CleanCameraRune PreV1.0

Fixed most things. Final 1.0 release will be pretty much done from what will be possible with shader editing.
This commit is contained in:
Milan 2018-01-04 23:42:05 +01:00
parent e8c6fda638
commit 20047706a9
6 changed files with 1290 additions and 259 deletions

View File

@ -0,0 +1,982 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 37b9100c1310d3bb
uniform ivec4 uf_uniformRegisterVS[256];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[14];
bool activeMaskStackC[15];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStack[2] = false;
activeMaskStack[3] = false;
activeMaskStack[4] = false;
activeMaskStack[5] = false;
activeMaskStack[6] = false;
activeMaskStack[7] = false;
activeMaskStack[8] = false;
activeMaskStack[9] = false;
activeMaskStack[10] = false;
activeMaskStack[11] = false;
activeMaskStack[12] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStackC[3] = false;
activeMaskStackC[4] = false;
activeMaskStackC[5] = false;
activeMaskStackC[6] = false;
activeMaskStackC[7] = false;
activeMaskStackC[8] = false;
activeMaskStackC[9] = false;
activeMaskStackC[10] = false;
activeMaskStackC[11] = false;
activeMaskStackC[12] = false;
activeMaskStackC[13] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xy = attrDataSem0.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// Check Camera GUI
int hideCamera = 1;
if (uf_uniformRegisterVS[1].x) {
hideCamera = 2;
}
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterVS[15].x)));
R0i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)));
PV0i.y = R0i.y;
R4i.z = 0;
R0i.w = 0x3f800000;
R127i.w = floatBitsToInt(1.0);
PS0i = R127i.w;
// 1
R0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_uniformRegisterVS[15].z));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[15].y)));
// 2
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[15].w));
PV0i.y = R0i.y;
R1i.w = uf_uniformRegisterVS[2].x & 0x40000000;
// 3
backupReg0i = R0i.w;
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R4i.z),intBitsToFloat(backupReg0i)),vec4(intBitsToFloat(uf_uniformRegisterVS[4].x),intBitsToFloat(uf_uniformRegisterVS[4].y),intBitsToFloat(uf_uniformRegisterVS[4].z),intBitsToFloat(uf_uniformRegisterVS[4].w))));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
// 4
backupReg0i = R0i.x;
backupReg1i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(R4i.z),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(uf_uniformRegisterVS[5].x),intBitsToFloat(uf_uniformRegisterVS[5].y),intBitsToFloat(uf_uniformRegisterVS[5].z),intBitsToFloat(uf_uniformRegisterVS[5].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
// 5
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R4i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_uniformRegisterVS[6].x),intBitsToFloat(uf_uniformRegisterVS[6].y),intBitsToFloat(uf_uniformRegisterVS[6].z),intBitsToFloat(uf_uniformRegisterVS[6].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = tempi.x;
// 6
R6i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[8].x),intBitsToFloat(uf_uniformRegisterVS[8].y),intBitsToFloat(uf_uniformRegisterVS[8].z),intBitsToFloat(uf_uniformRegisterVS[8].w))));
PV0i.x = R6i.x;
PV0i.y = R6i.x;
PV0i.z = R6i.x;
PV0i.w = R6i.x;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[9].x),intBitsToFloat(uf_uniformRegisterVS[9].y),intBitsToFloat(uf_uniformRegisterVS[9].z),intBitsToFloat(uf_uniformRegisterVS[9].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R6i.y = tempi.x;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[10].x),intBitsToFloat(uf_uniformRegisterVS[10].y),intBitsToFloat(uf_uniformRegisterVS[10].z),intBitsToFloat(uf_uniformRegisterVS[10].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R6i.z = tempi.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[11].x),intBitsToFloat(uf_uniformRegisterVS[11].y),intBitsToFloat(uf_uniformRegisterVS[11].z),intBitsToFloat(uf_uniformRegisterVS[11].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R6i.w = tempi.x;
// 10
predResult = (0 != R1i.w);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R0i.z = uf_uniformRegisterVS[2].x & 0x00000002;
// 1
predResult = (0 != R0i.z);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.y = backupReg0i;
PV0i.y = R1i.y;
R0i.z = 0;
PV0i.z = R0i.z;
R1i.w = 0x3f800000;
PV0i.w = R1i.w;
// 1
R2i.xyz = ivec3(R1i.x,PV0i.y,PV0i.z);
R2i.w = PV0i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.x = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R126i.z = PV1i.x + PS1i;
PV0i.z = R126i.z;
// 3
R127i.x = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.x = R127i.x;
R127i.y = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
// 4
R127i.z = ((PV1i.x == 0)?(uf_uniformRegisterVS[23].y):(uf_uniformRegisterVS[22].y));
R127i.w = ((PV1i.x == 0)?(uf_uniformRegisterVS[23].x):(uf_uniformRegisterVS[22].x));
// 5
R123i.x = ((R127i.x == 0)?(uf_uniformRegisterVS[23].w):(uf_uniformRegisterVS[22].w));
PV1i.x = R123i.x;
R123i.y = ((R127i.x == 0)?(uf_uniformRegisterVS[23].z):(uf_uniformRegisterVS[22].z));
PV1i.y = R123i.y;
// 6
R123i.x = ((R127i.y == 0)?(PV1i.x):(uf_uniformRegisterVS[21].w));
PV0i.x = R123i.x;
R123i.y = ((R127i.y == 0)?(PV1i.y):(uf_uniformRegisterVS[21].z));
PV0i.y = R123i.y;
R123i.z = ((R127i.y == 0)?(R127i.z):(uf_uniformRegisterVS[21].y));
PV0i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R127i.w):(uf_uniformRegisterVS[21].x));
PV0i.w = R123i.w;
// 7
R2i.x = ((R126i.z == 0)?(uf_uniformRegisterVS[20].x):(PV0i.w));
R2i.y = ((R126i.z == 0)?(uf_uniformRegisterVS[20].y):(PV0i.z));
R2i.z = ((R126i.z == 0)?(uf_uniformRegisterVS[20].z):(PV0i.y));
R2i.w = ((R126i.z == 0)?(uf_uniformRegisterVS[20].w):(PV0i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R3i.xyz = ivec3(0x437f0000,0x437f0000,0x437f0000);
R3i.w = 0x437f0000;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
PV0i.x = uf_uniformRegisterVS[2].x >> 0x00000008;
