Merged changes made in the Slashiee's master to my fork. (#1)

* Fixed inventory Link AA Removal's name as it didn't work before, added comments to those shaders. (#87)

* Fixed Inventory FXAA naming, added comments to those shaders

Pretty much a fix, should definitely work now. A comparision can be seen here: http://screenshotcomparison.com/comparison/118920 . Keep in mind that the one on the left side has BotW Anti-Aliasing and the one on the right has this shader enabled. I didn't use any FXAA from my Nvidia GPU.

* Whoops, it didn't fix the replacement FXAA, but rather the AA Removal

Fixed AA Removal file names (didn't work before) and added comments to those files.

* [BOTW] Add custom blur shaders (#86)

* Fix some pixelated blur in high res

* forgot to add rule

* double offset to get similar blur

more powah

* move into every res pack (excepth res<= 720)

credit to @JoelAlone for finding the what those values does.
ps: why github changes file hash...?

*  [BOTW] FXAA (#88)

* Added resolution independent FXAA for BotW

* Renamed to give FXAA priority over base graphics packs
This commit is contained in:
Milan 2017-10-01 14:06:04 +02:00 committed by GitHub
parent 858535f121
commit 39757a4b2b
35 changed files with 2171 additions and 816 deletions

View File

@ -0,0 +1,70 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0f2b9ee517917425
//replaces broken aa in inventory screen with fxaa.
//original shader dumped using cemu 1.9.1, BotW 1.3.1
//credit goes to https://gist.github.com/sakrist/7912905
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0 / 8.0;
const float FXAA_REDUCE_MIN = 1.0 / 128.0;
const ivec2 res = textureSize(textureUnitPS0,0);
const vec2 frameBufSize = vec2( float(res.x), float(res.y) );
void main(void) {
vec2 texCoords = passParameterSem2.xy;
vec3 rgbNW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, -1.0) / frameBufSize)).xyz;
vec3 rgbNE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, -1.0) / frameBufSize)).xyz;
vec3 rgbSW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, 1.0) / frameBufSize)).xyz;
vec3 rgbSE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, 1.0) / frameBufSize)).xyz;
vec3 rgbM = texture2D(textureUnitPS0, texCoords).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) / frameBufSize;
vec3 rgbA = (1.0 / 2.0) * (
texture2D(textureUnitPS0, texCoords.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(textureUnitPS0, texCoords.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
texture2D(textureUnitPS0, texCoords.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
texture2D(textureUnitPS0, texCoords.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
passPixelColor0.xyz = rgbA;
}
else {
passPixelColor0.xyz = rgbB;
}
}
void oldmain() {
passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
}

