diff --git a/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt new file mode 100644 index 00000000..ec758e3c --- /dev/null +++ b/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -0,0 +1,86 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 1f83c0d47b1c4c34 +// Used for: Background Blur +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem3; +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)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +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; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = intBitsToFloat(0xbf800000); +R1f.w = 1.0; +PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale); +// 1 +backupReg0f = R2f.y; +backupReg1f = R2f.x; +PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale); +R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale; +R2f.z = PS0f; +R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale; +PS1f = R2f.x; +// 2 +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt b/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt new file mode 100644 index 00000000..231d6389 --- /dev/null +++ b/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt @@ -0,0 +1,278 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 5661793d88425685 +// Used for: First glitter bloom pass +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedPS[7]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 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 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +layout(location = 2) out vec4 passPixelColor2; +layout(location = 3) out vec4 passPixelColor3; +layout(location = 4) out vec4 passPixelColor4; +layout(location = 5) out vec4 passPixelColor5; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R11f = vec4(0.0); +vec4 R12f = vec4(0.0); +vec4 R13f = vec4(0.0); +vec4 R14f = vec4(0.0); +vec4 R15f = vec4(0.0); +vec4 R16f = vec4(0.0); +vec4 R17f = vec4(0.0); +vec4 R18f = vec4(0.0); +vec4 R122f = 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; +R8f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale; +R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale; +R2f.z = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); +R4f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); +PV0f.w = R4f.w; +R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); +PS0f = R2f.y; +// 1 +R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R9f.z = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; +// 2 +R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/resXScale; +R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/resYScale; +R0f.z = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); +R0f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); +R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS0f = R5f.x; +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz); +// 0 +backupReg0f = R1f.y; +R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R8f.z); +PV0f.x = R123f.x; +R1f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R8f.x); +R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y); +PV0f.z = R123f.z; +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.x + R8f.x); +PV0f.w = R123f.w; +R1f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R8f.y); +PS0f = R1f.w; +// 1 +R123f.x = (R4f.w * R2f.z + PV0f.x); +PV1f.x = R123f.x; +R6f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R8f.z); +R123f.z = (R4f.w * R2f.y + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.w * R2f.x + PV0f.w); +PV1f.w = R123f.w; +R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS1f = R5f.y; +// 2 +R12f.x = (R9f.z * R3f.x + PV1f.w); +R12f.y = (R9f.z * R3f.y + PV1f.z); +R12f.z = (R9f.z * R3f.z + PV1f.x); +R3f.w = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/resXScale; +R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/resYScale; +PS0f = R3f.y; +// 3 +R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); +R6f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R6f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R7f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x)/resXScale; +PS1f = R7f.x; +R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.wy).xyz); +R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +// 0 +R123f.x = (R4f.w * R4f.z + R6f.y); +PV0f.x = R123f.x; +R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x); +PV0f.y = R123f.y; +R123f.z = (R4f.w * R4f.x + R1f.y); +PV0f.z = R123f.z; +R123f.w = (R4f.w * R4f.y + R1f.w); +PV0f.w = R123f.w; +R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z); +PS0f = R122f.x; +// 1 +R11f.x = (R9f.z * R5f.x + PV0f.z); +R11f.y = (R9f.z * R5f.y + PV0f.w); +R11f.z = (R9f.z * R5f.z + PV0f.x); +R1f.w = (R4f.w * R2f.x + PV0f.y); +R0f.w = (R4f.w * R2f.z + PS0f); +PS1f = R0f.w; +// 2 +R3f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x); +R7f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y)/resYScale; +R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y); +PV0f.z = R123f.z; +R3f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y); +R5f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS0f = R5f.x; +// 3 +R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale; +R5f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R2f.z = (R4f.w * R2f.y + PV0f.z); +R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale; +R1f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x); +PS1f = R1f.x; +R6f.xyz = (texture(textureUnitPS0, R6f.zw).xyz); +R7f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.xw).xyz); +R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); +// 0 +R10f.x = (R9f.z * R6f.x + R1f.w); +R10f.y = (R9f.z * R6f.y + R2f.z); +R10f.z = (R9f.z * R6f.z + R0f.w); +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.x + R8f.x); +PV0f.w = R123f.w; +R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.y + R8f.y); +PS0f = R122f.x; +// 1 +R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.z + R8f.z); +PV1f.x = R123f.x; +R1f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y); +R123f.z = (R4f.w * R3f.y + PS0f); +PV1f.z = R123f.z; +R123f.w = (R4f.w * R3f.x + PV0f.w); +PV1f.w = R123f.w; +R7f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS1f = R7f.x; +// 2 +R4f.x = (R9f.z * R5f.x + PV1f.w); +R4f.y = (R9f.z * R5f.y + PV1f.z); +R7f.z = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R123f.w = (R4f.w * R3f.z + PV1f.x); +PV0f.w = R123f.w; +R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale; +PS0f = R3f.x; +// 3 +R5f.x = (intBitsToFloat(uf_remappedPS[6].x) * 2.0 + R0f.x); +R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale; +R4f.z = (R9f.z * R5f.z + PV0f.w); +R5f.w = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); +R6f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS1f = R6f.x; +R2f.xyz = (texture(textureUnitPS0, R2f.xw).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R7f.xyz = (texture(textureUnitPS0, R7f.xz).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +// 0 +backupReg0f = R2f.y; +R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.z + R8f.z); +PV0f.x = R123f.x; +R2f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x); +R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y); +PV0f.z = R123f.z; +R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.x + R8f.x); +PV0f.w = R123f.w; +R2f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y); +PS0f = R2f.x; +// 1 +backupReg0f = R0f.y; +R123f.x = (R4f.w * R1f.z + PV0f.x); +PV1f.x = R123f.x; +R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z); +R123f.z = (R4f.w * R1f.y + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.w * R1f.x + PV0f.w); +PV1f.w = R123f.w; +R6f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + backupReg0f); +PS1f = R6f.y; +// 2 +backupReg0f = R7f.x; +backupReg1f = R7f.y; +backupReg2f = R7f.z; +R7f.x = (R9f.z * backupReg0f + PV1f.w); +R7f.y = (R9f.z * backupReg1f + PV1f.z); +R7f.z = (R9f.z * backupReg2f + PV1f.x); +R5f.xyz = (texture(textureUnitPS0, R5f.xw).xyz); +R6f.xyz = (texture(textureUnitPS0, R6f.xy).xyz); +// 0 +R123f.x = (R4f.w * R5f.z + R0f.y); +PV0f.x = R123f.x; +R123f.z = (R4f.w * R5f.y + R2f.x); +PV0f.z = R123f.z; +R123f.w = (R4f.w * R5f.x + R2f.y); +PV0f.w = R123f.w; +// 1 +backupReg0f = R6f.x; +backupReg1f = R6f.y; +backupReg2f = R6f.z; +R6f.x = (R9f.z * backupReg0f + PV0f.w); +PV1f.x = R6f.x; +R6f.y = (R9f.z * backupReg1f + PV0f.z); +PV1f.y = R6f.y; +R6f.z = (R9f.z * backupReg2f + PV0f.x); +PV1f.z = R6f.z; +// 2 +R18f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); +R18f.w = R6f.w; +// 3 +R17f.xyz = vec3(R7f.x,R7f.y,R7f.z); +R17f.w = R7f.w; +// 4 +R16f.xyz = vec3(R4f.x,R4f.y,R4f.z); +R16f.w = R4f.w; +// 5 +R15f.xyz = vec3(R10f.x,R10f.y,R10f.z); +R15f.w = R10f.w; +// 6 +R14f.xyz = vec3(R11f.x,R11f.y,R11f.z); +R14f.w = R11f.w; +// 7 +R13f.xyz = vec3(R12f.x,R12f.y,R12f.z); +R13f.w = R12f.w; +// export +passPixelColor0 = vec4(R13f.x, R13f.y, R13f.z, R13f.w); +passPixelColor1 = vec4(R14f.x, R14f.y, R14f.z, R14f.w); +passPixelColor2 = vec4(R15f.x, R15f.y, R15f.z, R15f.w); +passPixelColor3 = vec4(R16f.x, R16f.y, R16f.z, R16f.w); +passPixelColor4 = vec4(R17f.x, R17f.y, R17f.z, R17f.w); +passPixelColor5 = vec4(R18f.x, R18f.y, R18f.z, R18f.w); +} diff --git a/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt b/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt new file mode 100644 index 00000000..d399e248 --- /dev/null +++ b/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt @@ -0,0 +1,110 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 842a19b509f8b91a +// Used for: General Blur vertical +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +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)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +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; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x3fb13a93); +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x404ec4f0); +R127f.y = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x40a275f7); +R2f.z = R2f.y + PS0f; +PV1f.z = R2f.z; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R0f.y = R2f.y + -(PS0f); +PS1f = R0f.y; +// 2 +R0f.x = R2f.x; +R3f.y = R2f.y + -(PV1f.x); +R0f.z = PV1f.z; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.x; +PS0f = R2f.z; +// 3 +R3f.x = R2f.x; +R4f.y = R2f.y + -(R127f.y); +R3f.z = PS0f; +R3f.w = R2f.y; +R2f.z = R2f.y + R127f.y; +PS1f = R2f.z; +// 4 +R4f.xzw = vec3(R2f.x,PS1f,R2f.y); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// 0 +} diff --git a/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt new file mode 100644 index 00000000..0a1ea860 --- /dev/null +++ b/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt @@ -0,0 +1,108 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8d68a0e3561ff525 +// Used for: General Blur horizontal +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +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 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +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)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +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; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +R127f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3fb13a93); +PS0f = R127f.y; +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x404ec4f0); +R126f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x40a275f7); +R3f.z = R2f.x + PS0f; +R3f.w = R2f.x; +R3f.x = R2f.y; +PS1f = R3f.x; +// 2 +R0f.x = PS1f; +R3f.y = R2f.x + -(R127f.y); +R0f.z = R2f.x + PV1f.x; +R0f.w = R2f.x; +R0f.y = R2f.x + -(PV1f.x); +PS0f = R0f.y; +// 3 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = R3f.x; +R2f.y = backupReg0f + -(R126f.y); +R2f.z = backupReg0f + R126f.y; +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// 0 +} diff --git a/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt b/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt new file mode 100644 index 00000000..79aac922 --- /dev/null +++ b/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt @@ -0,0 +1,341 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader b727c08e3b534992 +// Used for: Second glitter bloom pass +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedPS[10]; +layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +layout(location = 2) out vec4 passPixelColor2; +layout(location = 3) out vec4 passPixelColor3; +layout(location = 4) out vec4 passPixelColor4; +layout(location = 5) out vec4 passPixelColor5; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R11f = vec4(0.0); +vec4 R12f = vec4(0.0); +vec4 R13f = vec4(0.0); +vec4 R14f = vec4(0.0); +vec4 R15f = vec4(0.0); +vec4 R16f = vec4(0.0); +vec4 R17f = vec4(0.0); +vec4 R18f = vec4(0.0); +vec4 R19f = vec4(0.0); +vec4 R20f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +// 0 +R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale; +R5f.y = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); +PV0f.y = R5f.y; +R0f.z = roundEven(0.0); +PV0f.z = R0f.z; +R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale; +R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); +PS0f = R2f.x; +// 1 +R11f.x = intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(uf_remappedPS[1].y); +R14f.y = intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); +R1f.z = PV0f.z; +R0f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y; +R2f.z = PV0f.z; +PS1f = R2f.z; +// 2 +R14f.z = intBitsToFloat(uf_remappedPS[2].z)/resXScale * intBitsToFloat(uf_remappedPS[1].y); +R3f.w = R0f.z; +// 3 +R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); +R16f.z = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y; +R6f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.y; +R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS1f = R3f.y; +R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.w,R1f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); +// 0 +R123f.x = (R1f.y * R14f.y + R4f.y); +PV0f.x = R123f.x; +R123f.y = (R1f.x * R11f.x + R4f.x); +PV0f.y = R123f.y; +R0f.z = roundEven(1.0); +PV0f.z = R0f.z; +R127f.w = (R1f.z * R14f.z + R4f.z); +R17f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R0f.w; +PS0f = R17f.z; +// 1 +R123f.x = (R2f.x * R6f.w + PV0f.y); +PV1f.x = R123f.x; +R16f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.y; +PV1f.y = R16f.y; +R18f.z = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R0f.w; +PV1f.z = R18f.z; +R123f.w = (R2f.y * R16f.z + PV0f.x); +PV1f.w = R123f.w; +R5f.z = PV0f.z; +PS1f = R5f.z; +// 2 +R20f.x = (R3f.x * R17f.z + PV1f.x); +R20f.y = (R3f.y * PV1f.z + PV1f.w); +R19f.z = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R0f.w; +PV0f.z = R19f.z; +R123f.w = (R2f.z * PV1f.y + R127f.w); +PV0f.w = R123f.w; +R5f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale; +PS0f = R5f.x; +// 3 +R2f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x); +R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale; +R20f.z = (R3f.z * PV0f.z + PV0f.w); +R2f.w = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y); +R2f.z = R0f.z; +PS1f = R2f.z; +// 4 +R6f.x = R0f.x; +R6f.y = R0f.y; +R6f.z = roundEven(2.0); +R4f.w = R0f.y; +R4f.z = roundEven(intBitsToFloat(0x40400000)); +PS0f = R4f.z; +// 5 +R4f.x = R0f.x; +R11f.y = R0f.y; +R11f.z = roundEven(4.0); +R11f.w = R0f.x; +R13f.z = roundEven(intBitsToFloat(0x40a00000)); +PS1f = R13f.z; +// 6 +R13f.x = R0f.x; +R13f.y = R0f.y; +R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R8f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.z)).xyz); +R10f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.w,R4f.z)).xyz); +R12f.xyz = (texture(textureUnitPS1, vec3(R11f.w,R11f.y,R11f.z)).xyz); +R15f.xyz = (texture(textureUnitPS1, vec3(R13f.x,R13f.y,R13f.z)).xyz); +R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz); +// 0 +backupReg0f = R5f.x; +R5f.x = (backupReg0f * R11f.x + R3f.x); +R4f.y = (R5f.z * R14f.z + R3f.z); +R0f.w = (R5f.y * R14f.y + R3f.y); +// 1 +R3f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +R3f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R3f.z = R0f.z; +R5f.w = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale; +R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale; +PS1f = R5f.y; +// 2 +R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x); +R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); +R5f.z = R6f.z; +R1f.w = R6f.z; +R9f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS0f = R9f.x; +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.w,R2f.z)).xyz); +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); +R7f.xyz = (texture(textureUnitPS1, vec3(R5f.w,R5f.y,R5f.z)).xyz); +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.w)).xyz); +// 0 +R123f.x = (R2f.y * R16f.z + R0f.w); +PV0f.x = R123f.x; +R127f.y = (R2f.z * R16f.y + R4f.y); +R9f.z = R6f.z; +R123f.w = (R2f.x * R6f.w + R5f.x); +PV0f.w = R123f.w; +R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[7].x)/resXScale; +PS0f = R2f.x; +// 1 +R6f.x = (R3f.x * R17f.z + PV0f.w); +R6f.y = (R3f.y * R18f.z + PV0f.x); +R2f.z = R4f.z; +R9f.w = (intBitsToFloat(uf_remappedPS[6].y) * intBitsToFloat(0x40400000) + R0f.y); +R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[7].y)/resYScale; +PS1f = R2f.y; +// 2 +R123f.x = (R7f.x * R11f.x + R8f.x); +PV0f.x = R123f.x; +R3f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y); +R6f.z = (R3f.z * R19f.z + R127f.y); +R3f.w = R4f.z; +R5f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +PS0f = R5f.y; +// 3 +R7f.x = (R1f.x * R6f.w + PV0f.x); +R123f.y = (R7f.y * R14f.y + R8f.y); +PV1f.y = R123f.y; +R123f.w = (R7f.z * R14f.z + R8f.z); +PV1f.w = R123f.w; +R3f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x); +PS1f = R3f.x; +// 4 +backupReg0f = R1f.y; +R1f.x = (R1f.z * R16f.y + PV1f.w); +R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[8].y)/resYScale; +R5f.z = R4f.z; +R4f.w = (backupReg0f * R16f.z + PV1f.y); +R5f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS0f = R5f.x; +R9f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); +R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz); +// 0 +backupReg0f = R7f.x; +R7f.x = (R9f.x * R17f.z + backupReg0f); +R7f.y = (R9f.y * R18f.z + R4f.w); +R1f.z = R11f.z; +R1f.w = R0f.x + intBitsToFloat(uf_remappedPS[8].x)/resXScale; +R4f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * 2.0 + R0f.y); +PS0f = R4f.y; +// 1 +R127f.x = (R2f.y * R14f.y + R10f.y); +R7f.z = (R9f.z * R19f.z + R1f.x); +R4f.w = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * 2.0 + R0f.x); +R4f.z = R11f.z; +PS1f = R4f.z; +// 2 +R123f.x = (R2f.z * R14f.z + R10f.z); +PV0f.x = R123f.x; +R2f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); +R123f.w = (R2f.x * R11f.x + R10f.x); +PV0f.w = R123f.w; +R10f.y = R0f.y + intBitsToFloat(uf_remappedPS[9].y)/resYScale; +PS0f = R10f.y; +// 3 +R123f.x = (R3f.y * R16f.z + R127f.x); +PV1f.x = R123f.x; +R127f.y = (R3f.z * R16f.y + PV0f.x); +R2f.z = R11f.z; +R123f.w = (R3f.x * R6f.w + PV0f.w); +PV1f.w = R123f.w; +R2f.x = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); +PS1f = R2f.x; +// 4 +R9f.x = (R5f.x * R17f.z + PV1f.w); +R9f.y = (R5f.y * R18f.z + PV1f.x); +R10f.z = R13f.z; +R10f.w = R0f.x + intBitsToFloat(uf_remappedPS[9].x)/resXScale; +R3f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * 2.0 + R0f.x); +PS0f = R3f.x; +// 5 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); +R3f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * 2.0 + R0f.y); +R9f.z = (R5f.z * R19f.z + R127f.y); +R3f.w = R13f.z; +R0f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); +PS1f = R0f.y; +R1f.xyz = (texture(textureUnitPS1, vec3(R1f.w,R1f.y,R1f.z)).xyz); +R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz); +R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); +R10f.xyz = (texture(textureUnitPS1, vec3(R10f.w,R10f.y,R10f.z)).xyz); +// 0 +R123f.x = (R1f.y * R14f.y + R12f.y); +PV0f.x = R123f.x; +R123f.y = (R1f.x * R11f.x + R12f.x); +PV0f.y = R123f.y; +R123f.w = (R1f.z * R14f.z + R12f.z); +PV0f.w = R123f.w; +// 1 +R123f.x = (R4f.y * R16f.z + PV0f.x); +PV1f.x = R123f.x; +R127f.y = (R4f.z * R16f.y + PV0f.w); +R0f.z = R13f.z; +R123f.w = (R4f.x * R6f.w + PV0f.y); +PV1f.w = R123f.w; +// 2 +R4f.x = (R2f.x * R17f.z + PV1f.w); +R4f.y = (R2f.y * R18f.z + PV1f.x); +// 3 +R2f.x = (R10f.x * R11f.x + R15f.x); +R4f.z = (R2f.z * R19f.z + R127f.y); +// 4 +backupReg0f = R10f.y; +R10f.y = (backupReg0f * R14f.y + R15f.y); +R10f.w = (R10f.z * R14f.z + R15f.z); +R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); +R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +// 0 +R123f.x = (R3f.x * R6f.w + R2f.x); +PV0f.x = R123f.x; +R127f.y = (R3f.z * R16f.y + R10f.w); +R123f.w = (R3f.y * R16f.z + R10f.y); +PV0f.w = R123f.w; +// 1 +R17f.x = (R0f.x * R17f.z + PV0f.x); +R17f.y = (R0f.y * R18f.z + PV0f.w); +// 2 +R17f.z = (R0f.z * R19f.z + R127f.y); +PV0f.z = R17f.z; +// 3 +R15f.xyz = vec3(R17f.x,R17f.y,PV0f.z); +R15f.w = R17f.w; +// 4 +R14f.xyz = vec3(R4f.x,R4f.y,R4f.z); +R14f.w = R4f.w; +// 5 +R13f.xyz = vec3(R9f.x,R9f.y,R9f.z); +R13f.w = R9f.w; +// 6 +R12f.xyz = vec3(R7f.x,R7f.y,R7f.z); +R12f.w = R7f.w; +// 7 +R11f.xyz = vec3(R6f.x,R6f.y,R6f.z); +R11f.w = R6f.w; +// 8 +R10f.xyz = vec3(R20f.x,R20f.y,R20f.z); +R10f.w = R20f.w; +// export +passPixelColor0 = vec4(R10f.x, R10f.y, R10f.z, R10f.w); +passPixelColor1 = vec4(R11f.x, R11f.y, R11f.z, R11f.w); +passPixelColor2 = vec4(R12f.x, R12f.y, R12f.z, R12f.w); +passPixelColor3 = vec4(R13f.x, R13f.y, R13f.z, R13f.w); +passPixelColor4 = vec4(R14f.x, R14f.y, R14f.z, R14f.w); +passPixelColor5 = vec4(R15f.x, R15f.y, R15f.z, R15f.w); +}