R2i.y = uf_uniformRegisterVS[2].x & 0x00000002;
// 1
R1i.z = PV0i.x & 0x0000000f;
// 2
predResult = (0 != R2i.y);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R4i.y = R1i.y;
R2i.z = 0;
R1i.w = 0x3f800000;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_uniformRegisterVS[7].x));
// 1
R2i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_uniformRegisterVS[1].x));
PV1i.x = R2i.x;
R2i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_uniformRegisterVS[1].y));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_uniformRegisterVS[7].y));
// 2
R3i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[1].z) * intBitsToFloat(PS1i));
PV0i.x = R3i.x;
R3i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[1].w) * intBitsToFloat(PS1i));
R4i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R4i.x;
// 3
R5i.x = floatBitsToInt(-(intBitsToFloat(R2i.y)) + intBitsToFloat(PS0i));
R0i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PV1i.z = R0i.z;
R7i.x = floatBitsToInt(-(intBitsToFloat(R2i.y)) + 1.0);
PS1i = R7i.x;
// 4
R3i.z = floatBitsToInt(-(intBitsToFloat(R3i.y)) + 1.0);
R2i.w = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(PV1i.z));
// 5
predResult = (R1i.z == 0);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(backupReg0i)));
R2i.y = R3i.x;
PV0i.y = R2i.y;
// 1
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.y)));
}
activeMaskStack[3] = activeMaskStack[3] == false;
activeMaskStackC[4] = activeMaskStack[3] == true && activeMaskStackC[3] == true;
if( activeMaskStackC[4] == true ) {
activeMaskStack[4] = activeMaskStack[3];
activeMaskStackC[5] = activeMaskStackC[4];
// 0
predResult = (R1i.z == int(1));
activeMaskStack[4] = predResult;
activeMaskStackC[5] = predResult == true && activeMaskStackC[4] == true;
}
else {
activeMaskStack[4] = false;
activeMaskStackC[5] = false;
}
if( activeMaskStackC[5] == true ) {
// 0
backupReg0i = R2i.y;
R2i.y = 0;
PV0i.y = R2i.y;
PV0i.z = R3i.x;
PV0i.w = backupReg0i;
// 1
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R7i.x)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.y)));
}
activeMaskStack[4] = activeMaskStack[4] == false;
activeMaskStackC[5] = activeMaskStack[4] == true && activeMaskStackC[4] == true;
if( activeMaskStackC[5] == true ) {
activeMaskStack[5] = activeMaskStack[4];
activeMaskStackC[6] = activeMaskStackC[5];
// 0
predResult = (R1i.z == 0x00000002);
activeMaskStack[5] = predResult;
activeMaskStackC[6] = predResult == true && activeMaskStackC[5] == true;
}
else {
activeMaskStack[5] = false;
activeMaskStackC[6] = false;
}
if( activeMaskStackC[6] == true ) {
// 0
backupReg0i = R3i.y;
R3i.y = backupReg0i;
PV0i.y = R3i.y;
PV0i.z = R3i.z;
PV0i.w = 0;
// 1
backupReg0i = R2i.x;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.w)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.z)));
}
activeMaskStack[5] = activeMaskStack[5] == false;
activeMaskStackC[6] = activeMaskStack[5] == true && activeMaskStackC[5] == true;
if( activeMaskStackC[6] == true ) {
activeMaskStack[6] = activeMaskStack[5];
activeMaskStackC[7] = activeMaskStackC[6];
// 0
predResult = (R1i.z == 0x00000003);
activeMaskStack[6] = predResult;
activeMaskStackC[7] = predResult == true && activeMaskStackC[6] == true;
}
else {
activeMaskStack[6] = false;
activeMaskStackC[7] = false;
}
if( activeMaskStackC[7] == true ) {
// 0
backupReg0i = R2i.y;
R2i.y = R3i.z;
PV0i.y = R2i.y;
PV0i.z = R3i.y;
PV0i.w = backupReg0i;
// 1
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R7i.x)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.y)));
}
activeMaskStack[6] = activeMaskStack[6] == false;
activeMaskStackC[7] = activeMaskStack[6] == true && activeMaskStackC[6] == true;
if( activeMaskStackC[7] == true ) {
activeMaskStack[7] = activeMaskStack[6];
activeMaskStackC[8] = activeMaskStackC[7];
// 0
predResult = (R1i.z == 0x00000004);
activeMaskStack[7] = predResult;
activeMaskStackC[8] = predResult == true && activeMaskStackC[7] == true;
}
else {
activeMaskStack[7] = false;
activeMaskStackC[8] = false;
}
if( activeMaskStackC[8] == true ) {
// 0
R2i.y = R2i.w;
PV0i.y = R2i.y;
PV0i.z = R3i.x;
PV0i.w = 0;
// 1
backupReg0i = R2i.x;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.w)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.z)));
}
activeMaskStack[7] = activeMaskStack[7] == false;
activeMaskStackC[8] = activeMaskStack[7] == true && activeMaskStackC[7] == true;
if( activeMaskStackC[8] == true ) {
activeMaskStack[8] = activeMaskStack[7];
activeMaskStackC[9] = activeMaskStackC[8];
// 0
predResult = (R1i.z == 0x00000005);
activeMaskStack[8] = predResult;
activeMaskStackC[9] = predResult == true && activeMaskStackC[8] == true;
}
else {
activeMaskStack[8] = false;
activeMaskStackC[9] = false;
}
if( activeMaskStackC[9] == true ) {
// 0
backupReg0i = R2i.y;
R2i.y = R3i.x;
PV0i.y = R2i.y;
PV0i.z = R2i.w;
PV0i.w = backupReg0i;
// 1
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R7i.x)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.y)));
}
activeMaskStack[8] = activeMaskStack[8] == false;
activeMaskStackC[9] = activeMaskStack[8] == true && activeMaskStackC[8] == true;
if( activeMaskStackC[9] == true ) {
activeMaskStack[9] = activeMaskStack[8];
activeMaskStackC[10] = activeMaskStackC[9];
// 0
predResult = (R1i.z == 0x00000006);
activeMaskStack[9] = predResult;
activeMaskStackC[10] = predResult == true && activeMaskStackC[9] == true;
}
else {
activeMaskStack[9] = false;
activeMaskStackC[10] = false;
}
if( activeMaskStackC[10] == true ) {
// 0
R2i.y = R3i.x;
PV0i.y = R2i.y;
R3i.y = 0;
PS0i = R3i.y;
// 1
backupReg0i = R2i.x;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(backupReg0i)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i)));
}
activeMaskStack[9] = activeMaskStack[9] == false;
activeMaskStackC[10] = activeMaskStack[9] == true && activeMaskStackC[9] == true;
if( activeMaskStackC[10] == true ) {
activeMaskStack[10] = activeMaskStack[9];
activeMaskStackC[11] = activeMaskStackC[10];
// 0
predResult = (R1i.z == 0x00000007);
activeMaskStack[10] = predResult;
activeMaskStackC[11] = predResult == true && activeMaskStackC[10] == true;
}
else {
activeMaskStack[10] = false;
activeMaskStackC[11] = false;
}
if( activeMaskStackC[11] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(backupReg0i)));
R2i.y = R3i.y;
PV0i.y = R2i.y;
R3i.y = R3i.z;
PS0i = R3i.y;
// 1
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i)));
}
activeMaskStack[10] = activeMaskStack[10] == false;
activeMaskStackC[11] = activeMaskStack[10] == true && activeMaskStackC[10] == true;
if( activeMaskStackC[11] == true ) {
activeMaskStack[11] = activeMaskStack[10];
activeMaskStackC[12] = activeMaskStackC[11];
// 0
predResult = (R1i.z == 0x00000008);
activeMaskStack[11] = predResult;
activeMaskStackC[12] = predResult == true && activeMaskStackC[11] == true;
}
else {
activeMaskStack[11] = false;
activeMaskStackC[12] = false;
}
if( activeMaskStackC[12] == true ) {
// 0
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R7i.x)));
R2i.y = R3i.x;
PV0i.y = R2i.y;
// 1
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.y)));
}
activeMaskStack[11] = activeMaskStack[11] == false;
activeMaskStackC[12] = activeMaskStack[11] == true && activeMaskStackC[11] == true;
if( activeMaskStackC[12] == true ) {
activeMaskStack[12] = activeMaskStack[11];
activeMaskStackC[13] = activeMaskStackC[12];
// 0
predResult = (R1i.z == 0x00000009);
activeMaskStack[12] = predResult;
activeMaskStackC[13] = predResult == true && activeMaskStackC[12] == true;
}
else {
activeMaskStack[12] = false;
activeMaskStackC[13] = false;
}
if( activeMaskStackC[13] == true ) {
// 0
backupReg0i = R2i.y;
R2i.y = 0;
PV0i.y = R2i.y;
PV0i.z = R3i.z;
PV0i.w = backupReg0i;
// 1
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R7i.x)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.y)));
}
activeMaskStack[12] = activeMaskStack[12] == false;
activeMaskStackC[13] = activeMaskStack[12] == true && activeMaskStackC[12] == true;
if( activeMaskStackC[13] == true ) {
activeMaskStack[13] = activeMaskStack[12];
activeMaskStackC[14] = activeMaskStackC[13];
// 0
predResult = (R1i.z == 0x0000000a);
activeMaskStack[13] = predResult;
activeMaskStackC[14] = predResult == true && activeMaskStackC[13] == true;
}
else {
activeMaskStack[13] = false;
activeMaskStackC[14] = false;
}
if( activeMaskStackC[14] == true ) {
// 0
R2i.y = R0i.z;
PV0i.y = R2i.y;
PV0i.z = R3i.x;
PV0i.w = 0;
// 1
backupReg0i = R2i.x;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.w)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.z)));
}
activeMaskStack[13] = activeMaskStack[13] == false;
activeMaskStackC[14] = activeMaskStack[13] == true && activeMaskStackC[13] == true;
if( activeMaskStackC[14] == true ) {
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R7i.x)));
R2i.y = R2i.w;
PV0i.y = R2i.y;
R127i.z = (R1i.z == 0x0000000c)?int(0xFFFFFFFF):int(0x0);
PV0i.z = R127i.z;
R127i.w = (R1i.z == 0x0000000b)?int(0xFFFFFFFF):int(0x0);
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.y)));
R2i.y = R3i.z;
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R4i.x)) + intBitsToFloat(R2i.x)));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(0):(PV0i.x));
PV1i.w = R123i.w;
// 2
R2i.x = ((R127i.w == 0)?(PV1i.w):(PV1i.z));
R123i.z = ((R127i.z == 0)?(0):(PV1i.x));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(PV1i.y)));
PV0i.w = R123i.w;
// 3
R2i.y = ((R127i.w == 0)?(PV0i.z):(PV0i.w));
}
activeMaskStackC[13] = activeMaskStack[12] == true && activeMaskStackC[12] == true;
activeMaskStackC[11] = activeMaskStack[10] == true && activeMaskStackC[10] == true;
activeMaskStackC[9] = activeMaskStack[8] == true && activeMaskStackC[8] == true;
activeMaskStackC[7] = activeMaskStack[6] == true && activeMaskStackC[6] == true;
activeMaskStackC[5] = activeMaskStack[4] == true && activeMaskStackC[4] == true;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(R2i.y)) + 1.0);
PV0i.x = R127i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(R2i.x)) + 1.0);
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].x)));
// 2
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[18].w)) + intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[18].z)) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[18].y)) + intBitsToFloat(PV1i.z)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[18].x)) + intBitsToFloat(PV1i.w)));
PV0i.w = R123i.w;
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].x)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
PS1i = R127i.w;
// 4
backupReg0i = R127i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[19].w)) + intBitsToFloat(PV1i.x)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[19].z)) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[19].y)) + intBitsToFloat(PV1i.z)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterVS[19].x)) + intBitsToFloat(PV1i.w)));
PV0i.w = R123i.w;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
PS0i = R126i.z;
// 5
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.x)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.y)));
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R127i.w)));
PS1i = R3i.x;
// 6
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.z)) + intBitsToFloat(R126i.z)));
R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R125i.y)) + intBitsToFloat(PV1i.y)));
R3i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.x)));
// 7
backupReg0i = R2i.z;
R2i.xyz = ivec3(R1i.x,R4i.y,backupReg0i);
R2i.w = R1i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.z = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R0i.z = PV1i.z + PS1i;
PV0i.z = R0i.z;
// 3
R127i.x = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.x = R127i.x;
R127i.y = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
// 4
R127i.z = ((PV1i.x == 0)?(uf_uniformRegisterVS[23].y):(uf_uniformRegisterVS[22].y));
