mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-28 12:24:14 +01:00
Add Fist of the North Star res pack
Closes https://github.com/slashiee/cemu_graphic_packs/issues/370 where this game got requested.
This commit is contained in:
parent
71a1c3d012
commit
40382eabdb
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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 945d9672d0114248
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// Used for: Second horizontal and vertical bloom blur pass
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float resXScale = float($width)/float($gameWidth);
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float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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 = 1) out vec4 passParameterSem129;
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layout(location = 2) out vec4 passParameterSem130;
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layout(location = 3) out vec4 passParameterSem131;
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layout(location = 0) out vec4 passParameterSem128;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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ivec4 Ri[128];
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Ri[0] = ivec4(0);
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Ri[1] = ivec4(0);
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Ri[2] = ivec4(0);
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Ri[3] = ivec4(0);
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Ri[4] = ivec4(0);
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Ri[5] = ivec4(0);
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Ri[6] = ivec4(0);
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Ri[7] = ivec4(0);
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Ri[8] = ivec4(0);
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Ri[9] = ivec4(0);
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Ri[10] = ivec4(0);
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Ri[11] = ivec4(0);
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Ri[12] = ivec4(0);
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Ri[13] = ivec4(0);
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Ri[14] = ivec4(0);
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Ri[15] = ivec4(0);
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Ri[16] = ivec4(0);
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Ri[17] = ivec4(0);
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Ri[18] = ivec4(0);
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Ri[19] = ivec4(0);
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Ri[20] = ivec4(0);
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Ri[21] = ivec4(0);
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Ri[22] = ivec4(0);
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Ri[23] = ivec4(0);
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Ri[24] = ivec4(0);
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Ri[25] = ivec4(0);
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Ri[26] = ivec4(0);
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Ri[27] = ivec4(0);
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Ri[28] = ivec4(0);
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Ri[29] = ivec4(0);
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Ri[30] = ivec4(0);
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Ri[31] = ivec4(0);
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Ri[32] = ivec4(0);
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Ri[33] = ivec4(0);
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Ri[34] = ivec4(0);
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Ri[35] = ivec4(0);
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Ri[36] = ivec4(0);
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Ri[37] = ivec4(0);
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Ri[38] = ivec4(0);
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Ri[39] = ivec4(0);
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Ri[40] = ivec4(0);
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Ri[41] = ivec4(0);
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Ri[42] = ivec4(0);
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Ri[43] = ivec4(0);
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Ri[44] = ivec4(0);
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Ri[45] = ivec4(0);
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Ri[46] = ivec4(0);
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Ri[47] = ivec4(0);
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Ri[48] = ivec4(0);
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Ri[49] = ivec4(0);
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Ri[50] = ivec4(0);
