[XCX] Rescale of shadows dof, bloom, motion blur, bias fixes etfc

See issue tracker for more details
https://github.com/slashiee/cemu_graphic_packs/issues/132
This commit is contained in:
getdls 2017-11-12 13:32:43 +01:00
parent 5191a80a5c
commit 596e66f7c8
16 changed files with 4675 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 034f3827969964b2
//shadow acne fix time-of-day station
// to-do Magic value, review other solution.
layout(binding = 1, std140) uniform uniformBlockVS1
{
vec4 uf_blockVS1[1024];
};
layout(binding = 2, std140) uniform uniformBlockVS2
{
vec4 uf_blockVS2[1024];
};
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;
};
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R127i = 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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = 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;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), 0, 1);
// 0
R4i.w = 0x3f800000;
R0i.z = R1i.x * 0x00000003;
PS0i = R0i.z;
// 1
R1i.x = PS0i + 0x00000002;
R0i.y = PS0i + int(1);
R3i.xyzw = floatBitsToInt(uf_blockVS1[R0i.z].xyzw);
R0i.xyzw = floatBitsToInt(uf_blockVS1[R0i.y].xyzw);
R1i.xyzw = floatBitsToInt(uf_blockVS1[R1i.x].xyzw);
// 0
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R3i.w))));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = tempi.x;
// 3
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV0i.x),intBitsToFloat(R4i.w)),vec4(uf_blockVS2[0].x,uf_blockVS2[0].y,uf_blockVS2[0].z,uf_blockVS2[0].w)));
PV1i.x = R1i.x;
PV1i.y = R1i.x;
PV1i.z = R1i.x;
PV1i.w = R1i.x;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R4i.w)),vec4(uf_blockVS2[1].x,uf_blockVS2[1].y,uf_blockVS2[1].z,uf_blockVS2[1].w)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.y = tempi.x;
// 5
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R4i.w)),vec4(uf_blockVS2[2].x,uf_blockVS2[2].y,uf_blockVS2[2].z,uf_blockVS2[2].w)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.z = tempi.x;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R4i.w)),vec4(uf_blockVS2[3].x,uf_blockVS2[3].y,uf_blockVS2[3].z,uf_blockVS2[3].w)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.w = tempi.x;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z)+0.0002, intBitsToFloat(R1i.w)); //shadow bias
// export
// skipped export to semanticId 255
// 0
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 3cc7e98f78c258b4 // brightness workaround.
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
const float preExposure = 0.55; // old brigntess tweak. Truncates at around .45+
const float gammaPostExposure = 1.1; // compensate pre exposure, but loss of contrast when positive.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 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: 0
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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 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.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * preExposure;
// 0
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
R127f.x = clamp(R127f.x, 0.0, 1.0);
R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
R127f.y = clamp(R127f.y, 0.0, 1.0);
PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
R1f.w = 1.0;
// 1
tempResultf = log2(PV0f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.z);
// 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS1f = exp2(R127f.w);
// 6
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS0f = exp2(R127f.x);
// 7
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// export
R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0);
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 59df1c7e1806366c
// aa-restore. Intial version
//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0;
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
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[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
if( activeMaskStackC[1] == true ) {
//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later
R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
backupReg0i = R2i.x;
R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3aaaaaab)); //0.0026041667 / 2 0x3aaaaaab
PV0i.x = R2i.x;
R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
// 1
PV1i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
// 2
R4i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w)));
PV0i.y = R4i.y;
R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.y)));
PV0i.z = R4i.z;
// 3
backupReg0i = R0i.x;
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)/resScale);
PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
// 4
R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
backupReg0i = R0i.x;
predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
if( (0 == 0)) discard;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,1.0,-(1.0))));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
R127i.z = 0;
PS0i = R127i.z;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,-(1.0),1.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
R4i.w = 0x3f800000;
PS1i = R4i.w;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 3
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
PV0i.x = R127i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i));
PV0i.w = R127i.w;
// 5
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale);
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale);
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 6
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z)));
R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.y)));
PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w)));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y));
PS0i = R2i.y;
// 7
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)/ resScale);
// 8
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 9
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i));
// 10
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)));
// 11
PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
// 12
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale);
// 13
backupReg0i = R1i.x;
backupReg1i = R1i.y;
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R1i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.x)));
R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
}
if( activeMaskStackC[1] == true ) {
R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.wy)).xyz);
}
if( activeMaskStackC[1] == true ) {
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x));
// 1
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R2i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R2i.z));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R2i.y));
PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
// 2
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25);
R127i.z = PV1i.x;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PV1i.z)));
PV0i.w = R127i.w;
R126i.y = PV1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
PS0i = R126i.y;
// 3
PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R4i.y))?int(0xFFFFFFFF):int(0x0));
PV1i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0));
R126i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 0.25 + intBitsToFloat(PV0i.y)));
R126i.w = R127i.y;
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
// 4
R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1)));
PV0i.w = R123i.w;
// 5
R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z));
R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
}
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 840947e29015aa9a
// cutscene DOF, reveal talk BG
// To-do Review multi pass performance and bokeh depth
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 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: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
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 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;
R1f = passParameterSem1;
// 0
R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale);
R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale);
R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale);
R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
// 1
backupReg0f = R1f.x;
backupReg1f = R1f.y;
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x)/ resScale,intBitsToFloat(uf_remappedPS[1].y)/ resScale,intBitsToFloat(uf_remappedPS[1].z)/ resScale);
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/ resScale;
vec2 texsizetest = vec2(1280.0, 720.0);
//R4f = blur9(textureUnitPS0, R1f.xy, texsizetest, vec2(1.0, 1.0));
//R3f = blur9(textureUnitPS0, R0f.zw, texsizetest, vec2(1.0, 1.0));
//R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
R3f = (blur9(textureUnitPS1, R2f.xy, texsizetest, vec2(1.0, 1.0))); // remove, redundant, blur on next step
R4f = (blur9(textureUnitPS1, R0f.zw, texsizetest, vec2(1.0, 1.0)));
R5f = (blur9(textureUnitPS1, R1f.xy, texsizetest, vec2(1.0, 1.0)));
R6f = (blur9(textureUnitPS1, R1f.zw, texsizetest, vec2(1.0, 1.0)));
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
// 0
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.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 = R2f.x + R7f.x;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.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 = R2f.y + R7f.y;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.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(R6f.x,R6f.y,R6f.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
PV0f.y = PS1f + PV1f.x;
PV0f.z = R127f.y + R8f.y;
PV0f.w = R2f.z + R7f.z;
// 5
R123f.x = (PV0f.y * 0.25 + -(R0f.x));
PV1f.x = R123f.x;
PV1f.y = R127f.z + R8f.x;
PV1f.z = PV0f.z + R1f.y;
PV1f.w = PV0f.w + R8f.z;
// 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
backupReg0f = R0f.y;
PV1f.x = PV0f.x * 0.25;
PV1f.y = PV0f.y * 0.25;
PV1f.z = backupReg0f * PV0f.w;
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
PV1f.w = max(PV0f.z, 0.0);
// 8
PV0f.x = max(PV1f.y, 0.0);
R0f.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);
R0f.z = min(PV0f.x, 4.0);
R0f.x = min(PV0f.z, 4.0);
PS1f = R0f.x;
// 10
PS0f = exp2(PV1f.x);
// 11
R0f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 8c1e55fd967b0496
// ver/horz alignment tweak, just a magic value
// To-do. Go back and re-center all passes instead.
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0; //
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 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: 6 6 6 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float repositionBloom = 1.00125;
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
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 R123f = vec4(0.0);
vec4 R126f = 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;
vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
// 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[1].x) / resScale);
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
R5f.w = 1.0 ;
PS0f = R5f.w;
// 1
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
//hack aproximate 720 blur
//vec2 texsizetest = vec2(2560.0,1440.0 );
R4f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R3f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R2f = blur9(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
/*
R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
*/
// 0
PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
PV0f.z = R4f.z * intBitsToFloat(uf_remappedPS[0].z);
PV0f.w = max(R3f.x, R4f.x);
R127f.z = max(R3f.y, R4f.y);
PS0f = R127f.z;
// 1
R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R3f.z, R4f.z);
R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
PV1f.z = R123f.z;
R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y);
PV1f.w = R123f.w;
R127f.y = max(PV0f.w, R2f.x);
PS1f = R127f.y;
// 2
R127f.x = max(R127f.z, R2f.y);
R123f.y = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
PV0f.w = R123f.w;
R127f.w = max(PV1f.y, R2f.z);
PS0f = R127f.w;
// 3
backupReg0f = R0f.y;
R123f.x = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R0f.x, R1f.x);
R123f.z = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + PV0f.y);
PV1f.z = R123f.z;
R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
PS1f = max(backupReg0f, R1f.y);
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
PV0f.x = max(R127f.y, PV1f.y);
PV0f.y = max(R0f.z, R1f.z);
R127f.z = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.x);
PV0f.z = R127f.z;
PV0f.w = max(R127f.x, PS1f);
R127f.x = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.z);
PS0f = R127f.x;
// 5
backupReg0f = R0f.z;
PV1f.x = PV0f.x + -(PV0f.z);
PV1f.y = PV0f.w + -(PS0f);
PV1f.z = max(R127f.w, PV0f.y);
R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w);
PV1f.w = R127f.w;
// 6
PV0f.x = PV1f.z + -(PV1f.w);
R5f.y = (PV1f.y * 0.25 + R127f.x);//degree of bloom
R5f.x = (PV1f.x * 0.25 + R127f.z);
PS0f = R5f.x;
// 7
R5f.z = (PV0f.x * 0.25 + R127f.w);
// export
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 91f557914ed24b44
// re-alignt off axis bloom
//To-do Re-do whole chain with centered viewport values.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5376000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float repositionBloom = 1.00225;
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);
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;
R1f = passParameterSem1;
R2f = passParameterSem2;
vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
R2f.xy = R2f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
// 0
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.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;
// 1
PV1f.y = -(R0f.x) + PV0f.x;
// 2
PV0f.x = max(PV1f.y, -(PV1f.y));
// 3
PV1f.w = R0f.y * PV0f.x;
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
// 4
tempResultf = log2(PV1f.w);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 5
PV1f.y = PS0f * intBitsToFloat(uf_remappedPS[0].w);
// 6
PS0f = exp2(PV1f.y);
// 7
R2f.w = PS0f * intBitsToFloat(uf_remappedPS[0].z); //sharpen
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4d4b09634a7eab30
// Last step vertical blend - _disabled probably overkill.
