diff --git a/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt b/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt index a6ba3374..0fef13df 100644 --- a/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt +++ b/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt @@ -1,5 +1,5 @@ -640->1280 // To do, go back and remove all test blurs.. @@ -17,7 +19,7 @@ layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -const float resScale = ; +const float resScale = < ? = $scaleFactorX ? >; //const float resScale = 3.5; //3.5 looks nicer highp float lineRand(vec2 co) @@ -30,284 +32,176 @@ highp float lineRand(vec2 co) return fract(sin(sn) * c); } -vec4 blur21Vert(sampler2D image, vec2 vuv, vec2 res) { - // Note, must use gl_FragCord not emulated coordinates to sample between textels - // Two pass implementation - - //iq CC , http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ - vec3 blr = vec3(0.0); - - blr += 0.026109*texture(image, (vuv + vec2(0.0, -15.5)) / res.xy).xyz; - blr += 0.034202*texture(image, (vuv + vec2(0.0, -13.5)) / res.xy).xyz; - blr += 0.043219*texture(image, (vuv + vec2(0.0, -11.5)) / res.xy).xyz; - blr += 0.052683*texture(image, (vuv + vec2(0.0, -9.5)) / res.xy).xyz; - blr += 0.061948*texture(image, (vuv + vec2(0.0, -7.5)) / res.xy).xyz; - blr += 0.070266*texture(image, (vuv + vec2(0.0, -5.5)) / res.xy).xyz; - blr += 0.076883*texture(image, (vuv + vec2(0.0, -3.5)) / res.xy).xyz; - blr += 0.081149*texture(image, (vuv + vec2(0.0, -1.5)) / res.xy).xyz; - blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz; - blr += 0.081149*texture(image, (vuv + vec2(0.0, 1.5)) / res.xy).xyz; - blr += 0.076883*texture(image, (vuv + vec2(0.0, 3.5)) / res.xy).xyz; - blr += 0.070266*texture(image, (vuv + vec2(0.0, 5.5)) / res.xy).xyz; - blr += 0.061948*texture(image, (vuv + vec2(0.0, 7.5)) / res.xy).xyz; - blr += 0.052683*texture(image, (vuv + vec2(0.0, 9.5)) / res.xy).xyz; - blr += 0.043219*texture(image, (vuv + vec2(0.0, 11.5)) / res.xy).xyz; - blr += 0.034202*texture(image, (vuv + vec2(0.0, 13.5)) / res.xy).xyz; - blr += 0.026109*texture(image, (vuv + vec2(0.0, 15.5)) / res.xy).xyz; - blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped - return vec4(blr, 1.0); +// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG +// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful! + +const int samples = 35, //check if must scale to pascal levels +LOD = 2, // gaussian done on MIPmap at scale LOD +sLOD = 1 << LOD; // tile size = 2^LOD +const float sigma = float(samples) * .25; + +float gaussian(vec2 i) { + return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); } +vec4 blur(sampler2D sp, vec2 U, vec2 scale) { + vec4 O = vec4(0); + int s = samples / sLOD; -vec4 blur21Horiz(sampler2D image, vec2 vuv, vec2 res) { - //iq CC - vec3 blr = vec3(0.0); + for (int i = 0; i < s*s; i++) { + vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; + O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); + } - blr += 0.026109*texture(image, (vuv + vec2(-15.5, 0.0)) / res.xy).xyz; - blr += 0.034202*texture(image, (vuv + vec2(-13.5, 0.0)) / res.xy).xyz; - blr += 0.043219*texture(image, (vuv + vec2(-11.5, 0.0)) / res.xy).xyz; - blr += 0.052683*texture(image, (vuv + vec2(-9.5, 0.0)) / res.xy).xyz; - blr += 0.061948*texture(image, (vuv + vec2(-7.5, 0.0)) / res.xy).xyz; - blr += 0.070266*texture(image, (vuv + vec2(-5.5, 0.0)) / res.xy).xyz; - blr += 0.076883*texture(image, (vuv + vec2(-3.5, 0.0)) / res.xy).xyz; - blr += 0.081149*texture(image, (vuv + vec2(-1.5, 0.0)) / res.xy).xyz; - blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz; - blr += 0.081149*texture(image, (vuv + vec2(1.5, 0.0)) / res.xy).xyz; - blr += 0.076883*texture(image, (vuv + vec2(3.5, 0.0)) / res.xy).xyz; - blr += 0.070266*texture(image, (vuv + vec2(5.5, 0.0)) / res.xy).xyz; - blr += 0.061948*texture(image, (vuv + vec2(7.5, 0.0)) / res.xy).xyz; - blr += 0.052683*texture(image, (vuv + vec2(9.5, 0.0)) / res.xy).xyz; - blr += 0.043219*texture(image, (vuv + vec2(11.5, 0.0)) / res.xy).xyz; - blr += 0.034202*texture(image, (vuv + vec2(13.5, 0.0)) / res.xy).xyz; - blr += 0.026109*texture(image, (vuv + vec2(15.5, 0.0)) / res.xy).xyz; - - blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped - return vec4(blr, 1.0); -} - -vec2 Circle(float Start, float Points, float Point) -{ - float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); - return vec2(sin(Rad), cos(Rad)); -} - -vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res){ - //original by jcant0n ? - //vec2 uv = gl_FragCoord.xy / res.xy; - vec2 uv = vuv; - vec2 PixelOffset = 1.9 / res.xy; //1.0 - - float Start = 2.0 / 