View File

@ -0,0 +1,580 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 81bbc347eb4b6dbc // black leaf. Cemu 1.9.1
uniform ivec4 uf_remappedPS[10];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3db66800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem4;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
//float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex8 = 0.0;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem4);
R2i = floatBitsToInt(passParameterSem6);
R3i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
//R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);// 80e
//R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);//0001
R9i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).xyzw);
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.y));
R127i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.w));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.z = R123i.z;
R124i.w = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
R2i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
PS0i = R2i.y;
// 1
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.x = R125i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.z))));
PV1i.y = R124i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].y)));
R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
PS1i = R124i.z;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PS0i = R126i.y;
// 3
R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
PV1i.x = R126i.x;
PV1i.y = R126i.x;
PV1i.z = R126i.x;
PV1i.w = R126i.x;
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 4
R124i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.x));
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R5i.y));
R125i.z = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.z));
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R5i.w));
R126i.w = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.x;
backupReg0i = R127i.x;
backupReg1i = R126i.x;
R127i.x = floatBitsToInt(max(intBitsToFloat(R127i.y), -(intBitsToFloat(R127i.y))));
R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.x)) + intBitsToFloat(R5i.x));
R126i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R126i.y)));
R126i.x = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(R5i.z));
PS1i = R126i.x;
// 6
backupReg0i = R125i.x;
backupReg1i = R127i.z;
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.w)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R125i.y), -(intBitsToFloat(R125i.y))));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R126i.w)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w))));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R126i.w)));
PS0i = R5i.z;
// 7
backupReg0i = R125i.z;
backupReg0i = R125i.z;
backupReg1i = R127i.x;
backupReg2i = R127i.y;
backupReg2i = R127i.y;
R127i.x = floatBitsToInt(max(intBitsToFloat(R124i.x), -(intBitsToFloat(R124i.x))));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(R125i.w)) + intBitsToFloat(PV0i.y)));
R125i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.w)) + intBitsToFloat(PV0i.w)));
R126i.z = floatBitsToInt(max(intBitsToFloat(backupReg2i), -(intBitsToFloat(backupReg2i))));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) * 4.0);
PS1i = R126i.z;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R2i.y),intBitsToFloat(R124i.z),-0.0),vec4(intBitsToFloat(R124i.w),intBitsToFloat(R2i.y),intBitsToFloat(R124i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(max(intBitsToFloat(R126i.x), -(intBitsToFloat(R126i.x))));
PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0);
// 9
backupReg0i = R127i.x;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(R125i.w)) + intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(R127i.w));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.w)) + intBitsToFloat(backupReg1i)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(floor(intBitsToFloat(R1i.x)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 10
R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PS1i)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS1i)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y));
PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
// 11
backupReg0i = R127i.x;
backupReg1i = R126i.z;
backupReg2i = R127i.w;
R127i.x = floatBitsToInt(floor(intBitsToFloat(R1i.y)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(R127i.w)));
R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PS0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w));
R124i.w = floatBitsToInt(intBitsToFloat(backupReg2i) + -(0.5));
PS1i = R124i.w;
// 12
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.z),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.w = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.x)));
// 13
PV1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PS0i));
PV1i.x = clampFI32(PV1i.x);
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R127i.y));
PV1i.y = clampFI32(PV1i.y);
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) + -(0.5));
PV1i.w = R6i.x;
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
PS1i = R4i.y;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 14
PV0i.x = R4i.z;
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R124i.w));
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R125i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.z));