// To-do candidate for multi pass / bokeh replacement
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedPS[7];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fde000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf51aa000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4e12000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//const float resScale = 2.0;
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 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R15f.xyzw = (texture(textureUnitPS2, R0f.xy).xyzw);
// 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);
R16f.w = R15f.w;
PS0f = R16f.w;
// 1
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].z) / resScale);
R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].w) / resScale);
// 2
R3f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
R3f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
R2f.z = R0f.x + (intBitsToFloat(uf_remappedPS[2].z) / resScale);
R2f.w = R0f.y + (intBitsToFloat(uf_remappedPS[2].w) / resScale);
// 3
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].z) / resScale);
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].w)/ resScale);
R5f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
R6f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
R7f.xyzw = (texture(textureUnitPS1, R2f.xy).xyzw);
R9f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
R8f.xyzw = (texture(textureUnitPS1, R3f.xy).xyzw);
R11f.xyzw = (texture(textureUnitPS1, R2f.zw).xyzw);
R10f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
// 0
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[4].z) / resScale);
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[4].w) / resScale);
R127f.z = R5f.w + -(0.5);
R127f.z *= 2.0;
R127f.z = clamp(R127f.z, 0.0, 1.0);
PS0f = R127f.z;
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[5].x) / resScale);
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[5].y) / resScale);
R2f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[5].z) / resScale);
R2f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[5].w) / resScale);
PS1f = R5f.x + -(0.0);
// 2
PV0f.x = R5f.y + -(0.0);
R127f.y = R6f.w + -(0.5);
R127f.y *= 2.0;
R127f.y = clamp(R127f.y, 0.0, 1.0);
R126f.z = R127f.z + 1.0;
PV0f.w = R5f.z + -(0.0);
R125f.z = (R127f.z * PS1f + R15f.x);
PS0f = R125f.z;
// 3
R123f.x = (R127f.z * PV0f.w + R15f.z);
PV1f.x = R123f.x;
R123f.y = (R127f.z * PV0f.x + R15f.y);
PV1f.y = R123f.y;
PV1f.z = R6f.x + -(0.0);
PV1f.w = R6f.y + -(0.0);
PS1f = R6f.z + -(0.0);
// 4
R3f.x = (R127f.y * PV1f.w + PV1f.y);
R3f.y = (R127f.y * PV1f.z + R125f.z);
R1f.z = R7f.w + -(0.5);
R1f.z *= 2.0;
R1f.z = clamp(R1f.z, 0.0, 1.0);
R1f.w = R126f.z + R127f.y;
R0f.w = (R127f.y * PS1f + PV1f.x);
PS0f = R0f.w;
R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
// 0
PV0f.x = R7f.y + -(0.0);
PV0f.y = R7f.x + -(0.0);
R126f.z = R1f.w + R1f.z;
PV0f.w = R7f.z + -(0.0);
R127f.x = R9f.w + -(0.5);
R127f.x *= 2.0;
R127f.x = clamp(R127f.x, 0.0, 1.0);
PS0f = R127f.x;
// 1
R126f.x = (R1f.z * PV0f.w + R0f.w);
R123f.y = (R1f.z * PV0f.x + R3f.x);
PV1f.y = R123f.y;
R123f.z = (R1f.z * PV0f.y + R3f.y);
PV1f.z = R123f.z;
PV1f.w = R9f.x + -(0.0);
PS1f = R9f.y + -(0.0);
// 2
backupReg0f = R126f.z;
R125f.x = R8f.w + -(0.5);
R125f.x *= 2.0;
R125f.x = clamp(R125f.x, 0.0, 1.0);
PV0f.y = R9f.z + -(0.0);
R126f.z = backupReg0f + R127f.x;
R127f.w = (R127f.x * PV1f.w + PV1f.z);
R126f.w = (R127f.x * PS1f + PV1f.y);
PS0f = R126f.w;
// 3
PV1f.x = R8f.x + -(0.0);
PV1f.y = R8f.y + -(0.0);
R123f.z = (R127f.x * PV0f.y + R126f.x);
PV1f.z = R123f.z;
R125f.w = R5f.w + -(intBitsToFloat(0x3f666666));
PS1f = R8f.z + -(0.0);
// 4
backupReg0f = R125f.x;
backupReg0f = R125f.x;
backupReg1f = R126f.z;
backupReg0f = R125f.x;
backupReg0f = R125f.x;
R125f.x = (backupReg0f * PV1f.y + R126f.w);
R127f.y = (backupReg0f * PV1f.x + R127f.w);
R126f.z = backupReg1f + backupReg0f;
R127f.w = R11f.w + -(0.5);
R127f.w *= 2.0;
R127f.w = clamp(R127f.w, 0.0, 1.0);
R126f.w = (backupReg0f * PS1f + PV1f.z);
PS0f = R126f.w;
// 5
R127f.x = -(R15f.y) + R5f.y;
R126f.y = -(R15f.x) + R5f.x;
R125f.z = R125f.w * intBitsToFloat(0x41200000);
R125f.z = clamp(R125f.z, 0.0, 1.0);
R125f.w = -(R15f.z) + R5f.z;
R127f.z = R6f.w + -(intBitsToFloat(0x3f666666));
PS1f = R127f.z;
// 6
PV0f.x = R11f.x + -(0.0);
PV0f.y = R11f.y + -(0.0);
R124f.z = R8f.w + -(intBitsToFloat(0x3f666666));
R124f.w = R7f.w + -(intBitsToFloat(0x3f666666));
PS0f = R11f.z + -(0.0);
// 7
backupReg0f = R125f.x;
backupReg1f = R127f.w;
backupReg2f = R127f.y;
backupReg1f = R127f.w;
R125f.x = R10f.w + -(0.5);
R125f.x *= 2.0;
R125f.x = clamp(R125f.x, 0.0, 1.0);
R127f.y = R126f.z + R127f.w;
R126f.z = (R127f.w * PV0f.y + backupReg0f);
R127f.w = (backupReg1f * PV0f.x + backupReg2f);
R125f.y = (backupReg1f * PS0f + R126f.w);
PS1f = R125f.y;
// 8
backupReg0f = R127f.x;
backupReg1f = R126f.y;
backupReg2f = R127f.z;
R127f.x = (R125f.w * R125f.z + R15f.z);
R126f.y = (backupReg0f * R125f.z + R15f.y);
R127f.z = (backupReg1f * R125f.z + R15f.x);
R125f.w = backupReg2f * intBitsToFloat(0x41200000);
R125f.w = clamp(R125f.w, 0.0, 1.0);
R126f.x = -(R15f.x) + R6f.x;
PS0f = R126f.x;
// 9
R6f.x = R124f.w * intBitsToFloat(0x41200000);
R6f.x = clamp(R6f.x, 0.0, 1.0);
R124f.y = -(R15f.x) + R7f.x;
R125f.z = -(R15f.z) + R6f.z;
R124f.w = -(R15f.y) + R6f.y;
R124f.x = -(R15f.y) + R7f.y;
PS1f = R124f.x;
// 10
R7f.x = R124f.z * intBitsToFloat(0x41200000);
R7f.x = clamp(R7f.x, 0.0, 1.0);
R7f.y = R9f.w + -(intBitsToFloat(0x3f666666));
R124f.z = -(R15f.x) + R8f.x;
R126f.w = -(R15f.z) + R7f.z;
R7f.w = -(R15f.y) + R8f.y;
PS0f = R7f.w;
// 11
backupReg0f = R8f.z;
PV1f.x = R10f.y + -(0.0);
PV1f.y = R10f.z + -(0.0);
R8f.z = -(R15f.z) + backupReg0f;
PV1f.w = R10f.x + -(0.0);
R8f.y = R10f.w + -(intBitsToFloat(0x3f666666));
PS1f = R8f.y;
// 12
backupReg0f = R125f.x;
backupReg0f = R125f.x;
backupReg1f = R127f.y;
backupReg0f = R125f.x;
backupReg0f = R125f.x;
R125f.x = (backupReg0f * PV1f.w + R127f.w);
R127f.y = (backupReg0f * PV1f.x + R126f.z);
R126f.z = R12f.w + -(0.5);
R126f.z *= 2.0;
R126f.z = clamp(R126f.z, 0.0, 1.0);
R127f.w = backupReg1f + backupReg0f;
R7f.z = (backupReg0f * PV1f.y + R125f.y);
PS0f = R7f.z;
// 13
backupReg0f = R126f.x;
backupReg1f = R126f.y;
backupReg2f = R127f.z;
backupReg3f = R124f.w;
R126f.x = max(R15f.z, R127f.x);
R126f.y = (backupReg0f * R125f.w + R15f.x);
R127f.z = max(R15f.y, backupReg1f);
R124f.w = max(R15f.x, backupReg2f);
R127f.x = (backupReg3f * R125f.w + R15f.y);
PS1f = R127f.x;
// 14
backupReg0f = R6f.x;
backupReg0f = R6f.x;
backupReg1f = R124f.y;
backupReg0f = R6f.x;
backupReg2f = R125f.z;
R6f.x = (R126f.w * backupReg0f + R15f.z);
R124f.y = (R124f.x * backupReg0f + R15f.y);
R125f.z = (backupReg1f * backupReg0f + R15f.x);
R126f.w = (backupReg2f * R125f.w + R15f.z);
R8f.x = R7f.y * intBitsToFloat(0x41200000);
R8f.x = clamp(R8f.x, 0.0, 1.0);
PS0f = R8f.x;
// 15
backupReg0f = R9f.x;
R9f.x = (R124f.z * R7f.x + R15f.x);
R125f.y = -(R15f.z) + R9f.z;
R9f.z = -(R15f.y) + R9f.y;
R9f.w = -(R15f.x) + backupReg0f;
R124f.x = (R7f.w * R7f.x + R15f.y);
PS1f = R124f.x;
// 16
backupReg0f = R8f.y;
backupReg1f = R8f.z;
backupReg2f = R7f.x;
R7f.x = R11f.w + -(intBitsToFloat(0x3f666666));
R8f.y = backupReg0f * intBitsToFloat(0x41200000);
R8f.y = clamp(R8f.y, 0.0, 1.0);
R8f.z = -(R15f.x) + R10f.x;
R7f.w = (backupReg1f * backupReg2f + R15f.z);
R6f.z = -(R15f.y) + R10f.y;
PS0f = R6f.z;
// 17
PV1f.x = R12f.x + -(0.0);
R10f.y = -(R15f.z) + R10f.z;
R124f.z = R12f.y + -(0.0);
R125f.w = R12f.z + -(0.0);
R8f.w = R4f.w + -(0.5);
R8f.w *= 2.0;
R8f.w = clamp(R8f.w, 0.0, 1.0);
PS1f = R8f.w;
// 18
R10f.x = R127f.w + R126f.z;
R9f.y = R4f.w + -(intBitsToFloat(0x3f666666));
R10f.z = max(R124f.w, R126f.y);
R10f.w = max(R127f.z, R127f.x);
R5f.z = (R126f.z * PV1f.x + R125f.x);
PS0f = R5f.z;
// 19
backupReg0f = R7f.z;
backupReg1f = R7f.w;
backupReg2f = R6f.x;
R6f.x = max(R126f.x, R126f.w);
R7f.y = (R126f.z * R124f.z + R127f.y);
R7f.z = (R126f.z * R125f.w + backupReg0f);
R7f.w = max(R124f.x, R124f.y);
R6f.w = max(backupReg1f, backupReg2f);
PS1f = R6f.w;
// 20
backupReg0f = R8f.x;
backupReg0f = R8f.x;
backupReg1f = R9f.z;
backupReg0f = R8f.x;
R8f.x = (R9f.w * backupReg0f + R15f.x);
R6f.y = max(R9f.x, R125f.z);
R9f.z = (R125f.y * backupReg0f + R15f.z);
R9f.w = (backupReg1f * backupReg0f + R15f.y);
R5f.y = -(R15f.y) + R11f.y;
PS0f = R5f.y;
// 21
backupReg0f = R7f.x;
backupReg1f = R10f.y;
R7f.x = -(R15f.z) + R11f.z;
R10f.y = (R8f.z * R8f.y + R15f.x);
R11f.z = -(R15f.x) + R11f.x;
R11f.w = backupReg0f * intBitsToFloat(0x41200000);
R11f.w = clamp(R11f.w, 0.0, 1.0);
R8f.z = (backupReg1f * R8f.y + R15f.z);
PS1f = R8f.z;
// 0
R124f.x = R12f.w + -(intBitsToFloat(0x3f666666));
R125f.y = R4f.y + -(0.0);
R125f.z = R4f.x + -(0.0);
R126f.w = (R6f.z * R8f.y + R15f.y);
R126f.x = R4f.z + -(0.0);
PS0f = R126f.x;
// 1
R127f.x = -(R15f.z) + R4f.z;
R127f.y = -(R15f.y) + R4f.y;
R126f.z = -(R15f.x) + R4f.x;
R125f.w = R9f.y * intBitsToFloat(0x41200000);
R125f.w = clamp(R125f.w, 0.0, 1.0);
R124f.z = R10f.x + R8f.w;
PS1f = R124f.z;
// 2
R125f.x = max(R10f.z, R8f.x);
R124f.y = R13f.w + -(0.5);
R124f.y *= 2.0;
R124f.y = clamp(R124f.y, 0.0, 1.0);
R127f.z = max(R6f.x, R9f.z);
R127f.w = R14f.w + -(intBitsToFloat(0x3f666666));
R9f.z = (R8f.w * R125f.y + R7f.y);
PS0f = R9f.z;
// 3
backupReg0f = R6f.y;
backupReg1f = R125f.z;
backupReg2f = R126f.x;
R126f.x = max(R10f.w, R9f.w);
R6f.y = R124f.x * intBitsToFloat(0x41200000);
R6f.y = clamp(R6f.y, 0.0, 1.0);
R125f.z = max(R10f.y, backupReg0f);
R124f.w = (R8f.w * backupReg1f + R5f.z);
R126f.y = (R8f.w * backupReg2f + R7f.z);
PS1f = R126f.y;
// 4
backupReg0f = R12f.x;
backupReg1f = R12f.y;
R12f.x = max(R8f.z, R6f.w);
R12f.y = max(R126f.w, R7f.w);
R5f.z = -(R15f.x) + backupReg0f;
R6f.w = -(R15f.y) + backupReg1f;
R7f.w = -(R15f.z) + R12f.z;
PS0f = R7f.w;
// 5
backupReg0f = R127f.y;
R124f.x = (R126f.z * R125f.w + R15f.x);
R127f.y = (R7f.x * R11f.w + R15f.z);
R126f.z = (R5f.y * R11f.w + R15f.y);
R126f.w = (R11f.z * R11f.w + R15f.x);
R8f.z = (backupReg0f * R125f.w + R15f.y);
PS1f = R8f.z;
// 6
backupReg0f = R127f.x;
backupReg1f = R125f.w;
R127f.x = R13f.x + -(0.0);
R125f.y = R13f.y + -(0.0);
R11f.z = R13f.z + -(0.0);
R125f.w = (backupReg0f * backupReg1f + R15f.z);
R12f.z = R13f.w + -(intBitsToFloat(0x3f666666));
PS0f = R12f.z;
// 7
backupReg0f = R124f.z;
R6f.x = R127f.w * intBitsToFloat(0x41200000);
R6f.x = clamp(R6f.x, 0.0, 1.0);
R5f.y = -(R15f.x) + R14f.x;
R124f.z = R14f.w + -(0.5);
R124f.z *= 2.0;
R124f.z = clamp(R124f.z, 0.0, 1.0);
R127f.w = backupReg0f + R124f.y;
R7f.x = -(R15f.y) + R14f.y;
PS1f = R7f.x;
// 8
backupReg0f = R126f.z;
backupReg1f = R127f.x;
R127f.x = max(R125f.x, R126f.w);
R10f.y = R2f.w + -(intBitsToFloat(0x3f666666));
R126f.z = max(R126f.x, backupReg0f);
R126f.w = -(R15f.z) + R14f.z;
R7f.y = (R124f.y * backupReg1f + R124f.w);
PS0f = R7f.y;