14.0; - vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy; - - vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; - vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; - vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; - vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; - vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; - vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; - vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; - vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; - vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; - vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; - vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; - vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; - vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; - vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; - vec3 N14 = texture(image, uv).rgb; - - vec3 color = vec3(0, 0, 0); - color.rgb = - (N0 * 0.01478636) + - (N1 * 0.03696590) + - (N2 * 0.07393179) + - (N3 * 0.07393179) + - (N4 * 0.12013917) + - (N5 * 0.16018555) + - (N6 * 0.17620411) + - (N7 * 0.17620411) + - (N8 * 0.16018555) + - (N9 * 0.12013917) + - (N10 * 0.07393179) + - (N11 * 0.07393179) + - (N12 * 0.03696590) + - (N13 * 0.03696590) + - (N14 * 0.01478636); - - return vec4(color.rgb, 1.0); + return O / O.a; } -vec4 blur25(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { - //curent implentation doesn't work in cemu.. - //mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur - vec4 color = vec4(0.0); - vec2 off1 = vec2(1.44827586) * direction; - vec2 off2 = vec2(3.37931034) * direction; - vec2 off3 = vec2(5.31034483) * direction; - vec2 off4 = vec2(7.24137931) * direction; - vec2 off5 = vec2(9.17241379) * direction; - vec2 off6 = vec2(11.10344828) * direction; - - //color += texture2D(image, uv - (off6 / resolution)) * 0.00001361; - color += texture2D(image, uv - (off5 / resolution)) * 0.00044240; - color += texture2D(image, uv - (off4 / resolution)) * 0.00581436; - color += texture2D(image, uv - (off3 / resolution)) * 0.03730881; - color += texture2D(image, uv - (off2 / resolution)) * 0.12888498; - color += texture2D(image, uv - (off1 / resolution)) * 0.25281284; - color += texture2D(image, uv) * 0.14944601; - color += texture2D(image, uv + (off1 / resolution)) * 0.25281284; - color += texture2D(image, uv + (off2 / resolution)) * 0.12888498; - color += texture2D(image, uv + (off3 / resolution)) * 0.03730881; - color += texture2D(image, uv + (off4 / resolution)) * 0.00581436; - color += texture2D(image, uv + (off5 / resolution)) * 0.00044240; - //color += texture2D(image, uv + (off6 / resolution)) * 0.00001361; - ///= 0.93423 - return color /= 0.93423; -} 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)); + if (v == 0x7FFFFFFF) + return floatBitsToInt(1.0); + else if (v == 0xFFFFFFFF) + return floatBitsToInt(0.0); + return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } -float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +float mul_nonIEEE(float a, float b) { 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 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; -R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z) , (passParameterSem0.y + passParameterSem0.w) ); //center point + 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 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; + R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z), (passParameterSem0.y + passParameterSem0.w)); -// 0 -R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale; -R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resScale; -R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale; -R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale; -// 1 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg0f = R0f.x; -backupReg1f = R0f.y; -R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x)/resScale; -R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y)/resScale; -R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z)/resScale; -R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/resScale; + // 0 + R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x) / resScale; + R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y) / resScale; + R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z) / resScale; + R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w) / resScale; + // 1 + backupReg0f = R0f.x; + backupReg1f = R0f.y; + backupReg0f = R0f.x; + backupReg1f = R0f.y; + R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x) / resScale; + R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y) / resScale; + R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z) / resScale; + R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) / resScale; -R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); -R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); -R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); -R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); + //color.a = 1.0; -//vec2 iResolution = textureSize(textureUnitPS0, 0); - -R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)); -R7f = circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)); -R0f = circleBlur(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0)); -R1f = circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)); + R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); + R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); + R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); + R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); -// Sample distance fails :( -//R6f = mix(blur25(textureUnitPS0, R1f.xy, vec2(2560, 1440), vec2(0.0, 1.0)), blur13(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0,0.0)), 0.5); -//R7f = mix(blur25(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(2.0, -3.0)), blur13(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(4.0, 6.0)), 0.5); -//R0f = mix(blur25(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(4.0, -6.0)), blur13(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(2.0, 3.0)), 0.5); -//R1f = mix(blur25(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(8.0, -9.0)), blur13(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.1, 1.5)), 0.5); + vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5); + + vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); + vec2 uv = coord * ps; + + R6f.xyzw = blur(textureUnitPS0, uv, ps); + +// R6f.xyz = blur(textureUnitPS0, uv, ps); +// R6f.w = 1.0; + R7f = R6f; + R0f = R6f; + R1f = R6f; -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.w = tempf.x; -R127f.z = R6f.x + R7f.x; -PS0f = R127f.z; -// 1 -tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = R6f.y + R7f.y; -PS1f = R127f.y; -// 2 -tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -PS0f = R127f.w + PV1f.x; -// 3 -tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -PS1f = PS0f + PV0f.x; -// 4 -backupReg0f = R0f.y; -PV0f.y = PS1f + PV1f.x; -PV0f.z = R127f.y + backupReg0f; -PV0f.w = R6f.z + R7f.z; -// 5 -backupReg0f = R0f.z; -R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x))); -PV1f.x = R123f.x; -PV1f.y = R127f.z + R0f.x; -PV1f.z = PV0f.z + R1f.y; -PV1f.w = PV0f.w + backupReg0f; -// 6 -PV0f.x = PV1f.y + R1f.x; -PV0f.y = PV1f.w + R1f.z; -PV0f.z = PV1f.z * 0.25; -PV0f.w = max(PV1f.x, -(PV1f.x)); -// 7 -PV1f.x = PV0f.x * 0.25; -PV1f.y = PV0f.y * 0.25; -PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y); -PV1f.z = clamp(PV1f.z, 0.0, 1.0); -PV1f.w = max(PV0f.z, 0.0); -// 8 -PV0f.x = max(PV1f.y, 0.0); -R1f.y = min(PV1f.w, 4.0); -PV0f.z = max(PV1f.x, 0.0); -tempResultf = log2(PV1f.z); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 9 -PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); -R1f.z = min(PV0f.x, 4.0); -R1f.x = min(PV0f.z, 4.0); -PS1f = R1f.x; -// 10 -PS0f = exp2(PV1f.x); -// 11 -R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z); -// export -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); + tempf.x = dot(vec4(R2f.x, R2f.y, R2f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0)); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + R127f.w = tempf.x; + R127f.z = R6f.x + R7f.x; + PS0f = R127f.z; + // 1 + tempf.x = dot(vec4(R3f.x, R3f.y, R3f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + R127f.y = R6f.y + R7f.y; + PS1f = R127f.y; + // 2 + tempf.x = dot(vec4(R4f.x, R4f.y, R4f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0)); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + PS0f = R127f.w + PV1f.x; + // 3 + tempf.x = dot(vec4(R5f.x, R5f.y, R5f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + PS1f = PS0f + PV0f.x; + // 4 + backupReg0f = R0f.y; + PV0f.y = PS1f + PV1f.x; + PV0f.z = R127f.y + backupReg0f; + PV0f.w = R6f.z + R7f.z; + // 5 + backupReg0f = R0f.z; + R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x))); + PV1f.x = R123f.x; + PV1f.y = R127f.z + R0f.x; + PV1f.z = PV0f.z + R1f.y; + PV1f.w = PV0f.w + backupReg0f; + // 6 + PV0f.x = PV1f.y + R1f.x; + PV0f.y = PV1f.w + R1f.z; + PV0f.z = PV1f.z * 0.25; + PV0f.w = max(PV1f.x, -(PV1f.x)); + // 7 + PV1f.x = PV0f.x * 0.25; + PV1f.y = PV0f.y * 0.25; + PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y); + PV1f.z = clamp(PV1f.z, 0.0, 1.0); + PV1f.w = max(PV0f.z, 0.0); + // 8 + PV0f.x = max(PV1f.y, 0.0); + R1f.y = min(PV1f.w, 4.0); + PV0f.z = max(PV1f.x, 0.0); + tempResultf = log2(PV1f.z); + if (isinf(tempResultf) == true) tempResultf = -3.40282347E+38F; + PS0f = tempResultf; + // 9 + PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); + R1f.z = min(PV0f.x, 4.0); + R1f.x = min(PV0f.z, 4.0); + PS1f = R1f.x; + // 10 + PS0f = exp2(PV1f.x); + // 11 + R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z); + // export + passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }