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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
add two more slw uw shaders
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 2fc311c50a4dab95
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// text shader
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// text shader 1
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[9];
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@ -0,0 +1,106 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 419dbf0c732a51e2
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// text shader 3
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem3;
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layout(location = 2) in uvec4 attrDataSem4;
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layout(location = 3) in uvec4 attrDataSem8;
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layout(location = 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 1) out vec4 passParameterSem136;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
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R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
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R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem9.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R3f.z;
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R127f.x = R3f.x + 0.5;
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R0f.y = mul_nonIEEE(R2f.z, R2f.x);
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R127f.z = R3f.y + 0.5;
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R3f.w = 1.0;
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R3f.z = backupReg0f;
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PS0f = R3f.z;
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// 1
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R0f.x = mul_nonIEEE(R2f.z, R2f.w);
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R0f.z = mul_nonIEEE(R2f.z, R2f.y);
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R0f.w = 0.0;
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PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y);
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// 2
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PV0f.y = R127f.z * PS1f;
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PV0f.y *= 2.0;
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R4f.z = R5f.x;
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R4f.w = R5f.y;
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PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x);
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// 3
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PV1f.x = PV0f.y + -(1.0);
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PV1f.w = R127f.x * PS0f;
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PV1f.w *= 2.0;
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// 4
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R3f.x = PV1f.w + -(1.0);
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R3f.y = -(PV1f.x);
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// export
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gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// 0
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}
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@ -0,0 +1,106 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 419dbf0c732a91e2
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// text shader 2
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem3;
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layout(location = 2) in uvec4 attrDataSem4;
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layout(location = 3) in uvec4 attrDataSem8;
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layout(location = 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem132;
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layout(location = 1) out vec4 passParameterSem136;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
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R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
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R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem9.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R3f.z;
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R127f.x = R3f.x + 0.5;
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R0f.y = mul_nonIEEE(R2f.z, R2f.x);
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R127f.z = R3f.y + 0.5;
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R3f.w = 1.0;
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R3f.z = backupReg0f;
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PS0f = R3f.z;
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// 1
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R0f.x = mul_nonIEEE(R2f.z, R2f.w);
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R0f.z = mul_nonIEEE(R2f.z, R2f.y);
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R0f.w = 0.0;
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PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y);
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// 2
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PV0f.y = R127f.z * PS1f;
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PV0f.y *= 2.0;
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R4f.z = R5f.x;
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R4f.w = R5f.y;
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PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x);
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// 3
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PV1f.x = PV0f.y + -(1.0);
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PV1f.w = R127f.x * PS0f;
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PV1f.w *= 2.0;
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// 4
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R3f.x = PV1f.w + -(1.0);
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R3f.y = -(PV1f.x);
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// export
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gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// 0
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}
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