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PS1i)) + intBitsToFloat(R127i.z)));
PS0i = R127i.y;
// 15
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.y)));
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.w)));
R124i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.z)));
PV1i.z = R124i.z;
R3i.w = floatBitsToInt(roundEven(0.0));
R2i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
PS1i = R2i.w;
// 16
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(intBitsToFloat(R126i.z),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.z = floatBitsToInt(intBitsToFloat(R9i.w) * intBitsToFloat(0x437f0000));
PS0i = R125i.z;
// 17
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),-0.0),vec4(intBitsToFloat(R126i.z),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0)));
PV1i.x = R1i.x;
PV1i.y = R1i.x;
PV1i.z = R1i.x;
PV1i.w = R1i.x;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
PS1i = R1i.z;
// 18
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R126i.z),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.y = tempi.x;
R6i.y = int(intBitsToFloat(R125i.z));
PS0i = R6i.y;
// 19
redcCUBE(vec4(intBitsToFloat(R1i.z),intBitsToFloat(R1i.z),intBitsToFloat(R1i.x),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(R1i.x),intBitsToFloat(R1i.z),intBitsToFloat(R1i.z)),cubeMapSTM,cubeMapFaceId);
R126i.x = floatBitsToInt(cubeMapSTM.x);
R126i.y = floatBitsToInt(cubeMapSTM.y);
R126i.z = floatBitsToInt(cubeMapSTM.z);
R126i.w = cubeMapFaceId;
PV1i.x = R126i.x;
PV1i.y = R126i.y;
PV1i.z = R126i.z;
PV1i.w = R126i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(uf_remappedPS[6].x));
PS1i = R1i.x;
// 20
R5i.x = floatBitsToInt(intBitsToFloat(R5i.z) + intBitsToFloat(uf_remappedPS[6].z));
R1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(uf_remappedPS[6].y));
R2i.z = PV1i.w;
R5i.w = floatBitsToInt(max(-(intBitsToFloat(R125i.w)), 0.0));
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 21
R0i.x = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0);
R5i.y = 0;
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5));
R4i.x = R6i.y & 0x000000fc;
PS1i = R4i.x;
// 0
R2i.x = R1i.w;
R2i.y = R5i.z;
R5i.z = floatBitsToInt(min(intBitsToFloat(R5i.w), 1.0));
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(uf_remappedPS[7].w)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(uf_remappedPS[7].w)));
PS0i = R0i.y;
R10i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R3i.xy)).xyz);
R8i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.w))).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R2i.xy),R2i.z),cubeMapArrayIndex8),intBitsToFloat(R2i.w)).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R3i.xy)).xyz);
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R5i.x),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R5i.x),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(uf_remappedPS[7].w)));
PS0i = R127i.z;
// 1
R125i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + 1.0);
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(R0i.x)) + intBitsToFloat(R0i.x)));
PV1i.y = R123i.y;
R125i.z = R6i.y & 0x00000002;
R126i.w = 0;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x3c23d70a));
PV0i.z = clampFI32(PV0i.z);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i)));
PS0i = floatBitsToInt(float(R4i.x));
// 3
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.x = R126i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.y = R126i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821));
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
PS1i = R1i.x;
// 4
backupReg0i = R0i.y;
backupReg1i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R1i.w)),-(intBitsToFloat(backupReg0i)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R124i.z = tempi.x;
R127i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * 0.5 + 0.5));
PS0i = R127i.y;
// 5
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R126i.z)),-(intBitsToFloat(R5i.y)))));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PS1i = R126i.y;
// 6
backupReg0i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),vec4(-(intBitsToFloat(R1i.w)),-(intBitsToFloat(backupReg0i)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R126i.w)))));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R124i.w = tempi.x;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
PS0i = R126i.w;
// 7
backupReg0i = R125i.x;
backupReg0i = R125i.x;
backupReg1i = R127i.y;
backupReg1i = R127i.y;
R125i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i)));
PV1i.x = R125i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PV0i.x)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg1i)));
R4i.z = floatBitsToInt(intBitsToFloat(R4i.z) / 2.0);
R125i.w = floatBitsToInt((intBitsToFloat(R127i.w) * 0.25 + 0.25));
PV1i.w = R125i.w;
R127i.x = floatBitsToInt(float(R125i.z));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PS1i = R127i.x;
// 8
R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.z)),intBitsToFloat(R126i.y)) + intBitsToFloat(R126i.y)));
R126i.y = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R126i.w)) + -(intBitsToFloat(R126i.w))));
PV0i.z = R127i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
PV0i.w = R123i.w;
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),-(intBitsToFloat(PV1i.w))) + intBitsToFloat(R10i.y)));
PS0i = R125i.z;
// 9
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3e19999a));
