),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS0i)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.x)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R126i.x = floatBitsToInt(fract(intBitsToFloat(R2i.x)));
PS0i = R126i.x;
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.z)));
R127i.z = floatBitsToInt(fract(intBitsToFloat(R2i.y)));
PS1i = R127i.z;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.z)));
// 5
backupReg0i = R127i.x;
backupReg1i = R127i.y;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg0i)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.w)));
PV1i.y = R127i.y;
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg1i)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R126i.x) + -(0.5));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
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(1.0 / intBitsToFloat(PS1i));
// 7
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + -(0.5));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS0i)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PS0i)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 8
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
PV0i.x = R3i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
PV0i.y = R3i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
PV0i.z = R3i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.w)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.z),intBitsToFloat(R126i.w),-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;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i)));
// 10
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PS1i)) + intBitsToFloat(R9i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(0x437f0000));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.w) + -(1.0));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + 1.0);
PV0i.w = clampFI32(PV0i.w);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(R1i.x)));
PS0i = R127i.y;
// 11
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(R1i.y)));
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(PV0i.z));
PV1i.y = R126i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(R1i.z)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV0i.x)));
PS1i = int(intBitsToFloat(PV0i.y));
// 12
R127i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R8i.x)));
R125i.y = PS1i & 0x000000e0;
R126i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R8i.y)));
R127i.w = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R8i.z)));
R125i.x = floatBitsToInt(intBitsToFloat(R8i.x) + intBitsToFloat(PV1i.y));
PS0i = R125i.x;
// 13
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y))));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
R125i.w = floatBitsToInt(intBitsToFloat(R8i.y) + intBitsToFloat(R126i.y));
PS1i = R125i.w;
// 14
backupReg0i = R126i.y;
backupReg1i = R126i.w;
PV0i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R127i.x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), intBitsToFloat(PV1i.w)));
PV0i.y = R126i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R126i.z)));
R126i.w = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(backupReg0i));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(0x427f0000));
PS0i = R127i.y;
// 15
backupReg0i = R125i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z)));
R127i.z = backupReg0i >> 0x00000003;
PV1i.w = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R127i.w)));
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R126i.x)));
PS1i = R124i.x;
// 16
backupReg0i = R125i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R127i.w;
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(backupReg0i)));
R125i.x = clampFI32(R125i.x);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R124i.y)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R125i.z)));
R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(R125i.w)));
R8i.x = clampFI32(R8i.x);
PS0i = R8i.x;
// 17
backupReg0i = R127i.x;
backupReg1i = R9i.y;
backupReg2i = R127i.z;
R127i.x = floatBitsToInt(floor(intBitsToFloat(R127i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 4.0);
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.x)) + intBitsToFloat(R124i.x)));
R127i.z = ((intBitsToFloat(backupReg1i) > 0.5)?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(R126i.w)));
PV1i.w = clampFI32(PV1i.w);
R127i.y = floatBitsToInt(float(backupReg2i));
PS1i = R127i.y;
// 18
backupReg0i = R125i.x;
backupReg1i = R126i.y;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.z)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(R8i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(backupReg0i)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.z)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(PV1i.w)));
PS0i = R127i.w;
// 19
backupReg0i = R127i.z;
backupReg1i = R9i.y;
R8i.x = floatBitsToInt(intBitsToFloat(R127i.x) + 2.0);
R9i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(0x42c20000));
R127i.z = uf_remappedPS[4].z;
R125i.w = ((backupReg0i == 0)?(0x3d008081):(0x3d20a0a1));
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(PV0i.z)) + intBitsToFloat(backupReg1i)));
PS1i = R5i.x;
// 20
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.x)));
R1i.x = clampFI32(R1i.x);
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(R126i.y)) + intBitsToFloat(R125i.x)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(R127i.w)) + intBitsToFloat(R126i.w)));
R7i.w = floatBitsToInt(1.0);
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.y)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.y)));
R1i.y = clampFI32(R1i.y);
PS0i = R1i.y;
// 21
R7i.x = R125i.w;
R7i.y = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.z)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.z)));
R1i.z = clampFI32(R1i.z);
R5i.w = 0x3f800000;
R0i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + 0.5));
PS1i = R0i.x;
// 0
R0i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
R0i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + 0.5));
R0i.w = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(0x3b808081));
R1i.w = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(0x3b808081));
PS0i = R1i.w;
// 1
backupReg0i = R5i.x;
backupReg1i = R5i.y;
backupReg2i = R5i.z;
backupReg3i = R5i.w;
R5i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R5i.w = backupReg3i;
// 2
R4i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R4i.w = R0i.w;
// 3
R3i.xyz = ivec3(R1i.x,R1i.y,R1i.z);
R3i.w = R1i.w;
// 4
R2i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R2i.w = R7i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor1 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor3 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
passPixelColor5 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
}

