mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
[SM3DW][CptToad] Backport new fixes AA, Bloom
Backports new fixes found when updating 1.4 packs AA scaling for Mario, Toad Missing bloomshader
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192
Source/CaptainToad/37a4ec1a7dbc7391_00000000000003c9_ps.txt
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192
Source/CaptainToad/37a4ec1a7dbc7391_00000000000003c9_ps.txt
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 37a4ec1a7dbc7391 //AA fix
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const float resXScale = <?=$scaleFactorY?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x159db800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = 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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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = max(R4f.z, R4f.x);
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PV0f.y = min(R4f.w, R4f.y);
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PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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PV0f.w = min(R4f.z, R4f.x);
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PS0f = max(R4f.w, R4f.y);
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// 1
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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = max(PV0f.x, PS0f);
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R127f.z = R4f.z + -(R4f.y);
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PV1f.z = R127f.z;
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PV1f.w = min(PV0f.w, PV0f.y);
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R126f.z = R4f.w + -(R4f.x);
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PS1f = R126f.z;
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// 2
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PV0f.x = max(PV1f.x, PV1f.y);
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PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[1].x));
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PV0f.z = min(PV1f.x, PV1f.w);
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R3f.x = PV1f.z + PS1f;
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PS0f = R3f.x;
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// 3
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R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y));
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R3f.y = R127f.z + -(R126f.z);
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R0f.w = -(PV0f.z) + PV0f.x;
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// 4
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predResult = (R0f.w > R1f.x);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R1f.x = R4f.y + R4f.x;
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PV0f.x = R1f.x;
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R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
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R0f.w = max(R3f.x, -(R3f.x));
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PV0f.w = R0f.w;
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R4f.x = max(R3f.y, -(R3f.y));
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PS0f = R4f.x;
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// 1
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R1f.x = min(PV0f.w, PS0f);
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R4f.y = -(intBitsToFloat(uf_remappedPS[3].y));
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R0f.z = intBitsToFloat(uf_remappedPS[3].x);
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R0f.w = R4f.z + PV0f.x;
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PV1f.w = R0f.w;
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R4f.x = -(intBitsToFloat(uf_remappedPS[3].x));
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PS1f = R4f.x;
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// 2
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R1f.z = R4f.w + PV1f.w;
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PV0f.z = R1f.z;
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R0f.w = intBitsToFloat(uf_remappedPS[3].y);
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// 3
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w));
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PV1f.y = R1f.y;
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// 4
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backupReg0f = R1f.x;
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R1f.x = max(PV1f.y, backupReg0f);
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PV0f.x = R1f.x;
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// 5
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R1f.w = 1.0 / PV0f.x;
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PS1f = R1f.w;
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// 6
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R1f.x = R3f.x * PS1f;
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PV0f.x = R1f.x;
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R1f.y = R3f.y * PS1f;
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PV0f.y = R1f.y;
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// 7
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R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV1f.x = R1f.x;
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R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV1f.y = R1f.y;
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// 8
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R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
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PV0f.x = R1f.x;
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R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
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PV0f.y = R1f.y;
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// 9
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg0f = R0f.x;
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backupReg3f = R0f.w;
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backupReg1f = R0f.y;
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R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) / resXScale + backupReg0f);
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R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) / resYScale+ backupReg1f);
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R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) / resXScale + backupReg0f);
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R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) / resYScale+ backupReg1f);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R0f.w + R1f.w;
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PV0f.x /= 2.0;
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PV0f.y = R0f.z + R1f.z;
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PV0f.y /= 2.0;
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PV0f.z = backupReg0f + R1f.y;
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PV0f.z /= 2.0;
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PV0f.w = backupReg1f + R1f.x;
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PV0f.w /= 2.0;
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// 1