R124i.y = floatBitsToInt((intBitsToFloat(R10i.y) * 0.5 + 0.5));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(-(intBitsToFloat(R127i.y)) + 1.0);
R125i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 1.0);
PS1i = R125i.y;
// 10
backupReg0i = R127i.y;
backupReg1i = R5i.z;
backupReg1i = R5i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R127i.w)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
PV0i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(uf_remappedPS[8].x)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),-(intBitsToFloat(R4i.z))) + intBitsToFloat(backupReg1i)));
R125i.x = floatBitsToInt(1.0 / intBitsToFloat(R126i.y));
PS0i = R125i.x;
// 11
backupReg0i = R125i.y;
backupReg0i = R125i.y;
R124i.x = floatBitsToInt(intBitsToFloat(R125i.w) + intBitsToFloat(R125i.z));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(intBitsToFloat(R124i.w) + intBitsToFloat(R124i.y));
R127i.z = clampFI32(R127i.z);
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.z)),intBitsToFloat(R126i.x)) + intBitsToFloat(R126i.x)));
PV1i.w = R123i.w;
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 12
backupReg0i = R126i.x;
backupReg1i = R126i.z;
R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R126i.w));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),-(intBitsToFloat(R4i.z))) + intBitsToFloat(R124i.w)));
PV0i.y = R123i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R125i.x)));
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(R127i.x))) + intBitsToFloat(R127i.y)));
PS0i = R125i.x;
// 13
backupReg0i = R127i.x;
backupReg1i = R127i.z;
backupReg2i = R125i.y;
R127i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(PV0i.y));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(backupReg0i))) + intBitsToFloat(R124i.x)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w)));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(backupReg1i)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
// 14
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R126i.w))) + intBitsToFloat(R125i.z)));
PV0i.x = R123i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R125i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R126i.z))) + intBitsToFloat(R125i.z)));
PV0i.z = R123i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i)));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R126i.x));
PS0i = R127i.y;
// 15
backupReg0i = R125i.y;
backupReg1i = R126i.w;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R127i.z)));
R125i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV0i.z));
R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f400000));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
R127i.z = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
PS1i = R127i.z;
// 16
backupReg0i = R125i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(R125i.w)) + intBitsToFloat(R8i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(R125i.w)) + intBitsToFloat(R8i.y)));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(0.25 * intBitsToFloat(R127i.y));
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].z),intBitsToFloat(backupReg0i)) + intBitsToFloat(R8i.z)));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.x)));
PS0i = R125i.z;
// 17
backupReg0i = R126i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.z)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R124i.w)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.w)));
R126i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.y)));
PS1i = R127i.z;
// 18
R123i.x = floatBitsToInt((intBitsToFloat(R9i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R9i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R9i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.y)));
PS0i = R126i.x;
// 19
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.w)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.x)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R127i.x)));
R9i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].y), intBitsToFloat(R127i.x)));
PS1i = R126i.w;
// 20
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.z)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R126i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].z), intBitsToFloat(R127i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
R9i.x = R6i.y & int(1);
PS0i = R9i.x;
// 21
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.w)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.x)));
R2i.z = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
R7i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.y)));
R6i.y = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PS1i = R6i.y;
// 0
R123i.x = floatBitsToInt((intBitsToFloat(R9i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.z), intBitsToFloat(R10i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R6i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(R2i.z));
PS0i = floatBitsToInt(float(R9i.x));
// 1
R7i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R3i.x)));
PV1i.y = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(PV0i.x));
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PV0i.y)));
R7i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R3i.y)));
PS1i = R7i.y;
// 2
R7i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(R3i.z)));
// export
passPixelColor0 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
}