R127i.w = ((PV1i.x == 0)?(uf_uniformRegisterVS[23].x):(uf_uniformRegisterVS[22].x));
// 5
R123i.x = ((R127i.x == 0)?(uf_uniformRegisterVS[23].w):(uf_uniformRegisterVS[22].w));
PV1i.x = R123i.x;
R123i.y = ((R127i.x == 0)?(uf_uniformRegisterVS[23].z):(uf_uniformRegisterVS[22].z));
PV1i.y = R123i.y;
// 6
R123i.x = ((R127i.y == 0)?(PV1i.x):(uf_uniformRegisterVS[21].w));
PV0i.x = R123i.x;
R123i.y = ((R127i.y == 0)?(PV1i.y):(uf_uniformRegisterVS[21].z));
PV0i.y = R123i.y;
R123i.z = ((R127i.y == 0)?(R127i.z):(uf_uniformRegisterVS[21].y));
PV0i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R127i.w):(uf_uniformRegisterVS[21].x));
PV0i.w = R123i.w;
// 7
R2i.x = ((R0i.z == 0)?(uf_uniformRegisterVS[20].x):(PV0i.w));
R2i.y = ((R0i.z == 0)?(uf_uniformRegisterVS[20].y):(PV0i.z));
R2i.z = ((R0i.z == 0)?(uf_uniformRegisterVS[20].z):(PV0i.y));
R2i.w = ((R0i.z == 0)?(uf_uniformRegisterVS[20].w):(PV0i.x));
// 8
predResult = (R1i.z == 0x0000000d);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_uniformRegisterVS[7].y));
// 1
PV1i.z = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[1].w) * intBitsToFloat(PS0i));
PV1i.w = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[1].z) * intBitsToFloat(PS0i));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_uniformRegisterVS[7].x));
// 2
R127i.x = PV1i.z;
R127i.y = PV1i.w;
PV0i.y = R127i.y;
R127i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_uniformRegisterVS[1].x));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_uniformRegisterVS[1].y));
// 3
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
// 4
PV0i.x = floatBitsToInt(-(intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.w));
// 5
backupReg0i = R127i.z;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.y)));
PV1i.z = R127i.z;
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)));
PV1i.w = R126i.w;
// 6
R127i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
PV0i.x = R127i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[16].x)));
// 8
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_uniformRegisterVS[18].w)) + intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_uniformRegisterVS[18].z)) + intBitsToFloat(PV1i.y)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_uniformRegisterVS[18].y)) + intBitsToFloat(PV1i.z)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_uniformRegisterVS[18].x)) + intBitsToFloat(PV1i.w)));
PV0i.w = R123i.w;
// 9
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_uniformRegisterVS[17].x)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
PS1i = R127i.w;
// 10
backupReg0i = R127i.z;
backupReg0i = R127i.z;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_uniformRegisterVS[19].w)) + intBitsToFloat(PV1i.x)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_uniformRegisterVS[19].z)) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(uf_uniformRegisterVS[19].y)) + intBitsToFloat(PV1i.z)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(uf_uniformRegisterVS[19].x)) + intBitsToFloat(PV1i.w)));
PV0i.w = R123i.w;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg1i)));
PS0i = R126i.z;
// 11
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.x)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.y)));
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV0i.w)) + intBitsToFloat(R127i.w)));
PS1i = R3i.x;
// 12
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R127i.z)) + intBitsToFloat(R126i.z)));
R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R125i.y)) + intBitsToFloat(PV1i.y)));
R3i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.x)));
}
activeMaskStack[3] = activeMaskStack[3] == false;
activeMaskStackC[4] = activeMaskStack[3] == true && activeMaskStackC[3] == true;
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = floatBitsToInt(float(R0i.z));
PS0i = R127i.x;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
R3i.xyz = ivec3(uf_uniformRegisterVS[ARi.x+16].x,uf_uniformRegisterVS[ARi.x+16].y,uf_uniformRegisterVS[ARi.x+16].z);
R3i.w = uf_uniformRegisterVS[ARi.x+16].w;
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (0 != uf_uniformRegisterVS[3].x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.w;
R2i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R4i.z),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(uf_uniformRegisterVS[20].x),intBitsToFloat(uf_uniformRegisterVS[20].y),intBitsToFloat(uf_uniformRegisterVS[20].z),intBitsToFloat(uf_uniformRegisterVS[20].w))));
PV0i.x = R2i.x;
PV0i.y = R2i.x;
PV0i.z = R2i.x;
PV0i.w = R2i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(R4i.z),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(uf_uniformRegisterVS[21].x),intBitsToFloat(uf_uniformRegisterVS[21].y),intBitsToFloat(uf_uniformRegisterVS[21].z),intBitsToFloat(uf_uniformRegisterVS[21].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R2i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R4i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_uniformRegisterVS[22].x),intBitsToFloat(uf_uniformRegisterVS[22].y),intBitsToFloat(uf_uniformRegisterVS[22].z),intBitsToFloat(uf_uniformRegisterVS[22].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R4i.z),intBitsToFloat(R0i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[23].x),intBitsToFloat(uf_uniformRegisterVS[23].y),intBitsToFloat(uf_uniformRegisterVS[23].z),intBitsToFloat(uf_uniformRegisterVS[23].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R2i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R0i.z = uf_uniformRegisterVS[2].x & int(1);
// 1
predResult = (0 != R0i.z);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R0i.y = uf_uniformRegisterVS[2].x & 0x00000002;
// 1
predResult = (0 != R0i.y);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = uf_uniformRegisterVS[2].x & 0x00010000;
R127i.y = uf_uniformRegisterVS[2].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_uniformRegisterVS[2].x & 0x00000004;