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Ri[51] = ivec4(0);
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Ri[52] = ivec4(0);
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Ri[53] = ivec4(0);
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Ri[54] = ivec4(0);
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Ri[55] = ivec4(0);
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Ri[56] = ivec4(0);
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Ri[57] = ivec4(0);
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Ri[58] = ivec4(0);
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Ri[59] = ivec4(0);
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Ri[60] = ivec4(0);
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Ri[61] = ivec4(0);
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Ri[62] = ivec4(0);
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Ri[63] = ivec4(0);
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Ri[64] = ivec4(0);
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Ri[65] = ivec4(0);
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Ri[66] = ivec4(0);
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Ri[67] = ivec4(0);
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Ri[68] = ivec4(0);
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Ri[69] = ivec4(0);
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Ri[70] = ivec4(0);
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Ri[71] = ivec4(0);
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Ri[72] = ivec4(0);
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Ri[73] = ivec4(0);
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Ri[74] = ivec4(0);
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Ri[75] = ivec4(0);
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Ri[76] = ivec4(0);
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Ri[77] = ivec4(0);
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Ri[78] = ivec4(0);
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Ri[79] = ivec4(0);
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Ri[80] = ivec4(0);
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Ri[81] = ivec4(0);
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Ri[82] = ivec4(0);
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Ri[83] = ivec4(0);
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Ri[84] = ivec4(0);
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Ri[85] = ivec4(0);
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Ri[86] = ivec4(0);
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Ri[87] = ivec4(0);
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Ri[88] = ivec4(0);
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Ri[89] = ivec4(0);
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Ri[90] = ivec4(0);
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Ri[91] = ivec4(0);
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Ri[92] = ivec4(0);
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Ri[93] = ivec4(0);
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Ri[94] = ivec4(0);
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Ri[95] = ivec4(0);
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Ri[96] = ivec4(0);
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Ri[97] = ivec4(0);
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Ri[98] = ivec4(0);
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Ri[99] = ivec4(0);
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Ri[100] = ivec4(0);
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Ri[101] = ivec4(0);
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Ri[102] = ivec4(0);
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Ri[103] = ivec4(0);
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Ri[104] = ivec4(0);
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Ri[105] = ivec4(0);
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Ri[106] = ivec4(0);
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Ri[107] = ivec4(0);
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Ri[108] = ivec4(0);
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Ri[109] = ivec4(0);
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Ri[110] = ivec4(0);
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Ri[111] = ivec4(0);
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Ri[112] = ivec4(0);
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Ri[113] = ivec4(0);
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Ri[114] = ivec4(0);
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Ri[115] = ivec4(0);
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Ri[116] = ivec4(0);
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Ri[117] = ivec4(0);
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Ri[118] = ivec4(0);