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PV1f.x = -(R2f.w) + PV0f.x;
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PV1f.y = -(R2f.z) + PV0f.y;
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PV1f.z = -(R2f.y) + PV0f.z;
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PV1f.w = -(R2f.x) + PV0f.w;
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// 2
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg2f = R2f.z;
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backupReg3f = R2f.w;
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R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
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R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
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R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
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R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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Source/CaptainToad/5c1761d13feccdff_0000000000000000_vs.txt
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87
Source/CaptainToad/5c1761d13feccdff_0000000000000000_vs.txt
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 5c1761d13feccdff
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//Bloom fix heat haze
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const float resXScale = <?=$scaleFactorY?>;
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const float resYScale = <?=$scaleFactorY?>;
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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 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 passParameterSem3;
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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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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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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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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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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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R2f = 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 = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf800000);
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R1f.w = 1.0;
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PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
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// 1
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale);
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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PS1f = R2f.x;
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// 2
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R2f.w = PV1f.x;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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@ -0,0 +1,201 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader be99d80628d31127 //AA PS
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// Used for: Scaling AA to resolution
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const float resXScale = <?=$scaleFactorY?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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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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 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = 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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R0f = passParameterSem2;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
R2f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PV0f.x = min(R2f.z, R2f.x);
|
||||
PV0f.y = max(R2f.z, R2f.x);
|
||||
PV0f.z = mul_nonIEEE(R4f.x, intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV0f.w = min(R2f.w, R2f.y);
|
||||
PS0f = max(R2f.w, R2f.y);
|
||||
// 1
|
||||
PV1f.x = min(PV0f.x, PV0f.w);
|
||||
R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R127f.z = R2f.z + -(R2f.y);
|
||||
PV1f.z = R127f.z;
|
||||
PV1f.w = max(PV0f.y, PS0f);
|
||||
R126f.z = R2f.w + -(R2f.x);
|
||||
PS1f = R126f.z;
|
||||
// 2
|
||||
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV0f.y = max(PV1f.y, PV1f.w);
|
||||
PV0f.z = min(PV1f.y, PV1f.x);
|
||||
R3f.x = PV1f.z + PS1f;
|
||||
PS0f = R3f.x;
|
||||
// 3
|
||||
R1f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[1].y));
|
||||
R3f.y = -(PV0f.z) + PV0f.y;
|
||||
R1f.y = R127f.z + -(R126f.z);
|
||||
PS1f = R1f.y;
|
||||
// 4
|
||||
predResult = (R3f.y > R1f.x);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0f = R2f.y;
|
||||
R1f.x = max(R3f.x, -(R3f.x));
|
||||
PV0f.x = R1f.x;
|
||||
R2f.y = backupReg0f + R2f.x;
|
||||
PV0f.y = R2f.y;
|
||||
R0f.z = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
|
||||
R0f.w = max(R1f.y, -(R1f.y));
|
||||
PV0f.w = R0f.w;
|
||||
R2f.x = -(intBitsToFloat(uf_remappedPS[3].x));
|
||||
PS0f = R2f.x;
|
||||
// 1
|
||||
R3f.y = R2f.z + PV0f.y;
|
||||
PV1f.y = R3f.y;
|
||||
R2f.y = min(PV0f.x, PV0f.w);
|
||||
PS1f = R2f.y;
|
||||
// 2
|
||||
R3f.y = R2f.w + PV1f.y;
|
||||
PV0f.y = R3f.y;
|
||||
R1f.z = intBitsToFloat(uf_remappedPS[3].x);
|
||||
R0f.w = intBitsToFloat(uf_remappedPS[3].y);
|
||||
R5f.y = -(intBitsToFloat(uf_remappedPS[3].y));
|
||||
PS0f = R5f.y;
|
||||
// 3
|
||||
backupReg0f = R0f.z;
|
||||
R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w));
|
||||
PV1f.z = R0f.z;
|
||||
// 4
|
||||
backupReg0f = R2f.y;
|
||||
R2f.y = max(PV1f.z, backupReg0f);
|
||||
PV0f.y = R2f.y;
|
||||
// 5
|
||||
R2f.y = 1.0 / PV0f.y;
|
||||
PS1f = R2f.y;
|
||||
// 6
|
||||
backupReg0f = R1f.y;
|
||||
R1f.x = mul_nonIEEE(R3f.x, PS1f);
|
||||
PV0f.x = R1f.x;
|
||||
R1f.y = mul_nonIEEE(backupReg0f, PS1f);
|
||||
PV0f.y = R1f.y;
|
||||
// 7
|
||||
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
|
||||
PV1f.x = R1f.x;
|
||||
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
|
||||
PV1f.y = R1f.y;
|
||||
// 8
|
||||
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.x = R1f.x;
|
||||
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.y = R1f.y;
|
||||
// 9
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg2f = R0f.w;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = (mul_nonIEEE(PV0f.x,R2f.x) /resXScale + backupReg0f);
|
||||
R0f.y = (mul_nonIEEE(PV0f.y,R5f.y) /resYScale+ backupReg1f);
|
||||
R0f.z = (mul_nonIEEE(PV0f.x,R1f.z) /resXScale + backupReg0f);
|
||||
R0f.w = (mul_nonIEEE(PV0f.y,backupReg2f)/ resXScale + backupReg1f);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.x;
|
||||
PV0f.x = R0f.w + R1f.w;
|
||||
PV0f.x /= 2.0;
|
||||
PV0f.y = R0f.z + R1f.z;
|
||||
PV0f.y /= 2.0;
|
||||
PV0f.z = backupReg0f + R1f.y;
|
||||
PV0f.z /= 2.0;
|
||||
PV0f.w = backupReg1f + R1f.x;
|
||||
PV0f.w /= 2.0;
|
||||
// 1
|
||||
PV1f.x = -(R4f.w) + PV0f.x;
|
||||
PV1f.y = -(R4f.z) + PV0f.y;
|
||||
PV1f.z = -(R4f.y) + PV0f.z;
|
||||
PV1f.w = -(R4f.x) + PV0f.w;
|
||||
// 2
|
||||
backupReg0f = R4f.x;
|
||||
backupReg1f = R4f.y;
|
||||
backupReg2f = R4f.z;
|
||||
backupReg3f = R4f.w;
|
||||
R4f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
|
||||
R4f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
|
||||
R4f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
|
||||
R4f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
}
|
Loading…
Reference in New Issue
Block a user