R127i.w = uf_uniformRegisterVS[2].x & 0x00000020;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_uniformRegisterVS[15].y), intBitsToFloat(uf_uniformRegisterVS[12].y)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_uniformRegisterVS[15].x), intBitsToFloat(uf_uniformRegisterVS[12].x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_uniformRegisterVS[15].y), intBitsToFloat(uf_uniformRegisterVS[12].x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_uniformRegisterVS[15].x), intBitsToFloat(uf_uniformRegisterVS[12].y)));
R127i.z = ((PV0i.y == 0)?(R2i.y):(R2i.y));
PS1i = R127i.z;
// 2
R123i.x = ((R127i.y == 0)?(R2i.w):(R2i.w));
PV0i.x = R123i.x;
R123i.y = ((R127i.y == 0)?(R2i.z):(R2i.z));
PV0i.y = R123i.y;
R126i.z = ((R127i.x == 0)?(PV1i.x):(PV1i.z));
PV0i.z = R126i.z;
R123i.w = ((R127i.x == 0)?(PV1i.y):(PV1i.w));
PV0i.w = R123i.w;
R124i.y = uf_uniformRegisterVS[2].x & 0x00000008;
PS0i = R124i.y;
// 3
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.w)));
PV1i.x = R0i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.z)));
R123i.w = ((R127i.w == 0)?(PV0i.y):(PV0i.y));
PV1i.w = R123i.w;
R122i.x = ((R127i.w == 0)?(PV0i.x):(PV0i.x));
PS1i = R122i.x;
// 4
backupReg0i = R127i.y;
R123i.x = ((R127i.w == 0)?(R127i.z):(PV1i.z));
PV0i.x = R123i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.z)) + 1.0);
R127i.z = ((R125i.z == 0)?(PV1i.w):(PV1i.w));
R123i.w = ((backupReg0i == 0)?(R2i.x):(PV1i.x));
PV0i.w = R123i.w;
R126i.z = ((R125i.z == 0)?(PS1i):(PS1i));
PS0i = R126i.z;
// 5
R127i.x = ((R125i.z == 0)?(PV0i.x):(PV0i.x));
PV1i.x = R127i.x;
R125i.y = ((R127i.w == 0)?(PV0i.w):(PV0i.w));
PV1i.y = R125i.y;
// 6
R126i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R126i.y));
// 7
R123i.y = ((R125i.z == 0)?(R125i.y):(PV0i.z));
PV1i.y = R123i.y;
// 8
R2i.x = ((R124i.y == 0)?(PV1i.y):(PV1i.y));
R2i.y = ((R124i.y == 0)?(R127i.x):(R126i.x));
R2i.z = ((R124i.y == 0)?(R127i.z):(R127i.z));
R2i.w = ((R124i.y == 0)?(R126i.z):(R126i.z));
PS0i = R2i.w;
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R0i.x = floatBitsToInt(-(intBitsToFloat(R2i.x)) + 1.0);
PV0i.x = R0i.x;
R126i.y = uf_uniformRegisterVS[2].x & 0x00010000;
R127i.z = uf_uniformRegisterVS[2].x & 0x00040000;
PV0i.w = uf_uniformRegisterVS[2].x & 0x00020000;
// 1
R123i.x = ((PV0i.w == 0)?(R2i.z):(R2i.z));
PV1i.x = R123i.x;
R127i.y = ((PV0i.w == 0)?(R2i.y):(R2i.y));
PV1i.y = R127i.y;
R123i.z = ((PV0i.w == 0)?(R2i.x):(PV0i.x));
PV1i.z = R123i.z;
R123i.w = ((PV0i.w == 0)?(R2i.w):(R2i.w));
PV1i.w = R123i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R126i.z = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
R127i.w = ((R127i.z == 0)?(PV1i.w):(PV1i.w));
// 3
R123i.w = ((R127i.z == 0)?(R127i.y):(PV0i.y));
PV1i.w = R123i.w;
// 4
R2i.x = ((R126i.y == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R126i.y == 0)?(PV1i.w):(R127i.x));
R2i.z = ((R126i.y == 0)?(R126i.z):(R126i.z));
R2i.w = ((R126i.y == 0)?(R127i.w):(R127i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[14].x),intBitsToFloat(uf_uniformRegisterVS[14].y),intBitsToFloat(uf_uniformRegisterVS[14].z),intBitsToFloat(uf_uniformRegisterVS[14].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
PV1i.x = PV0i.x;
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(uf_uniformRegisterVS[0].y)));
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(uf_uniformRegisterVS[0].z)));
R1i.w = PV0i.x;
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(uf_uniformRegisterVS[0].x)));
PS1i = R0i.x;
// 2
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_uniformRegisterVS[13].x),intBitsToFloat(uf_uniformRegisterVS[13].y),intBitsToFloat(uf_uniformRegisterVS[13].z),intBitsToFloat(uf_uniformRegisterVS[13].w))));
PV0i.x = R1i.x;
PV0i.y = R1i.x;
PV0i.z = R1i.x;
PV0i.w = R1i.x;
R1i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R1i.y;
// 3
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(uf_uniformRegisterVS[0].w)));
}
// export
gl_Position = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z)*hideCamera, intBitsToFloat(R6i.w));
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.x), intBitsToFloat(R1i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 3e0262467e8add7d
uniform ivec4 uf_remappedVS[4];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem2.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem0.xyzw)/255.0);
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.xyz = attrDataSem1.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
int hideText = 1;
if (uf_remappedVS[0].w == -1012724819) {
hideText = 2;
}
// 0
R126i.x = 0;
PV0i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)));
R127i.z = ((0.0 > intBitsToFloat(R2i.z))?int(0xFFFFFFFF):int(0x0));
PV0i.z = R127i.z;
R127i.w = 0x3f800000;
PV0i.w = R127i.w;
R127i.x = floatBitsToInt(-(intBitsToFloat(R2i.z)) + -(1.0));
PS0i = R127i.x;
// 1
R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))));
PV1i.x = R0i.x;
PV1i.y = R0i.x;
PV1i.z = R0i.x;
PV1i.w = R0i.x;
R4i.w = ((PV0i.z == 0)?(R1i.w):(PV0i.y));
PS1i = R4i.w;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.y = tempi.x;
R5i.z = ((R127i.z == 0)?(R2i.z):(R127i.x));
PS0i = R5i.z;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R0i.z = tempi.x;
R4i.x = ((R127i.z == 0)?(R1i.x):(R1i.x));
PS1i = R4i.x;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.w = tempi.x;
R4i.y = ((R127i.z == 0)?(R1i.y):(R1i.y));
PS0i = R4i.y;
// 5
R5i.x = ((R127i.z == 0)?(R2i.x):(R2i.x));
R5i.y = ((R127i.z == 0)?(R2i.y):(R2i.y));
R4i.z = ((R127i.z == 0)?(R1i.z):(R1i.z));
// 6
R5i.w = ((R127i.z == 0)?(R126i.x):(R126i.x));
// export
gl_Position = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z)*hideText, intBitsToFloat(R0i.w));
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader a8f3ec17a11d4a50
bool hideAllText = true; // Brings many bugs, will be off (hence fixed) on the full release.