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Ri[119] = ivec4(0);
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Ri[120] = ivec4(0);
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Ri[121] = ivec4(0);
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Ri[122] = ivec4(0);
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Ri[123] = ivec4(0);
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Ri[124] = ivec4(0);
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Ri[125] = ivec4(0);
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Ri[126] = ivec4(0);
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Ri[127] = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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bool activeMaskStack[1];
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bool activeMaskStackC[2];
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activeMaskStackC[0] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xy = attrDataSem1.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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Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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if( activeMaskStackC[1] == true ) {
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// 0
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Ri[3].y = 0;
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PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
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PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
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Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
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PS1i = Ri[1].x;
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// 2
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Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0));
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// 3
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Ri[10].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
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Ri[10].w = Ri[1].w;
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}
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while( activeMaskStackC[1] == true )
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{
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if( activeMaskStackC[1] == true ) {
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// 0
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Ri[0].z = (0x00000003 > Ri[3].y)?int(0xFFFFFFFF):int(0x0);
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// 1
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predResult = (Ri[0].z != 0);
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if( predResult == false ) break;
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = Ri[3].y;
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backupReg0i = Ri[3].y;
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Ri[1].x = Ri[3].y + 0x00000005;
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Ri[3].y = backupReg0i + int(1);
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Ri[127].z = floatBitsToInt(float(backupReg0i));
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PS0i = Ri[127].z;
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// 1
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tempResultf = intBitsToFloat(PS0i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV1i.x = floatBitsToInt(tempResultf);
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale);
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PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale);
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PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale);
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PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale);
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// 3
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y)));
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
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// 4
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Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z)));
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Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w));
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// 5
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tempResulti = Ri[1].x;
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tempResulti = clamp(tempResulti, -256, 255);
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ARi.x = tempResulti;
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PV1i.x = tempResulti;
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// 6