// 9
backupReg0f = R127f.y;
backupReg1f = R125f.z;
R125f.x = (R124f.y * R125f.y + R9f.z);
R127f.y = max(R125f.w, R12f.x);
R125f.z = max(R127f.z, backupReg0f);
R11f.w = max(R124f.x, backupReg1f);
R125f.y = R14f.x + -(0.0);
PS1f = R125f.y;
// 10
backupReg0f = R8f.z;
backupReg1f = R12f.y;
R12f.x = -(R15f.x) + R13f.x;
R12f.y = R12f.z * intBitsToFloat(0x41200000);
R12f.y = clamp(R12f.y, 0.0, 1.0);
R8f.z = max(backupReg0f, backupReg1f);
R124f.w = (R124f.y * R11f.z + R126f.y);
R8f.x = R2f.w + -(0.5);
R8f.x *= 2.0;
R8f.x = clamp(R8f.x, 0.0, 1.0);
PS0f = R8f.x;
// 11
R124f.x = (R7f.w * R6f.y + R15f.z);
R126f.y = (R6f.w * R6f.y + R15f.y);
R127f.z = (R5f.z * R6f.y + R15f.x);
R6f.w = -(R15f.y) + R13f.y;
R5f.z = -(R15f.z) + R13f.z;
PS1f = R5f.z;
// 12
backupReg0f = R14f.z;
backupReg1f = R126f.w;
R126f.x = R14f.y + -(0.0);
R124f.y = (R7f.x * R6f.x + R15f.y);
R14f.z = (R5f.y * R6f.x + R15f.x);
R125f.w = backupReg0f + -(0.0);
R126f.w = (backupReg1f * R6f.x + R15f.z);
PS0f = R126f.w;
// 13
R6f.x = R10f.y * intBitsToFloat(0x41200000);
R6f.x = clamp(R6f.x, 0.0, 1.0);
R10f.y = -(R15f.y) + R2f.y;
R13f.z = R127f.w + R124f.z;
R127f.w = -(R15f.x) + R2f.x;
R5f.y = -(R15f.z) + R2f.z;
PS1f = R5f.y;
// 14
backupReg0f = R127f.x;
backupReg1f = R127f.z;
R127f.x = max(R126f.w, R127f.y);
R127f.y = max(R125f.z, R124f.x);
R127f.z = max(R126f.z, R126f.y);
R126f.w = max(backupReg0f, backupReg1f);
R14f.w = R2f.x + -(0.0);
PS0f = R14f.w;
// 15
backupReg0f = R126f.x;
backupReg1f = R124f.z;
backupReg2f = R125f.y;
R126f.x = (R124f.z * R125f.w + R124f.w);
R125f.y = (R124f.z * backupReg0f + R125f.x);
R124f.z = (backupReg1f * backupReg2f + R7f.y);
R124f.w = max(R14f.z, R11f.w);
R11f.w = max(R124f.y, R8f.z);
PS1f = R11f.w;
// 16
R123f.x = (R6f.w * R12f.y + R15f.y);
PV0f.x = R123f.x;
R123f.y = (R12f.x * R12f.y + R15f.x);
PV0f.y = R123f.y;
R126f.z = R2f.y + -(0.0);
R125f.w = (R5f.z * R12f.y + R15f.z);
R124f.y = R2f.z + -(0.0);
PS0f = R124f.y;
// 17
backupReg0f = R127f.z;
R125f.x = (R127f.w * R6f.x + R15f.x);
R126f.y = max(R126f.w, PV0f.y);
R127f.z = (R5f.y * R6f.x + R15f.z);
R127f.w = (R10f.y * R6f.x + R15f.y);
R5f.y = max(backupReg0f, PV0f.x);
PS1f = R5f.y;
// 18
backupReg0f = R126f.z;
backupReg1f = R126f.x;
R126f.x = max(R127f.y, R125f.w);
R127f.y = (R8f.x * R14f.w + R124f.z);
R126f.z = (R8f.x * backupReg0f + R125f.y);
PV0f.w = R13f.z + R8f.x;
R124f.z = (R8f.x * R124f.y + backupReg1f);
PS0f = R124f.z;
// 19
PV1f.x = max(R127f.w, R11f.w);
PV1f.y = max(R125f.x, R124f.w);
PV1f.w = max(R127f.z, R127f.x);
R127f.z = 1.0 / PV0f.w;
PS1f = R127f.z;
// 20
backupReg0f = R126f.x;
R126f.x = max(backupReg0f, PV1f.w);
PV0f.y = max(R5f.y, PV1f.x);
PV0f.z = max(R126f.y, PV1f.y);
R127f.w = R127f.y * PS1f;
PV0f.w = R127f.w;
R127f.x = R126f.z * PS1f;
PS0f = R127f.x;
// 21
PV1f.y = PV0f.y + -(PS0f);
PV1f.z = PV0f.z + -(PV0f.w);
R124f.w = R124f.z * R127f.z;
PV1f.w = R124f.w;
// 22
PV0f.x = R126f.x + -(PV1f.w);
R16f.y = (PV1f.y * intBitsToFloat(uf_remappedPS[6].x) + R127f.x);
R16f.x = (PV1f.z * intBitsToFloat(uf_remappedPS[6].x) + R127f.w);
PS0f = R16f.x;
// 23
R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R124f.w);
// export
passPixelColor0 = vec4(R16f.x, R16f.y, R16f.z, R16f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 59df1c7e1806366c
// aaremoval. Can't be combined with AA restore as they share the same shader.
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
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[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
/*
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
if( activeMaskStackC[1] == true ) {