View File

@ -0,0 +1,651 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader eabf1e8268c0acf2 // AA removal cemu 1.9.1 Github version
uniform ivec4 uf_remappedPS[10];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3db66800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex8 = 0.0;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem3);
R3i = floatBitsToInt(passParameterSem4);
R4i = floatBitsToInt(passParameterSem6);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
R2i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
//R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);
//R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.zw)).xyzw);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
PV0i.y = R127i.y;
R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
PV0i.z = R124i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R127i.w;
R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.y));
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R8i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PS1i = R8i.z;
// 2
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(R127i.w))));
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(R127i.w))));
R125i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.x));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(uf_remappedPS[2].y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
R125i.x = floatBitsToInt(tempResultf);
PS0i = R125i.x;
// 3
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R5i.x;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.w));
R127i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.z));
R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.z;
// 4
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R9i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R9i.y),intBitsToFloat(R8i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R8i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
PS0i = R8i.x;
// 5
backupReg0i = R126i.w;
backupReg0i = R126i.w;
R127i.x = floatBitsToInt(max(intBitsToFloat(R127i.z), -(intBitsToFloat(R127i.z))));
R8i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R0i.y)));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R126i.z)));
R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 7
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.w));
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PS0i)));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.y));
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PS0i)));
R9i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)));
PS1i = R9i.z;
// 8
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(R6i.z));
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(R6i.x));
R126i.x = floatBitsToInt(max(intBitsToFloat(R125i.z), -(intBitsToFloat(R125i.z))));
PS0i = R126i.x;
// 9
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w))));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.z)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 4.0);
PS1i = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 4.0);
// 10
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.x));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R125i.x)));
PV0i.z = R6i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.w)));
R127i.z = floatBitsToInt(floor(intBitsToFloat(R3i.x)));
PS0i = R127i.z;
// 11
R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(R10i.y),intBitsToFloat(R2i.w),intBitsToFloat(R9i.z),0.0)));
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
PV1i.w = R125i.x;
PS1i = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x));
// 12
PV0i.x = floatBitsToInt(floor(intBitsToFloat(R3i.y)));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R127i.w)) + intBitsToFloat(R126i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PS1i));
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(R127i.z)));
R126i.x = floatBitsToInt(intBitsToFloat(R127i.z) + -(0.5));
PS0i = R126i.x;
// 13
backupReg0i = R127i.y;
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.w));
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y));
PS1i = R5i.x;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 14
PV0i.x = R5i.y;
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x));
PV0i.y = clampFI32(PV0i.y);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.w = R6i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.x)),intBitsToFloat(PS1i)) + intBitsToFloat(R10i.y)));
PS0i = R126i.x;
// 15
backupReg0i = R127i.y;
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV0i.z)));
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.w)));
R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.x)),intBitsToFloat(PV0i.w)) + intBitsToFloat(R9i.z)));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
R2i.z = floatBitsToInt(roundEven(0.0));
PS1i = R2i.z;
// 16
R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R8i.x)) + intBitsToFloat(R1i.z)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R8i.y)) + intBitsToFloat(R1i.w)));
R0i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
R3i.x = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(uf_remappedPS[3].x));
PS0i = R3i.x;
// 17
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = floatBitsToInt(intBitsToFloat(R4i.w) * intBitsToFloat(0x437f0000));
PS1i = R127i.w;
// 18
R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
PV0i.x = R124i.x;
PV0i.y = R124i.x;
PV0i.z = R124i.x;
PV0i.w = R124i.x;
R124i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PS0i = R124i.z;
// 19
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = tempi.x;
R127i.z = floatBitsToInt(max(-(intBitsToFloat(R125i.x)), 0.0));
PS1i = R127i.z;
// 20
backupReg0i = R124i.x;
backupReg0i = R124i.x;
backupReg1i = R124i.z;
backupReg1i = R124i.z;
redcCUBE(vec4(intBitsToFloat(R124i.z),intBitsToFloat(R124i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
R124i.x = floatBitsToInt(cubeMapSTM.x);
R124i.y = floatBitsToInt(cubeMapSTM.y);
R124i.z = floatBitsToInt(cubeMapSTM.z);
R124i.w = cubeMapFaceId;
PV0i.x = R124i.x;
PV0i.y = R124i.y;
PV0i.z = R124i.z;
PV0i.w = R124i.w;
R1i.y = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(uf_remappedPS[3].y));
PS0i = R1i.y;
// 21