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Ri[7+ARi.x].x = Ri[0].x;
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Ri[7+ARi.x].y = Ri[0].y;
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Ri[7+ARi.x].z = Ri[0].z;
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Ri[7+ARi.x].w = Ri[0].w;
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}
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[5].y));
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PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[5].x));
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// 1
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
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// 2
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Ri[4].x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_uniformRegisterVS[1].z));
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Ri[4].y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[1].w));
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// 3
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Ri[11].x = Ri[4].x;
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Ri[11].y = Ri[4].y;
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// 4
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Ri[2].xyz = ivec3(Ri[10].x,Ri[10].y,Ri[10].z);
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Ri[2].w = Ri[10].w;
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// 5
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Ri[0].xyz = ivec3(Ri[12].x,Ri[12].y,Ri[12].z);
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Ri[0].w = Ri[12].w;
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// 6
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Ri[7].xyz = ivec3(Ri[0].x,Ri[0].y,Ri[0].z);
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Ri[7].w = Ri[0].w;
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// 7
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Ri[1].xyz = ivec3(Ri[13].x,Ri[13].y,Ri[13].z);
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Ri[1].w = Ri[13].w;
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// 8
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Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z);
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Ri[3].w = Ri[14].w;
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}
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// export
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gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
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// export
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passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
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// export
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passParameterSem130 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
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// export
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passParameterSem131 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w));
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// export
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passParameterSem128 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].z));
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if( activeMaskStackC[1] == true ) {
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// 0
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}
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}
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@ -0,0 +1,325 @@
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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 b3609db7d1363f6a
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// Used for: Horizontal and vertical blur
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float resXScale = float($width)/float($gameWidth);
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float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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 passParameterSem128;
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layout(location = 1) out vec4 passParameterSem129;
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layout(location = 2) out vec4 passParameterSem130;
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layout(location = 3) out vec4 passParameterSem131;
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layout(location = 4) out vec4 passParameterSem132;
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layout(location = 5) out vec4 passParameterSem133;
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layout(location = 6) out vec4 passParameterSem134;
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layout(location = 7) out vec4 passParameterSem135;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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ivec4 Ri[128];
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Ri[0] = ivec4(0);
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Ri[1] = ivec4(0);
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Ri[2] = ivec4(0);
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Ri[3] = ivec4(0);
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Ri[4] = ivec4(0);
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Ri[5] = ivec4(0);
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Ri[6] = ivec4(0);
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Ri[7] = ivec4(0);
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Ri[8] = ivec4(0);
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Ri[9] = ivec4(0);
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||||
Ri[10] = ivec4(0);
|
||||
Ri[11] = ivec4(0);
|
||||
Ri[12] = ivec4(0);
|
||||
Ri[13] = ivec4(0);
|
||||
Ri[14] = ivec4(0);
|
||||
Ri[15] = ivec4(0);
|
||||
Ri[16] = ivec4(0);
|
||||
Ri[17] = ivec4(0);
|
||||
Ri[18] = ivec4(0);
|
||||
Ri[19] = ivec4(0);
|
||||
Ri[20] = ivec4(0);
|
||||
Ri[21] = ivec4(0);
|
||||
Ri[22] = ivec4(0);
|
||||
Ri[23] = ivec4(0);
|
||||
Ri[24] = ivec4(0);
|
||||
Ri[25] = ivec4(0);
|
||||
Ri[26] = ivec4(0);
|
||||
Ri[27] = ivec4(0);
|
||||
Ri[28] = ivec4(0);
|
||||
Ri[29] = ivec4(0);
|
||||
Ri[30] = ivec4(0);
|
||||
Ri[31] = ivec4(0);
|
||||
Ri[32] = ivec4(0);
|
||||
Ri[33] = ivec4(0);
|
||||
Ri[34] = ivec4(0);
|
||||
Ri[35] = ivec4(0);
|
||||
Ri[36] = ivec4(0);
|
||||
Ri[37] = ivec4(0);
|
||||
Ri[38] = ivec4(0);
|
||||
Ri[39] = ivec4(0);
|
||||
Ri[40] = ivec4(0);
|
||||
Ri[41] = ivec4(0);
|
||||
Ri[42] = ivec4(0);
|
||||
Ri[43] = ivec4(0);
|
||||
Ri[44] = ivec4(0);
|
||||
Ri[45] = ivec4(0);
|
||||
Ri[46] = ivec4(0);
|
||||
Ri[47] = ivec4(0);
|
||||
Ri[48] = ivec4(0);
|
||||
Ri[49] = ivec4(0);
|
||||
Ri[50] = ivec4(0);
|
||||
Ri[51] = ivec4(0);
|
||||
Ri[52] = ivec4(0);
|
||||
Ri[53] = ivec4(0);
|
||||
Ri[54] = ivec4(0);
|
||||
Ri[55] = ivec4(0);
|
||||
Ri[56] = ivec4(0);
|
||||
Ri[57] = ivec4(0);
|
||||
Ri[58] = ivec4(0);
|
||||
Ri[59] = ivec4(0);
|
||||
Ri[60] = ivec4(0);
|
||||
Ri[61] = ivec4(0);
|
||||
Ri[62] = ivec4(0);
|
||||
Ri[63] = ivec4(0);
|
||||
Ri[64] = ivec4(0);
|
||||
Ri[65] = ivec4(0);
|
||||
Ri[66] = ivec4(0);
|
||||
Ri[67] = ivec4(0);
|
||||
Ri[68] = ivec4(0);
|
||||
Ri[69] = ivec4(0);
|
||||
Ri[70] = ivec4(0);
|
||||
Ri[71] = ivec4(0);
|
||||
Ri[72] = ivec4(0);
|
||||
Ri[73] = ivec4(0);
|
||||
Ri[74] = ivec4(0);
|
||||
Ri[75] = ivec4(0);
|
||||
Ri[76] = ivec4(0);
|
||||
Ri[77] = ivec4(0);
|
||||
Ri[78] = ivec4(0);
|
||||
Ri[79] = ivec4(0);
|
||||
Ri[80] = ivec4(0);
|
||||
Ri[81] = ivec4(0);
|
||||
Ri[82] = ivec4(0);
|
||||
Ri[83] = ivec4(0);
|
||||
Ri[84] = ivec4(0);
|
||||
Ri[85] = ivec4(0);
|
||||
Ri[86] = ivec4(0);
|
||||
Ri[87] = ivec4(0);
|
||||
Ri[88] = ivec4(0);
|
||||
Ri[89] = ivec4(0);
|
||||
Ri[90] = ivec4(0);
|
||||
Ri[91] = ivec4(0);
|
||||
Ri[92] = ivec4(0);
|
||||
Ri[93] = ivec4(0);
|
||||
Ri[94] = ivec4(0);
|
||||
Ri[95] = ivec4(0);
|
||||
Ri[96] = ivec4(0);
|
||||
Ri[97] = ivec4(0);
|
||||
Ri[98] = ivec4(0);
|
||||
Ri[99] = ivec4(0);
|
||||
Ri[100] = ivec4(0);
|
||||
Ri[101] = ivec4(0);
|
||||
Ri[102] = ivec4(0);
|
||||
Ri[103] = ivec4(0);
|
||||
Ri[104] = ivec4(0);
|
||||
Ri[105] = ivec4(0);
|
||||
Ri[106] = ivec4(0);
|
||||
Ri[107] = ivec4(0);
|
||||
Ri[108] = ivec4(0);
|
||||
Ri[109] = ivec4(0);
|
||||
Ri[110] = ivec4(0);
|
||||
Ri[111] = ivec4(0);
|
||||
Ri[112] = ivec4(0);
|
||||
Ri[113] = ivec4(0);
|
||||
Ri[114] = ivec4(0);
|
||||
Ri[115] = ivec4(0);
|
||||
Ri[116] = ivec4(0);
|
||||
Ri[117] = ivec4(0);
|
||||
Ri[118] = ivec4(0);
|
||||
Ri[119] = ivec4(0);
|
||||
Ri[120] = ivec4(0);
|
||||
Ri[121] = ivec4(0);
|
||||
Ri[122] = ivec4(0);
|
||||
Ri[123] = ivec4(0);
|
||||
Ri[124] = ivec4(0);
|
||||
Ri[125] = ivec4(0);
|
||||
Ri[126] = ivec4(0);
|
||||
Ri[127] = ivec4(0);
|
||||
uvec4 attrDecoder;
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
bool activeMaskStack[1];
|
||||
bool activeMaskStackC[2];
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
|
||||
attrDecoder = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
Ri[3].y = 0;
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||
// 1
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
|
||||
Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
|
||||
PS1i = Ri[1].x;
|
||||
// 2
|
||||
Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0));
|
||||
// 3
|
||||
Ri[20].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
|
||||
Ri[20].w = Ri[1].w;
|
||||
}
|
||||
while( activeMaskStackC[1] == true )
|
||||
{
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
Ri[0].z = (0x00000008 > Ri[3].y)?int(0xFFFFFFFF):int(0x0);
|
||||
// 1
|
||||
predResult = (Ri[0].z != 0);
|
||||
if( predResult == false ) break;