R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw);
R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
backupReg0i = R2i.x;
R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaab));
PV0i.x = R2i.x;
R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
// 1
PV1i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
// 2
R4i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w)));
PV0i.y = R4i.y;
R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.y)));
PV0i.z = R4i.z;
// 3
backupReg0i = R0i.x;
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x));
PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
// 4
R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
backupReg0i = R0i.x;
predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
if( (0 == 0)) discard;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,1.0,-(1.0))));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
R127i.z = 0;
PS0i = R127i.z;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,-(1.0),1.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
R4i.w = 0x3f800000;
PS1i = R4i.w;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 3
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
PV0i.x = R127i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i));
PV0i.w = R127i.w;
// 5
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 6
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z)));
R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.y)));
PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w)));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y));
PS0i = R2i.y;
// 7
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z));
// 8
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 9
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i));
// 10
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)));
// 11
PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
// 12
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z));
// 13
backupReg0i = R1i.x;
backupReg1i = R1i.y;
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R1i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.x)));
R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
}
if( activeMaskStackC[1] == true ) {
R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.wy)).xyz);
}
if( activeMaskStackC[1] == true ) {
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x));
// 1
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R2i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R2i.z));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R2i.y));
PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
// 2
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25);
R127i.z = PV1i.x;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PV1i.z)));
PV0i.w = R127i.w;
R126i.y = PV1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
PS0i = R126i.y;
// 3
PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R4i.y))?int(0xFFFFFFFF):int(0x0));
PV1i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0));
R126i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 0.25 + intBitsToFloat(PV0i.y)));
R126i.w = R127i.y;
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
// 4
R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1)));
PV0i.w = R123i.w;
// 5
R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z));
R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
}
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
*/
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 5eb82314ffb8484e // bg scale, probably overkill to scale
// Bgscale - _disabled probably overkill.