uniform ivec4 uf_remappedVS[4];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem2.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem0.xyzw)/255.0);
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.xyz = attrDataSem1.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
// Check text
int hideText = 1;
if (uf_remappedVS[0].w == -1052388992 || uf_remappedVS[0].w == 1093474128 || hideAllText) {
hideText = 2;
}
// 0
R126i.x = 0;
PV0i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)));
R127i.z = ((0.0 > intBitsToFloat(R2i.z))?int(0xFFFFFFFF):int(0x0));
PV0i.z = R127i.z;
R127i.w = 0x3f800000;
PV0i.w = R127i.w;
R127i.x = floatBitsToInt(-(intBitsToFloat(R2i.z)) + -(1.0));
PS0i = R127i.x;
// 1
R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))));
PV1i.x = R0i.x;
PV1i.y = R0i.x;
PV1i.z = R0i.x;
PV1i.w = R0i.x;
R4i.w = ((PV0i.z == 0)?(R1i.w):(PV0i.y));
PS1i = R4i.w;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.y = tempi.x;
R5i.z = ((R127i.z == 0)?(R2i.z):(R127i.x));
PS0i = R5i.z;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R0i.z = tempi.x;
R4i.x = ((R127i.z == 0)?(R1i.x):(R1i.x));
PS1i = R4i.x;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.w = tempi.x;
R4i.y = ((R127i.z == 0)?(R1i.y):(R1i.y));
PS0i = R4i.y;
// 5
R5i.x = ((R127i.z == 0)?(R2i.x):(R2i.x));
R5i.y = ((R127i.z == 0)?(R2i.y):(R2i.y));
R4i.z = ((R127i.z == 0)?(R1i.z):(R1i.z));
// 6
R5i.w = ((R127i.z == 0)?(R126i.x):(R126i.x));
// export
gl_Position = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z)*hideText, intBitsToFloat(R0i.w));
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader cb83a22cf0961e1a
// Remove some spare text
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20384000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R123i = 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);
// 0
backupReg0i = R1i.z;
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
// 0
PV0i.x = R1i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 1
R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
PV1i.z = R127i.z;
// 2
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R123i.w;
// 3
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
PV1i.y = R123i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
// 4
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
PV0i.w = R123i.w;
// 5
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
PV1i.y = R123i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
// 6
backupReg0i = R0i.z;
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
PS0i = R0i.x;
// 7
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
}

View File

@ -1,55 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader ededcf8bdc3384ef
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x242a1800 res 1280x720x1 dim 1 tm: 4 format 0008 compSel: 2 1 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// 0
R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.w = R123f.w;
// 1
R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
PV1f.y = R123f.y;
R1f.x = mul_nonIEEE(R0f.x, PV0f.w);
PS1f = R1f.x;
// 2
R1f.y = mul_nonIEEE(R0f.y, R127f.z);
R1f.z = mul_nonIEEE(R0f.z, PV1f.y);
R1f.w = mul_nonIEEE(R0f.w, PV1f.x);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
}

View File

@ -1,12 +1,11 @@
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - Clean Camera Rune V0.2" name = "The Legend of Zelda: Breath of the Wild - Clean Camera Rune Pre-Release V1.0" # First release, close to not breaking any gameplay.
version = 2 version = 2
# Use prohud+ to disable hearts. Affects nothing (afaik) besides text and some bugs(seen on the main menu). # Use prohud+ to disable hearts. Affects nothing major besides menu backgrounds (and in this pre-release all the text, will be fixed in the upcoming release) which will be set to a 'clean' look.
# The selfie view isn't working correctly (yet) and shows blue squares as I don't know a way to disable this yet. # The selfie view is fixed, besides some spare text left over (object labeling). You can try disabling the drawdone setting to glitch out the specific object text which isn't specifically target-able in any shader form.
# This pack is doomed to have bugs, so only enable it when you want to make high-res screenshots. # Reporting bugs is helpful to improve this pack and can be done on Github.
# Reporting bugs is helpful to improve this pack (although there's no magic, so it might stay unfixed) and can be done on github or via discord (you'll know where).
@ -26,48 +25,44 @@ width = 314
height = 358 height = 358
formats = 0x034 formats = 0x034
tilemodes = 4 tilemodes = 4
overwriteHeight = 1 overwriteFormat = 0x001 # UNORM -> SNORM
overwriteWidth = 1
[TextureRedefine] # Removes Storage Numbers # f4252800_fmt001a_mip00_24x24_tm04_sw00000000.bmp [TextureRedefine] # Removes Storage Numbers # f4252800_fmt001a_mip00_24x24_tm04_sw00000000.bmp
width = 24 width = 24
height = 24 height = 24
formats = 0x001a formats = 0x001a
tilemodes = 4 tilemodes = 4
overwriteHeight = 1 overwriteFormat = 0x021a # UNORM -> SNORM
overwriteWidth = 1
[TextureRedefine] # Removes most text! Also only removes a single element... # 20340000_fmt0001_mip00_1024x1024_tm04_sw00000000.bmp [TextureRedefine] # Removes most text! Also only removes a single element... # 20340000_fmt0001_mip00_1024x1024_tm04_sw00000000.bmp
width = 1024 width = 1024
height = 1024 height = 1024
formats = 0x001 formats = 0x001
tilemodes = 4 tilemodes = 4
overwriteWidth = 1 #overwriteHeight = 1
overwriteHeight = 1 #overwriteWidth = 1
[TextureRedefine] # Remove the zoom triangle # 229f1000_fmt0034_mip00_75x75_tm04_sw00000000.bmp [TextureRedefine] # Remove the zoom triangle # 229f1000_fmt0034_mip00_75x75_tm04_sw00000000.bmp
width = 75 width = 75
height = 75 height = 75
formats = 0x034 formats = 0x034
tilemodes = 4 tilemodes = 4
overwriteWidth = 1 overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
overwriteHeight = 1
[TextureRedefine] # Remove the zoom line # 236ad000_fmt0034_mip00_8x8_tm02_sw00000000.bmp [TextureRedefine] # Remove the zoom line # 236ad000_fmt0034_mip00_8x8_tm02_sw00000000.bmp
width = 8 width = 8
height = 8 height = 8
formats = 0x034 formats = 0x034