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
backupReg0i = Ri[3].y;
|
||||
backupReg0i = Ri[3].y;
|
||||
Ri[1].x = Ri[3].y + 0x00000009;
|
||||
Ri[3].y = backupReg0i + int(1);
|
||||
Ri[127].z = floatBitsToInt(float(backupReg0i));
|
||||
PS0i = Ri[127].z;
|
||||
// 1
|
||||
tempResultf = intBitsToFloat(PS0i);
|
||||
tempResultf = floor(tempResultf);
|
||||
tempResultf = clamp(tempResultf, -256.0, 255.0);
|
||||
ARi.x = int(tempResultf);
|
||||
PV1i.x = floatBitsToInt(tempResultf);
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale);
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale);
|
||||
// 3
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
|
||||
// 4
|
||||
Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z)));
|
||||
Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w));
|
||||
// 5
|
||||
tempResulti = Ri[1].x;
|
||||
tempResulti = clamp(tempResulti, -256, 255);
|
||||
ARi.x = tempResulti;
|
||||
PV1i.x = tempResulti;
|
||||
// 6
|
||||
Ri[12+ARi.x].x = Ri[0].x;
|
||||
Ri[12+ARi.x].y = Ri[0].y;
|
||||
Ri[12+ARi.x].z = Ri[0].z;
|
||||
Ri[12+ARi.x].w = Ri[0].w;
|
||||
}
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
Ri[0].xyz = ivec3(Ri[20].x,Ri[20].y,Ri[20].z);
|
||||
Ri[0].w = Ri[20].w;
|
||||
// 1
|
||||
Ri[1].xyz = ivec3(Ri[21].x,Ri[21].y,Ri[21].z);
|
||||
Ri[1].w = Ri[21].w;
|
||||
// 2
|
||||
Ri[12].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
|
||||
Ri[12].w = Ri[1].w;
|
||||
// 3
|
||||
Ri[2].xyz = ivec3(Ri[22].x,Ri[22].y,Ri[22].z);
|
||||
Ri[2].w = Ri[22].w;
|
||||
// 4
|
||||
Ri[13].xyz = ivec3(Ri[2].x,Ri[2].y,Ri[2].z);
|
||||
Ri[13].w = Ri[2].w;
|
||||
// 5
|
||||
Ri[3].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z);
|
||||
Ri[3].w = Ri[23].w;
|
||||
// 6
|
||||
Ri[14].xyz = ivec3(Ri[3].x,Ri[3].y,Ri[3].z);
|
||||
Ri[14].w = Ri[3].w;
|
||||
// 7
|
||||
Ri[4].xyz = ivec3(Ri[24].x,Ri[24].y,Ri[24].z);
|
||||
Ri[4].w = Ri[24].w;
|
||||
// 8
|
||||
Ri[15].xyz = ivec3(Ri[4].x,Ri[4].y,Ri[4].z);
|
||||
Ri[15].w = Ri[4].w;
|
||||
// 9
|
||||
Ri[5].xyz = ivec3(Ri[25].x,Ri[25].y,Ri[25].z);
|
||||
Ri[5].w = Ri[25].w;
|
||||
// 10
|
||||
Ri[16].xyz = ivec3(Ri[5].x,Ri[5].y,Ri[5].z);
|
||||
Ri[16].w = Ri[5].w;
|
||||
// 11
|
||||
Ri[6].xyz = ivec3(Ri[26].x,Ri[26].y,Ri[26].z);
|
||||
Ri[6].w = Ri[26].w;
|
||||
// 12
|
||||
Ri[17].xyz = ivec3(Ri[6].x,Ri[6].y,Ri[6].z);
|
||||
Ri[17].w = Ri[6].w;
|
||||
// 13
|
||||
Ri[7].xyz = ivec3(Ri[27].x,Ri[27].y,Ri[27].z);
|
||||
Ri[7].w = Ri[27].w;
|
||||
// 14
|
||||
Ri[8].xyz = ivec3(Ri[28].x,Ri[28].y,Ri[28].z);
|
||||
Ri[8].w = Ri[28].w;
|
||||
}
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
||||
// export
|
||||
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
||||
// export
|
||||
passParameterSem129 = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
|
||||
// export
|
||||
passParameterSem130 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w));
|
||||
// export
|
||||
passParameterSem131 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].w));
|
||||
// export
|
||||
passParameterSem132 = vec4(intBitsToFloat(Ri[5].x), intBitsToFloat(Ri[5].y), intBitsToFloat(Ri[5].z), intBitsToFloat(Ri[5].w));
|
||||
// export
|
||||
passParameterSem133 = vec4(intBitsToFloat(Ri[6].x), intBitsToFloat(Ri[6].y), intBitsToFloat(Ri[6].z), intBitsToFloat(Ri[6].w));
|
||||
// export
|
||||
passParameterSem134 = vec4(intBitsToFloat(Ri[7].x), intBitsToFloat(Ri[7].y), intBitsToFloat(Ri[7].z), intBitsToFloat(Ri[7].w));
|
||||
// export
|
||||
passParameterSem135 = vec4(intBitsToFloat(Ri[8].x), intBitsToFloat(Ri[8].y), intBitsToFloat(Ri[8].z), intBitsToFloat(Ri[8].w));
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
}
|
||||
}
|
@ -0,0 +1,322 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader f9feadb214b483b7
|
||||
// Used for: First horizontal and vertical bloom blur pass
|
||||
float resXScale = float($width)/float($gameWidth);
|
||||
float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
uniform ivec4 uf_uniformRegisterVS[256];
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 1) out vec4 passParameterSem129;
|
||||
layout(location = 2) out vec4 passParameterSem130;
|
||||
layout(location = 3) out vec4 passParameterSem131;
|
||||
layout(location = 4) out vec4 passParameterSem132;
|
||||
layout(location = 5) out vec4 passParameterSem133;
|
||||
layout(location = 6) out vec4 passParameterSem134;
|
||||
layout(location = 0) out vec4 passParameterSem128;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
ivec4 Ri[128];
|
||||
Ri[0] = ivec4(0);
|
||||
Ri[1] = ivec4(0);
|
||||
Ri[2] = ivec4(0);
|
||||
Ri[3] = ivec4(0);
|
||||
Ri[4] = ivec4(0);
|
||||
Ri[5] = ivec4(0);
|
||||
Ri[6] = ivec4(0);
|
||||
Ri[7] = ivec4(0);
|
||||
Ri[8] = ivec4(0);
|
||||
Ri[9] = ivec4(0);
|
||||
Ri[10] = ivec4(0);
|
||||
Ri[11] = ivec4(0);
|
||||
Ri[12] = ivec4(0);
|
||||
Ri[13] = ivec4(0);
|
||||
Ri[14] = ivec4(0);
|
||||