R6i.x = floatBitsToInt(intBitsToFloat(R9i.z) + intBitsToFloat(uf_remappedPS[3].z));
R3i.y = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0);
PV1i.y = R3i.y;
R0i.z = PV0i.w;
R3i.w = 0;
PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
// 22
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
R6i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), 1.0));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5));
R3i.z = int(intBitsToFloat(R127i.w));
PS0i = R3i.z;
// 0
R0i.x = R1i.w;
R0i.y = R1i.z;
R127i.z = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(uf_remappedPS[7].w)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(uf_remappedPS[7].w)));
PS0i = R127i.y;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.x),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.x),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(uf_remappedPS[7].w)));
PS1i = R125i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(0x3c23d70a));
PV0i.x = clampFI32(PV0i.x);
R124i.y = R3i.z & 0x000000fc;
R124i.z = floatBitsToInt(-(intBitsToFloat(R6i.y)) + 1.0);
R124i.w = 0;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PS0i)));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS0i)));
R126i.y = int(intBitsToFloat(R127i.z));
PS1i = R126i.y;
// 4
backupReg0i = R124i.y;
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.x = R124i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.y = R124i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.z = R127i.z;
R126i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
R126i.x = floatBitsToInt(float(backupReg0i));
PS0i = R126i.x;
// 5
backupReg0i = R124i.z;
backupReg0i = R124i.z;
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R127i.w)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(R125i.z)),-0.0),vec4(-(intBitsToFloat(PV0i.x)),-(intBitsToFloat(PV0i.y)),-(intBitsToFloat(PV0i.z)),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = tempi.x;
R124i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i)));
PS1i = R124i.z;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z)),vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R3i.w)))));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.w;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z)),vec4(-(intBitsToFloat(R127i.w)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(R125i.z)),-(intBitsToFloat(R124i.w)))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 8
PV0i.x = R126i.y & int(1);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R126i.w)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PS1i)) + -(intBitsToFloat(PS1i))));
R6i.w = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3b820821));
R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.w)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
PS0i = R127i.z;
// 9
R126i.x = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(R124i.z)) + intBitsToFloat(R124i.z)));
PV1i.y = R123i.y;
R126i.z = ((PV0i.x == 0)?(0):(0x3f800000));
R126i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0));
R7i.x = R127i.w;
R7i.x = clampFI32(R7i.x);
PS1i = R7i.x;
// 10
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R125i.z) + 1.0);
R124i.z = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R6i.y)));
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.w)),intBitsToFloat(R127i.z)) + intBitsToFloat(R127i.z)));
PS0i = R122i.x;
// 11
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.y)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R7i.z = floatBitsToInt((intBitsToFloat(R6i.w) * 0.25 + 0.25));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(backupReg0i)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 12
backupReg0i = R124i.x;
R124i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(R125i.w));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.x),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R7i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R6i.w)) + intBitsToFloat(R124i.z)));
PS0i = R127i.y;
// 13
backupReg0i = R124i.z;
backupReg1i = R126i.y;
backupReg2i = R126i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R6i.w)) + intBitsToFloat(R124i.z)));
PV1i.x = R126i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w)));
R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R6i.w)) + intBitsToFloat(backupReg0i)));
PV1i.z = R124i.z;
R125i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
// 14
backupReg0i = R124i.x;
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),-(intBitsToFloat(R124i.y))) + intBitsToFloat(PV1i.z)));
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R124i.y))) + intBitsToFloat(PV1i.x)));
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(R124i.y))) + intBitsToFloat(R127i.y)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
// 15
backupReg0i = R126i.x;
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg1i = R127i.y;
backupReg2i = R125i.w;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R125i.y))) + intBitsToFloat(backupReg0i)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),-(intBitsToFloat(R125i.y))) + intBitsToFloat(backupReg1i)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.z),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R124i.z)));
PV1i.z = R123i.z;
R125i.w = floatBitsToInt(0.25 * intBitsToFloat(PS0i));
R124i.z = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
PS1i = R124i.z;
// 16
backupReg0i = R126i.z;
PV0i.x = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R127i.w));
PV0i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R124i.x));
R126i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(backupReg0i));
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
R1i.w = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV1i.z));
PS0i = R1i.w;
// 17
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R6i.y)));
R6i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R126i.x));
R1i.z = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R127i.y));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R125i.w)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R125i.w)));
PS1i = R124i.z;
// 18
R6i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R6i.x = clampFI32(R6i.x);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R125i.w)));