tilemodes = 2 tilemodes = 2
overwriteWidth = 1 overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
overwriteHeight = 1
[TextureRedefine] # Remove the orange # 23379900_fmt0034_mip00_26x26_tm02_sw00000000.bmp [TextureRedefine] # Remove the orange # 23379900_fmt0034_mip00_26x26_tm02_sw00000000.bmp
width = 26 width = 26
height = 26 height = 26
formats = 0x034 formats = 0x034
tilemodes = 2 tilemodes = 2
overwriteWidth = 1 overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
overwriteHeight = 1
# >>> MISC <<< # >>> MISC <<<
[TextureRedefine] # Disable Camera Vignette # 2330e000_fmt0034_mip00_242x162_tm04_sw00000100.bmp [TextureRedefine] # Disable Camera Vignette # 2330e000_fmt0034_mip00_242x162_tm04_sw00000100.bmp
@ -75,371 +70,325 @@ width = 242
height = 162 height = 162
formats = 0x034 formats = 0x034
tilemodes = 4 tilemodes = 4
overwriteHeight = 1 overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
overwriteWidth = 1
[TextureRedefine] # Disable Background 'Lines' # 2258b000_fmt0034_mip00_13x305_tm04_sw00000400.bmp [TextureRedefine] # Disable Background 'Lines' # 2258b000_fmt0034_mip00_13x305_tm04_sw00000400.bmp
width = 13 width = 13
height = 305 height = 305
formats = 0x034 formats = 0x034
tilemodes = 4 tilemodes = 4
overwriteHeight = 1 overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
overwriteWidth = 1
[TextureRedefine] # Removing Border Runes # 2005e000_fmt0034_mip00_32x1024_tm04_sw00000000.bmp [TextureRedefine] # Removing Border Runes # 2005e000_fmt0034_mip00_32x1024_tm04_sw00000000.bmp
width = 32 width = 32
height = 1024 height = 1024
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # Removing Background # 228d9000_fmt0034_mip00_512x512_tm04_sw00000300.bmp [TextureRedefine] # Removing Background # 228d9000_fmt0034_mip00_512x512_tm04_sw00000300.bmp
width = 512 width = 512
height = 512 height = 512
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # Removing Textures from edge # 239f3000_fmt0034_mip00_1278x387_tm04_sw00000400.bmp [TextureRedefine] # Removing Textures from edge # 239f3000_fmt0034_mip00_1278x387_tm04_sw00000400.bmp
width = 1278 width = 1278
height = 387 height = 387
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # Removes the glow at the border, but can affect other effects. Off by default due to this. # 22456000_fmt0035_mip00_128x128_tm04_sw00000000.bmp [TextureRedefine] # Removes the glow at the border, but can affect other effects. Off by default due to this. # 22456000_fmt0035_mip00_128x128_tm04_sw00000000.bmp
width = 128 width = 128
height = 128 height = 128
formats = 0x035 formats = 0x035
#overwriteHeight = 1
#overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x235 # UNORM -> SNORM
# >>> Frame Decoration <<< # >>> Frame Decoration <<<
[TextureRedefine] # 23c76000_fmt0433_mip00_97x156_tm04_sw00000600.bmp [TextureRedefine] # 23c76000_fmt0433_mip00_97x156_tm04_sw00000600.bmp
width = 97 width = 97
height = 156 height = 156
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 22a80000_fmt0433_mip00_179x40_tm04_sw00000000.bmp [TextureRedefine] # 22a80000_fmt0433_mip00_179x40_tm04_sw00000000.bmp
width = 179 width = 179
height = 40 height = 40
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 22f42000_fmt0433_mip00_855x30_tm04_sw00000300.bmp [TextureRedefine] # 22f42000_fmt0433_mip00_855x30_tm04_sw00000300.bmp
width = 855 width = 855
height = 30 height = 30
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 23d74000_fmt0433_mip00_151x139_tm04_sw00000500.bmp [TextureRedefine] # 23d74000_fmt0433_mip00_151x139_tm04_sw00000500.bmp
width = 151 width = 151
height = 139 height = 139
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 229d8000_fmt0433_mip00_88x77_tm04_sw00000200.bmp [TextureRedefine] # 229d8000_fmt0433_mip00_88x77_tm04_sw00000200.bmp
width = 88 width = 88
height = 77 height = 77
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 2375e000_fmt0433_mip00_908x26_tm04_sw00000200.bmp [TextureRedefine] # 2375e000_fmt0433_mip00_908x26_tm04_sw00000200.bmp
width = 908 width = 908
height = 26 height = 26
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 22346000_fmt0433_mip00_57x171_tm04_sw00000200.bmp [TextureRedefine] # 22346000_fmt0433_mip00_57x171_tm04_sw00000200.bmp
width = 57 width = 57
height = 171 height = 171
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 22360000_fmt0433_mip00_79x187_tm04_sw00000100.bmp [TextureRedefine] # 22360000_fmt0433_mip00_79x187_tm04_sw00000100.bmp
width = 79 width = 79
height = 187 height = 187
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 22884000_fmt0433_mip00_96x69_tm04_sw00000700.bmp [TextureRedefine] # 22884000_fmt0433_mip00_96x69_tm04_sw00000700.bmp
width = 96 width = 96
height = 69 height = 69
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 23697100_fmt0433_mip00_107x47_tm02_sw00000000.bmp [TextureRedefine] # 23697100_fmt0433_mip00_107x47_tm02_sw00000000.bmp
width = 107 width = 107
height = 47 height = 47
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 2 tilemodes = 2
overwriteFormat = 0x033 # SRGB -> UNORM
[TextureRedefine] # 23c76000_fmt0433_mip00_97x156_tm04_sw00000600.bmp [TextureRedefine] # 23c76000_fmt0433_mip00_97x156_tm04_sw00000600.bmp
width = 97 width = 97
height = 156 height = 156
formats = 0x433 formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x033 # SRGB -> UNORM
# >>> Frame Glow <<< # >>> Frame Glow <<<
[TextureRedefine] # 22df3000_fmt0034_mip00_92x157_tm04_sw00000100.bmp [TextureRedefine] # 22df3000_fmt0034_mip00_92x157_tm04_sw00000100.bmp
width = 92 width = 92
height = 157 height = 157
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 22dfe000_fmt0034_mip00_135x188_tm04_sw00000000.bmp [TextureRedefine] # 22dfe000_fmt0034_mip00_135x188_tm04_sw00000000.bmp
width = 135 width = 135
height = 188 height = 188
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23b23000_fmt0034_mip00_58x171_tm04_sw00000600.bmp [TextureRedefine] # 23b23000_fmt0034_mip00_58x171_tm04_sw00000600.bmp
width = 58 width = 58
height = 171 height = 171
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23c46000_fmt0034_mip00_148x140_tm04_sw00000200.bmp [TextureRedefine] # 23c46000_fmt0034_mip00_148x140_tm04_sw00000200.bmp