Ri[15] = ivec4(0);
|
||||
Ri[16] = ivec4(0);
|
||||
Ri[17] = ivec4(0);
|
||||
Ri[18] = ivec4(0);
|
||||
Ri[19] = ivec4(0);
|
||||
Ri[20] = ivec4(0);
|
||||
Ri[21] = ivec4(0);
|
||||
Ri[22] = ivec4(0);
|
||||
Ri[23] = ivec4(0);
|
||||
Ri[24] = ivec4(0);
|
||||
Ri[25] = ivec4(0);
|
||||
Ri[26] = ivec4(0);
|
||||
Ri[27] = ivec4(0);
|
||||
Ri[28] = ivec4(0);
|
||||
Ri[29] = ivec4(0);
|
||||
Ri[30] = ivec4(0);
|
||||
Ri[31] = ivec4(0);
|
||||
Ri[32] = ivec4(0);
|
||||
Ri[33] = ivec4(0);
|
||||
Ri[34] = ivec4(0);
|
||||
Ri[35] = ivec4(0);
|
||||
Ri[36] = ivec4(0);
|
||||
Ri[37] = ivec4(0);
|
||||
Ri[38] = ivec4(0);
|
||||
Ri[39] = ivec4(0);
|
||||
Ri[40] = ivec4(0);
|
||||
Ri[41] = ivec4(0);
|
||||
Ri[42] = ivec4(0);
|
||||
Ri[43] = ivec4(0);
|
||||
Ri[44] = ivec4(0);
|
||||
Ri[45] = ivec4(0);
|
||||
Ri[46] = ivec4(0);
|
||||
Ri[47] = ivec4(0);
|
||||
Ri[48] = ivec4(0);
|
||||
Ri[49] = ivec4(0);
|
||||
Ri[50] = ivec4(0);
|
||||
Ri[51] = ivec4(0);
|
||||
Ri[52] = ivec4(0);
|
||||
Ri[53] = ivec4(0);
|
||||
Ri[54] = ivec4(0);
|
||||
Ri[55] = ivec4(0);
|
||||
Ri[56] = ivec4(0);
|
||||
Ri[57] = ivec4(0);
|
||||
Ri[58] = ivec4(0);
|
||||
Ri[59] = ivec4(0);
|
||||
Ri[60] = ivec4(0);
|
||||
Ri[61] = ivec4(0);
|
||||
Ri[62] = ivec4(0);
|
||||
Ri[63] = ivec4(0);
|
||||
Ri[64] = ivec4(0);
|
||||
Ri[65] = ivec4(0);
|
||||
Ri[66] = ivec4(0);
|
||||
Ri[67] = ivec4(0);
|
||||
Ri[68] = ivec4(0);
|
||||
Ri[69] = ivec4(0);
|
||||
Ri[70] = ivec4(0);
|
||||
Ri[71] = ivec4(0);
|
||||
Ri[72] = ivec4(0);
|
||||
Ri[73] = ivec4(0);
|
||||
Ri[74] = ivec4(0);
|
||||
Ri[75] = ivec4(0);
|
||||
Ri[76] = ivec4(0);
|
||||
Ri[77] = ivec4(0);
|
||||
Ri[78] = ivec4(0);
|
||||
Ri[79] = ivec4(0);
|
||||
Ri[80] = ivec4(0);
|
||||
Ri[81] = ivec4(0);
|
||||
Ri[82] = ivec4(0);
|
||||
Ri[83] = ivec4(0);
|
||||
Ri[84] = ivec4(0);
|
||||
Ri[85] = ivec4(0);
|
||||
Ri[86] = ivec4(0);
|
||||
Ri[87] = ivec4(0);
|
||||
Ri[88] = ivec4(0);
|
||||
Ri[89] = ivec4(0);
|
||||
Ri[90] = ivec4(0);
|
||||
Ri[91] = ivec4(0);
|
||||
Ri[92] = ivec4(0);
|
||||
Ri[93] = ivec4(0);
|
||||
Ri[94] = ivec4(0);
|
||||
Ri[95] = ivec4(0);
|
||||
Ri[96] = ivec4(0);
|
||||
Ri[97] = ivec4(0);
|
||||
Ri[98] = ivec4(0);
|
||||
Ri[99] = ivec4(0);
|
||||
Ri[100] = ivec4(0);
|
||||
Ri[101] = ivec4(0);
|
||||
Ri[102] = ivec4(0);
|
||||
Ri[103] = ivec4(0);
|
||||
Ri[104] = ivec4(0);
|
||||
Ri[105] = ivec4(0);
|
||||
Ri[106] = ivec4(0);
|
||||
Ri[107] = ivec4(0);
|
||||
Ri[108] = ivec4(0);
|
||||
Ri[109] = ivec4(0);
|
||||
Ri[110] = ivec4(0);
|
||||
Ri[111] = ivec4(0);
|
||||
Ri[112] = ivec4(0);
|
||||
Ri[113] = ivec4(0);
|
||||
Ri[114] = ivec4(0);
|
||||
Ri[115] = ivec4(0);
|
||||
Ri[116] = ivec4(0);
|
||||
Ri[117] = ivec4(0);
|
||||
Ri[118] = ivec4(0);
|
||||
Ri[119] = ivec4(0);
|
||||
Ri[120] = ivec4(0);
|
||||
Ri[121] = ivec4(0);
|
||||
Ri[122] = ivec4(0);
|
||||
Ri[123] = ivec4(0);
|
||||
Ri[124] = ivec4(0);
|
||||
Ri[125] = ivec4(0);
|
||||
Ri[126] = ivec4(0);
|
||||
Ri[127] = ivec4(0);
|
||||
uvec4 attrDecoder;
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
bool activeMaskStack[1];
|
||||
bool activeMaskStackC[2];
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
|
||||
attrDecoder = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
Ri[3].y = 0;
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||
// 1
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
|
||||
Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
|
||||
PS1i = Ri[1].x;
|
||||
// 2
|
||||
Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0));
|
||||
// 3
|
||||
Ri[16].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
|
||||
Ri[16].w = Ri[1].w;
|
||||
}
|
||||
while( activeMaskStackC[1] == true )
|
||||
{
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
Ri[0].z = (0x00000006 > Ri[3].y)?int(0xFFFFFFFF):int(0x0);
|
||||
// 1
|
||||
predResult = (Ri[0].z != 0);
|
||||
if( predResult == false ) break;
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
backupReg0i = Ri[3].y;
|
||||
backupReg0i = Ri[3].y;
|
||||
Ri[1].x = Ri[3].y + 0x00000008;
|
||||
Ri[3].y = backupReg0i + int(1);
|
||||
Ri[127].z = floatBitsToInt(float(backupReg0i));
|
||||
PS0i = Ri[127].z;
|
||||
// 1
|
||||
tempResultf = intBitsToFloat(PS0i);
|
||||
tempResultf = floor(tempResultf);
|
||||
tempResultf = clamp(tempResultf, -256.0, 255.0);
|
||||
ARi.x = int(tempResultf);
|
||||
PV1i.x = floatBitsToInt(tempResultf);
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale);
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale);
|
||||
// 3
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
|
||||
// 4
|
||||
Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z)));
|
||||
Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w));
|
||||
// 5
|
||||
tempResulti = Ri[1].x;
|
||||
tempResulti = clamp(tempResulti, -256, 255);
|
||||
ARi.x = tempResulti;
|
||||
PV1i.x = tempResulti;
|
||||
// 6
|
||||
Ri[10+ARi.x].x = Ri[0].x;
|
||||
Ri[10+ARi.x].y = Ri[0].y;
|
||||
Ri[10+ARi.x].z = Ri[0].z;
|
||||
Ri[10+ARi.x].w = Ri[0].w;
|
||||
}
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[8].y));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[8].x));
|
||||
// 1
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
|
||||
// 2
|
||||
Ri[7].x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_uniformRegisterVS[1].z));
|
||||
Ri[7].y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[1].w));
|
||||
// 3
|
||||
Ri[17].x = Ri[7].x;
|
||||
Ri[17].y = Ri[7].y;
|
||||
// 4
|
||||
Ri[2].xyz = ivec3(Ri[16].x,Ri[16].y,Ri[16].z);
|
||||
Ri[2].w = Ri[16].w;
|
||||
// 5
|
||||
Ri[0].xyz = ivec3(Ri[18].x,Ri[18].y,Ri[18].z);
|
||||
Ri[0].w = Ri[18].w;
|
||||
// 6
|
||||
Ri[10].xyz = ivec3(Ri[0].x,Ri[0].y,Ri[0].z);
|
||||
Ri[10].w = Ri[0].w;
|
||||
// 7
|
||||
Ri[1].xyz = ivec3(Ri[19].x,Ri[19].y,Ri[19].z);
|
||||
Ri[1].w = Ri[19].w;
|
||||
// 8
|
||||
Ri[11].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
|
||||
Ri[11].w = Ri[1].w;
|
||||
// 9
|
||||
Ri[3].xyz = ivec3(Ri[20].x,Ri[20].y,Ri[20].z);
|
||||
Ri[3].w = Ri[20].w;
|
||||
// 10
|
||||
Ri[12].xyz = ivec3(Ri[3].x,Ri[3].y,Ri[3].z);
|
||||
Ri[12].w = Ri[3].w;
|
||||
// 11
|
||||
Ri[4].xyz = ivec3(Ri[21].x,Ri[21].y,Ri[21].z);
|
||||
Ri[4].w = Ri[21].w;
|
||||
// 12
|
||||
Ri[13].xyz = ivec3(Ri[4].x,Ri[4].y,Ri[4].z);
|
||||
Ri[13].w = Ri[4].w;
|
||||
// 13
|
||||
Ri[5].xyz = ivec3(Ri[22].x,Ri[22].y,Ri[22].z);
|
||||
Ri[5].w = Ri[22].w;
|
||||
// 14
|
||||
Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z);
|
||||
Ri[6].w = Ri[23].w;
|
||||
}
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
|
||||
// export
|
||||
passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
|
||||
// export
|
||||
passParameterSem130 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
|
||||
// export
|
||||
passParameterSem131 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w));
|
||||
// export
|
||||
passParameterSem132 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].w));
|
||||
// export
|
||||
passParameterSem133 = vec4(intBitsToFloat(Ri[5].x), intBitsToFloat(Ri[5].y), intBitsToFloat(Ri[5].z), intBitsToFloat(Ri[5].w));
|
||||
// export
|
||||
passParameterSem134 = vec4(intBitsToFloat(Ri[6].x), intBitsToFloat(Ri[6].y), intBitsToFloat(Ri[6].z), intBitsToFloat(Ri[6].w));
|
||||
// export
|
||||
passParameterSem128 = vec4(intBitsToFloat(Ri[7].x), intBitsToFloat(Ri[7].y), intBitsToFloat(Ri[7].z), intBitsToFloat(Ri[7].z));
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
}
|
||||
}
|
146
Resolutions/FistOfTheNorthStar_Resolution/rules.txt
Normal file
146
Resolutions/FistOfTheNorthStar_Resolution/rules.txt
Normal file
@ -0,0 +1,146 @@
|
||||
[Definition]
|
||||
titleIds = 000500001012B800,000500001012B900,0005000010116600
|
||||
name = Resolution
|
||||
path = "Fist of the North Star: Ken's Rage 2/Graphics/Resolution"
|
||||
description = Changes the resolution of the game.
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = 1280x720 (Default)
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Performance
|
||||
|
||||
[Preset]
|
||||
name = 320x180
|
||||
$width = 320
|
||||
$height = 180
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Common HD Resolutions
|
||||
|
||||
[Preset]
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[TextureRedefine] # TV Resolution
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x41a,0x011,0x80e,0x01a
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
[TextureRedefine] # Blur
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
# Bloom
|
||||
|
||||
[TextureRedefine]
|
||||
width = 352
|
||||
height = 192
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 352
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
[TextureRedefine]
|
||||
width = 322
|
||||
height = 182
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 322
|
||||
overwriteHeight = ($height/$gameHeight) * 182
|
||||
|
||||
[TextureRedefine]
|
||||
width = 192
|
||||
height = 96
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 192
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
|
||||
[TextureRedefine]
|
||||
width = 162
|
||||
height = 92
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 162
|
||||
overwriteHeight = ($height/$gameHeight) * 92
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 96
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
@ -101,10 +101,10 @@
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/Family_Tennis_SP"
|
||||
version: 2
|
||||
"Fist of the North Star - Ken’s Rage 2":
|
||||
"Fist of the North Star: Ken’s Rage 2":
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/Fist_of_the_North_Star:_Ken's_Rage_2"
|
||||
version: 2
|
||||
version: 3
|
||||
"Frenchy Bird":
|
||||
nativeRes: 720
|
||||
compatLink: "http://compat.cemu.info/wiki/Frenchy_Bird"
|
||||
|
Loading…
Reference in New Issue
Block a user