R12i.z = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R12i.z = clampFI32(R12i.z);
R5i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R5i.w = clampFI32(R5i.w);
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x), intBitsToFloat(PV1i.w)));
PS0i = R4i.x;
// 19
PV1i.x = R3i.z & int(1);
R3i.y = R2i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z), intBitsToFloat(PV0i.y)));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y), intBitsToFloat(R124i.z)));
R3i.z = floatBitsToInt(roundEven(1.0));
PS1i = R3i.z;
// 20
R3i.x = R2i.x;
R4i.z = floatBitsToInt(float(PV1i.x));
PS0i = R4i.z;
R4i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R8i.xy)).x);
R13i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R2i.xy)).xyz);
R11i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z))).xyz);
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R0i.xy),R0i.z),cubeMapArrayIndex8),intBitsToFloat(R0i.w)).xyz);
R2i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R2i.xy)).xyz);
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.y),-(intBitsToFloat(R7i.z))) + intBitsToFloat(R13i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R13i.y) * 0.5 + 0.5));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R4i.w)) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.x), intBitsToFloat(R7i.x)));
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), intBitsToFloat(R13i.z)));
PS0i = R124i.x;
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
PV1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV0i.y));
PV1i.y = clampFI32(PV1i.y);
PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R5i.z)));
PV1i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R9i.x)));
R125i.x = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(PV0i.x));
PS1i = R125i.x;
// 2
R126i.x = floatBitsToInt(-(intBitsToFloat(R10i.x)) + intBitsToFloat(PV1i.w));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(PV1i.z));
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R8i.z)) + intBitsToFloat(PV1i.x));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R125i.w)));
PS0i = R125i.y;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.y),intBitsToFloat(R2i.w),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = tempi.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.w)));
PS1i = R126i.y;
// 4
backupReg0i = R127i.y;
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R10i.y)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R126i.x)));
PV0i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.z)));
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R124i.x)));
PS0i = R1i.w;
// 5
backupReg0i = R0i.x;
backupReg1i = R126i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(R7i.w)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)) + intBitsToFloat(R3i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R6i.y)));
// 6
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R5i.x)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(R3i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.z)));
PV0i.w = R123i.w;
// 7
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.z),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.w)));
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)));
R3i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R126i.y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.y));
PS1i = floatBitsToInt(tempResultf);
// 8
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS1i)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), intBitsToFloat(PV0i.w)));
// 10
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3ced9168));
PV0i.y = clampFI32(PV0i.y);
// 11
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R10i.z)) + 1.0));
PV1i.y = R123i.y;
// 12
R4i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(R4i.w)) + intBitsToFloat(R11i.x)));
PV0i.x = R123i.x;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z),intBitsToFloat(R4i.w)) + intBitsToFloat(R11i.z)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(R4i.w)) + intBitsToFloat(R11i.y)));
PV0i.w = R123i.w;
// 1
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R4i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R4i.x)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R5i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R6i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R12i.z)));
// 3
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.z = R123i.z;
// 4
backupReg0i = R0i.y;
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(PV1i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
// 5
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R2i.z)));
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -0,0 +1,66 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f14bb57cd5c9cb77
//replaces broken aa everywhere with fxaa
//original shader dumped using cemu 1.9.1, BotW 1.3.1
//credit goes to https://gist.github.com/sakrist/7912905
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float FXAA_SPAN_MAX = 8.0;
const float FXAA_REDUCE_MUL = 1.0 / 8.0;
const float FXAA_REDUCE_MIN = 1.0 / 128.0;
const ivec2 res = textureSize(textureUnitPS0,0);
const vec2 frameBufSize = vec2( float(res.x), float(res.y) );
void main(void) {
vec2 texCoords = passParameterSem2.xy;
vec3 rgbNW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, -1.0) / frameBufSize)).xyz;
vec3 rgbNE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, -1.0) / frameBufSize)).xyz;
vec3 rgbSW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, 1.0) / frameBufSize)).xyz;
vec3 rgbSE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, 1.0) / frameBufSize)).xyz;
vec3 rgbM = texture2D(textureUnitPS0, texCoords).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) / frameBufSize;
vec3 rgbA = (1.0 / 2.0) * (
texture2D(textureUnitPS0, texCoords.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(textureUnitPS0, texCoords.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
texture2D(textureUnitPS0, texCoords.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
texture2D(textureUnitPS0, texCoords.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
passPixelColor0.xyz = rgbA;
}
else {
passPixelColor0.xyz = rgbB;
}
}