width = 148 width = 148
height = 140 height = 140
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 223ae000_fmt0034_mip00_159x152_tm04_sw00000500.bmp [TextureRedefine] # 223ae000_fmt0034_mip00_159x152_tm04_sw00000500.bmp
width = 159 width = 159
height = 152 height = 152
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
# >>> Frame Decoration Edges <<< # >>> Frame Decoration Edges <<<
[TextureRedefine] # 22f03400_fmt0033_mip00_108x47_tm02_sw00000000.bmp [TextureRedefine] # 22f03400_fmt0033_mip00_108x47_tm02_sw00000000.bmp
width = 108 width = 108
height = 47 height = 47
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 2 tilemodes = 2
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 23c64000_fmt0033_mip00_97x69_tm04_sw00000500.bmp [TextureRedefine] # 23c64000_fmt0033_mip00_97x69_tm04_sw00000500.bmp
width = 97 width = 97
height = 69 height = 69
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 224c0000_fmt0033_mip00_1086x41_tm04_sw00000600.bmp [TextureRedefine] # 224c0000_fmt0033_mip00_1086x41_tm04_sw00000600.bmp
width = 1086 width = 1086
height = 41 height = 41
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 2234e000_fmt0033_mip00_110x77_tm04_sw00000000.bmp [TextureRedefine] # 2234e000_fmt0033_mip00_110x77_tm04_sw00000000.bmp
width = 110 width = 110
height = 77 height = 77
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 2299a000_fmt0033_mip00_832x30_tm04_sw00000100.bmp [TextureRedefine] # 2299a000_fmt0033_mip00_832x30_tm04_sw00000100.bmp
width = 110 width = 110
height = 77 height = 77
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 2365c000_fmt0033_mip00_151x149_tm04_sw00000300.bmp [TextureRedefine] # 2365c000_fmt0033_mip00_151x149_tm04_sw00000300.bmp
width = 151 width = 151
height = 149 height = 149
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 23644000_fmt0033_mip00_97x157_tm04_sw00000400.bmp [TextureRedefine] # 23644000_fmt0033_mip00_97x157_tm04_sw00000400.bmp
width = 97 width = 97
height = 157 height = 157
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 23770000_fmt0033_mip00_57x160_tm04_sw00000000.bmp [TextureRedefine] # 23770000_fmt0033_mip00_57x160_tm04_sw00000000.bmp
width = 57 width = 57
height = 160 height = 160
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
[TextureRedefine] # 23784000_fmt0033_mip00_79x187_tm04_sw00000700.bmp [TextureRedefine] # 23784000_fmt0033_mip00_79x187_tm04_sw00000700.bmp
width = 79 width = 79
height = 187 height = 187
formats = 0x033 formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x433 # UNORM -> SRGB
# >>> Frame Decoration Blur <<< # >>> Frame Decoration Blur <<<
[TextureRedefine] # 23dc1000_fmt0034_mip00_97x80_tm04_sw00000700.bmp [TextureRedefine] # 23dc1000_fmt0034_mip00_97x80_tm04_sw00000700.bmp
width = 97 width = 97
height = 80 height = 80
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 227d7000_fmt0034_mip00_68x174_tm04_sw00000300.bmp [TextureRedefine] # 227d7000_fmt0034_mip00_68x174_tm04_sw00000300.bmp
width = 68 width = 68
height = 174 height = 174
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 228c0000_fmt0034_mip00_157x148_tm04_sw00000700.bmp [TextureRedefine] # 228c0000_fmt0034_mip00_157x148_tm04_sw00000700.bmp
width = 157 width = 157
height = 148 height = 148
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 236ae000_fmt0034_mip00_101x168_tm04_sw00000600.bmp [TextureRedefine] # 236ae000_fmt0034_mip00_101x168_tm04_sw00000600.bmp
width = 101 width = 101
height = 168 height = 168
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 236e8000_fmt0034_mip00_144x199_tm04_sw00000500.bmp [TextureRedefine] # 236e8000_fmt0034_mip00_144x199_tm04_sw00000500.bmp
width = 144 width = 144
height = 199 height = 199
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
# >>> Frame Decoration Edges <<< # >>> Frame Decoration Edges <<<
[TextureRedefine] # 22ac0000_fmt0034_mip00_182x152_tm04_sw00000200.bmp [TextureRedefine] # 22ac0000_fmt0034_mip00_182x152_tm04_sw00000200.bmp
width = 182 width = 182
height = 152 height = 152
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 230ed000_fmt0034_mip00_126x153_tm04_sw00000400.bmp [TextureRedefine] # 230ed000_fmt0034_mip00_126x153_tm04_sw00000400.bmp
width = 126 width = 126
height = 153 height = 153
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23983000_fmt0034_mip00_52x133_tm04_sw00000100.bmp [TextureRedefine] # 23983000_fmt0034_mip00_52x133_tm04_sw00000100.bmp
width = 52 width = 52
height = 133 height = 133
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23797000_fmt0034_mip00_279x54_tm04_sw00000500.bmp [TextureRedefine] # 23797000_fmt0034_mip00_279x54_tm04_sw00000500.bmp
width = 279 width = 279
height = 54 height = 54
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23983000_fmt0034_mip00_52x133_tm04_sw00000100.bmp [TextureRedefine] # 23983000_fmt0034_mip00_52x133_tm04_sw00000100.bmp
width = 52 width = 52
height = 133 height = 133
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 238d9000_fmt0034_mip00_292x42_tm04_sw00000400.bmp [TextureRedefine] # 238d9000_fmt0034_mip00_292x42_tm04_sw00000400.bmp
width = 292 width = 292
height = 42 height = 42
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 238d9000_fmt0034_mip00_292x42_tm04_sw00000400.bmp [TextureRedefine] # 238d9000_fmt0034_mip00_292x42_tm04_sw00000400.bmp
width = 292 width = 292
height = 42 height = 42
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23447000_fmt0034_mip00_90x69_tm04_sw00000200.bmp [TextureRedefine] # 23447000_fmt0034_mip00_90x69_tm04_sw00000200.bmp
width = 90 width = 90
height = 69 height = 69
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 227e8000_fmt0034_mip00_1098x58_tm04_sw00000400.bmp [TextureRedefine] # 227e8000_fmt0034_mip00_1098x58_tm04_sw00000400.bmp
width = 1098 width = 1098
height = 58 height = 58
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM
[TextureRedefine] # 23601000_fmt0034_mip00_997x58_tm04_sw00000100.bmp [TextureRedefine] # 23601000_fmt0034_mip00_997x58_tm04_sw00000100.bmp
width = 997 width = 997
height = 58 height = 58
formats = 0x034 formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4 tilemodes = 4
overwriteFormat = 0x001 # BC4_UNORM -> R8_UNORM