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@ -0,0 +1,55 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Guardian Turret & Skywatcher
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Turret & Skywatcher"
description = Change Guardian Turret, Skywatcher's color. Originally it depends on whether it's corrupted by malice or not.
version = 3
[Preset]
name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 1.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.0
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 1.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 1.0

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@ -0,0 +1,11 @@
# Top half of the Guardian weapon is drawed with Scout shader while the bottom half is Skywatcher shader.
# Generally color is between 0-1 which is then multiplied by brightness (So Guardian can turn on/off)
# Guardian 50 (changing), Ancient armor 20, Ancient bow about 11
# Exception: Ancient sword, shield (20.0, 3.0, 1.0) use un-normalized color, with brightness being 1.0
# Equals to (1.0, 0.15, 0.05) with brightness 20
# Game control color & brightness with a uniform, so they can vary between objects (and through time) drawn with the same shader. It's hard to do this in Gfx pack.
# In theory You can add if condition to check for game's uniform value so you can change the color of a specific object without affecting others.
# Try converting custom color from gamma encoded to linear (color/255)^2.2 if it look slightly off in game.

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@ -1,8 +1,8 @@
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "Pro+ HUD" name = "Remove all HUD elements"
path = "The Legend of Zelda: Breath of the Wild/Mods/Pro+ HUD" path = "The Legend of Zelda: Breath of the Wild/Mods/HUD Remover (Pro HUD+)"
description = Removes the rest of the HUD that isn't removed by Pro. description = Hides the rest of the HUD that isn't removed by the Pro mod for e.g. screenshots.
version = 3 version = 3
[TextureRedefine] # Disable Hearts [TextureRedefine] # Disable Hearts

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@ -1,7 +1,7 @@
[Definition] [Definition]
titleIds = 00050000101ECF00,00050000101F4A00 titleIds = 00050000101ECF00,00050000101F4A00
name = 60FPS name = 60FPS
path = "Buddy and Me/Mods/60FPS" path = "Buddy & Me/Mods/60FPS"
description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed. description = Important: This patches the gameplay to be in 60FPS. Getting under 60FPS will slow down the game's speed.
version = 3 version = 3

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@ -5,16 +5,13 @@ moduleMatches = 0xB87B357B
_FrameRate = 0x100A151C _FrameRate = 0x100A151C
# Code Cave # Code Cave
CodeCaveSize = 0x0c # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) CodeCaveSize = 0x0c # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX)
# Set 60fps # Load 60 into f0 register
_60fps = 0x00000000 _60fps = 0x00000000
0x00000000 = lis r12,_FrameRate@h 0x00000000 = lis r12,_FrameRate@h
0x00000004 = lfs f0,_FrameRate@l(r12) 0x00000004 = lfs f0,_FrameRate@l(r12)
0x00000008 = blr 0x00000008 = blr
0x021de6c8 = bla _60fps 0x021de6c8 = bla _60fps

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@ -1,4 +1,4 @@
[deusex60Ver0] [DeusEx60Ver0]
moduleMatches = 0x4C83AF19 moduleMatches = 0x4C83AF19
0x0234EA10 = li r3,1 #GX2SetSwapInterval 0x0234EA10 = li r3,1 #GX2SetSwapInterval

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@ -5,7 +5,7 @@ moduleMatches = 0xE93B31F6
CodeCaveSize = 0x14 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX) CodeCaveSize = 0x14 # = Last used instruction + 0x04 (4xINSTRUCTIONS in HEX)
# Set 60fps # Set 60fps
_60fps = 0x00000000 _60fps = 0x00000000

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,92 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 161904c2816b059d
// Used for: Horizontal & Vertical Bloom Blur Pass
float resScale = ($width/$gameWidth);
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem129;
layout(location = 1) out vec4 passParameterSem130;
layout(location = 2) out vec4 passParameterSem131;
layout(location = 3) out vec4 passParameterSem132;
layout(location = 4) out vec4 passParameterSem133;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R0f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z));
R0f.w = R1f.x + intBitsToFloat(uf_remappedVS[0].w)/resScale;
// 1
R3f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z));
R3f.w = R1f.x + intBitsToFloat(uf_remappedVS[1].w)/resScale;
// 2
R4f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z));
R4f.w = R1f.x + intBitsToFloat(uf_remappedVS[2].w)/resScale;
// 3
R5f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z));
R5f.w = R1f.x + intBitsToFloat(uf_remappedVS[3].w)/resScale;
// 4
backupReg0f = R1f.x;
backupReg1f = R1f.y;
backupReg1f = R1f.y;
backupReg0f = R1f.x;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg1f) + vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z));
R1f.w = backupReg0f + intBitsToFloat(uf_remappedVS[4].w)/resScale;
// export
gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem130 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem131 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem132 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
// export
passParameterSem133 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// 0
}

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@ -0,0 +1,108 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 888e5d95da8037e2
// Used for: Horizontal & Vertical Blur Pass
float resScale = ($width/$gameWidth);
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem129;
layout(location = 0) out vec4 passPixelColor0;
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 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 = passParameterSem129;
R3f.xy = (texture(textureUnitPS0, R0f.xy).xy);
// 0
R1f.x = (-(intBitsToFloat(uf_remappedPS[0].z)/resScale) * 2.0 + R0f.x);
R1f.y = (-(intBitsToFloat(uf_remappedPS[0].w)/resScale) * 2.0 + R0f.y);
R0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].z)/resScale);
R0f.w = R0f.y + -(intBitsToFloat(uf_remappedPS[0].w)/resScale);
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
PS0f = R2f.x;
// 1
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
R4f.z = 0.0;
R1f.w = R3f.y + -(R3f.y);
R4f.y = R3f.y;
PS1f = R4f.y;
R0f.xy = (texture(textureUnitPS0, R1f.xy).xy);
R1f.xy = (texture(textureUnitPS0, R0f.zw).xy);
R2f.xy = (texture(textureUnitPS0, R2f.xy).xy);
// 0
PV0f.x = mul_nonIEEE(R1f.w, R1f.w);
PV0f.z = -(R3f.y) + R0f.y;
PV0f.w = -(R3f.y) + R1f.y;
// 1
PV1f.x = -(R3f.y) + R2f.y;
PV1f.y = mul_nonIEEE(PV0f.z, PV0f.z);
PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
PV1f.w = PV0f.x * intBitsToFloat(0x38d1b717);
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
// 2
PV0f.x = PV1f.y * intBitsToFloat(0x38d1b717);
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
PV0f.y = PV1f.z * intBitsToFloat(0x38d1b717);
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.z = mul_nonIEEE(PV1f.x, PV1f.x);
PV0f.w = -(PV1f.w) + 1.0;
// 3
PV1f.x = -(PV0f.y) + 1.0;
PV1f.y = PV0f.z * intBitsToFloat(0x38d1b717);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
R126f.z = PV0f.w + intBitsToFloat(0x3e4ccccd);
PV1f.w = -(PV0f.x) + 1.0;
// 4
PV0f.x = -(PV1f.y) + 1.0;
R127f.z = PV1f.w + intBitsToFloat(0x3e4ccccd);
PV0f.z = R127f.z;
PV0f.w = PV1f.x + intBitsToFloat(0x3e4ccccd);
// 5
R127f.x = PV0f.x + intBitsToFloat(0x3e4ccccd);
PV1f.y = mul_nonIEEE(R1f.x, PV0f.w);
PV1f.z = PV0f.z + PV0f.w;
// 6
R123f.x = (mul_nonIEEE(R0f.x,R127f.z) + PV1f.y);
PV0f.x = R123f.x;
PV0f.z = PV1f.z + R126f.z;
// 7
PV1f.x = PV0f.z + R127f.x;
R123f.w = (mul_nonIEEE(R3f.x,R126f.z) + PV0f.x);
PV1f.w = R123f.w;
// 8
R123f.y = (mul_nonIEEE(R2f.x,R127f.x) + PV1f.w);
PV0f.y = R123f.y;
PS0f = 1.0 / PV1f.x;
// 9
R4f.x = PV0f.y * PS0f;
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
}

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@ -0,0 +1,144 @@
[Definition]
titleIds = 0005000010177600,0005000010177700,0005000010197d00
name = Resolution
path = "Devil's Third/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
// Performance
[Preset]
name = 320x180
$width = 320
$height = 180
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
// Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine]
width = 1280
height = 720
formats = 0x011,0x820,0x01a,0x41a
tileModesExcluded = 0x1
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine]
width = 864
height = 480
formats = 0x820
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
# Blur
[TextureRedefine]
width = 320
height = 180
formats = 0x810,0x820
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine]
width = 320
height = 192
formats = 0x810
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 192
# Bloom
[TextureRedefine]
width = 640
height = 368
formats = 0x820
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine]
width = 640
height = 360
formats = 0x820
tileModesExcluded = 0x1
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 360
# Bloom looked broken from my testing (not using the tiled rendering fix or whatever it's called), but it might be a shader that didn't get upscaled correctly.
[TextureRedefine]
width = 352
height = 192
formats = 0x820
overwriteWidth = ($width/$gameWidth) * 352
overwriteHeight = ($height/$gameHeight) * 192
[TextureRedefine]
width = 322
height = 182
formats = 0x820
overwriteWidth = ($width/$gameWidth) * 322
overwriteHeight = ($height/$gameHeight) * 182

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@ -83,7 +83,7 @@
"Devils Third": "Devils Third":
nativeRes: 720 nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Devil%27s_Third" compatLink: "http://compat.cemu.info/wiki/Devil%27s_Third"
version: 2 version: 3
"Donkey Kong Country: Tropical Freeze": "Donkey Kong Country: Tropical Freeze":
nativeRes: 720 nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Donkey_Kong_Country:_Tropical_Freeze" compatLink: "http://compat.cemu.info/wiki/Donkey_Kong_Country:_Tropical_Freeze"