View File

@ -0,0 +1,4 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - FXAA"
version = 2

View File

@ -0,0 +1,36 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,36 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,36 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,36 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,36 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,36 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,6 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de //vertical blur
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 1);
R0f.y = (R0f.y + 0.0018518518518519 * 1);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,6 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e //horizontal blur
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 1);
R0f.y = (R0f.y + 0.0010416666666667 * 1);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,6 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de //vertical blur
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 1);
R0f.y = (R0f.y + 0.0018518518518519 * 1);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,6 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e //horizontal blur
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 1.5);
R0f.y = (R0f.y + 0.0010416666666667 * 1.5);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,6 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de //vertical blur
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 1.5);
R0f.y = (R0f.y + 0.0018518518518519 * 1.5);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,6 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e //horizontal blur
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 1.5);
R0f.y = (R0f.y + 0.0010416666666667 * 1.5);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -14,55 +14,25 @@ else if( v == 0xFFFFFFFF )
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);
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem3;
const float offset = 0.7;
R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move
R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move
R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move
R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
// 0
PV0f.x = R1f.x + R2f.x;
PV0f.x /= 2.0;
PV0f.z = R1f.z + R2f.z;
PV0f.z /= 2.0;
PV0f.w = R1f.y + R2f.y;
PV0f.w /= 2.0;
R1f.w = 0.0;
PS0f = R1f.w;
// 1
R123f.x = (R3f.y * 0.5 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (R3f.x * 0.5 + PV0f.x);
PV1f.y = R123f.y;
R123f.w = (R3f.z * 0.5 + PV0f.z);
PV1f.w = R123f.w;
// 2
R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0;
R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0;
R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0;
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 1.5);
R0f.y = (R0f.y + 0.0018518518518519 * 1.5);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 2.6);
R0f.y = (R0f.y + 0.0010416666666667 * 2.6);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 2.7);
R0f.y = (R0f.y + 0.0018518518518519 * 2.7);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 2.7);
R0f.y = (R0f.y + 0.0010416666666667 * 2.7);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 3);
R0f.y = (R0f.y + 0.0018518518518519 * 3);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 3);
R0f.y = (R0f.y + 0.0010416666666667 * 3);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -14,55 +14,25 @@ else if( v == 0xFFFFFFFF )
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);
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem3;
const float offset = 0.95;
R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move
R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move
R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move
R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
// 0
PV0f.x = R1f.x + R2f.x;
PV0f.x /= 2.0;
PV0f.z = R1f.z + R2f.z;
PV0f.z /= 2.0;
PV0f.w = R1f.y + R2f.y;
PV0f.w /= 2.0;
R1f.w = 0.0;
PS0f = R1f.w;
// 1
R123f.x = (R3f.y * 0.5 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (R3f.x * 0.5 + PV0f.x);
PV1f.y = R123f.y;
R123f.w = (R3f.z * 0.5 + PV0f.z);
PV1f.w = R123f.w;
// 2
R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0;
R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0;
R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0;
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 45d85f1d25e7d0de // vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0018518518518519 * 3);
R0f.y = (R0f.y + 0.0018518518518519 * 3);
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,5 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
@ -14,57 +17,20 @@ else if( v == 0xFFFFFFFF )
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; }
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = 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;
R0f.z = (R0f.z - 0.0010416666666667 * 4);
R0f.y = (R0f.y + 0.0010416666666667 * 4);
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<4; i++) {
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,38 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cb0e6e8cbec4502a
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem3;
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()
{
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
ivec2 ires = textureSize(textureUnitPS0,0);
vec2 res = vec2( float(ires.x), float(ires.y) );
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
vec4 R1f = vec4(0.0);
for (int i=0; i<r; i++) {
float m = (1-r)/2 + float(i);
for (int k=0; k<r; k++){
float n = (1-r)/2 + float(k);
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
}
}
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
passPixelColor0 = R1f;
}