// To-do candidate for multi pass / bokeh replacement
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 2.0;
uniform ivec4 uf_remappedPS[7];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
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 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 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);
R17f.w = R14f.w;
PS0f = R17f.w;
// 1
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].z) / resScale);
R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].w) / resScale);
R16f.w = R14f.w;
PS1f = R16f.w;
// 2
R3f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
R3f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
R2f.z = R0f.x + (intBitsToFloat(uf_remappedPS[2].z) / resScale);
R2f.w = R0f.y + (intBitsToFloat(uf_remappedPS[2].w) / resScale);
// 3
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].z) / resScale);
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].w) / resScale);
R5f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R7f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R9f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
R8f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R10f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
// 0
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[4].z) / resScale);
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[4].w) / resScale);
R127f.x = R5f.w + -(0.5);
R127f.x *= 2.0;
R127f.x = clamp(R127f.x, 0.0, 1.0);
PS0f = R127f.x;
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[5].z) / resScale);
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[5].w) / resScale);
R2f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[5].x) / resScale);
R2f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[5].y) / resScale);
PS1f = R5f.x + -(0.0);
// 2
R126f.x = R127f.x + 1.0;
PV0f.y = R5f.z + -(0.0);
PV0f.z = R5f.y + -(0.0);
R127f.w = R6f.w + -(0.5);
R127f.w *= 2.0;
R127f.w = clamp(R127f.w, 0.0, 1.0);
R125f.x = (R127f.x * PS1f + R14f.x);
PS0f = R125f.x;
// 3
PV1f.x = R6f.x + -(0.0);
PV1f.y = R6f.y + -(0.0);
R123f.z = (R127f.x * PV0f.y + R14f.z);
PV1f.z = R123f.z;
R123f.w = (R127f.x * PV0f.z + R14f.y);
PV1f.w = R123f.w;
PS1f = R6f.z + -(0.0);
// 4
R3f.x = R7f.w + -(0.5);
R3f.x *= 2.0;
R3f.x = clamp(R3f.x, 0.0, 1.0);
R3f.y = R126f.x + R127f.w;
R1f.z = (R127f.w * PV1f.y + PV1f.w);
R1f.w = (R127f.w * PV1f.x + R125f.x);
R2f.y = (R127f.w * PS1f + PV1f.z);
PS0f = R2f.y;
R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
R15f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
// 0
R126f.x = R3f.y + R3f.x;
PV0f.y = R7f.z + -(0.0);
PV0f.z = R7f.y + -(0.0);
PV0f.w = R7f.x + -(0.0);
R127f.z = R9f.w + -(0.5);
R127f.z *= 2.0;
R127f.z = clamp(R127f.z, 0.0, 1.0);
PS0f = R127f.z;
// 1
R123f.x = (R3f.x * PV0f.w + R1f.w);
PV1f.x = R123f.x;
R127f.y = R5f.w + -(intBitsToFloat(0x3f666666));
R126f.z = (R3f.x * PV0f.y + R2f.y);
R127f.w = (R3f.x * PV0f.z + R1f.z);
PS1f = R9f.x + -(0.0);
// 2
PV0f.x = R9f.y + -(0.0);
R126f.y = R126f.x + R127f.z;
R124f.z = R8f.w + -(0.5);
R124f.z *= 2.0;
R124f.z = clamp(R124f.z, 0.0, 1.0);
PV0f.w = R9f.z + -(0.0);
R125f.z = (R127f.z * PS1f + PV1f.x);
PS0f = R125f.z;
// 3
R126f.x = (R127f.z * PV0f.w + R126f.z);
R125f.y = (R127f.z * PV0f.x + R127f.w);
R126f.z = R127f.y * intBitsToFloat(0x41200000);
R126f.z = clamp(R126f.z, 0.0, 1.0);
R127f.w = -(R14f.x) + R5f.x;
R127f.z = -(R14f.y) + R5f.y;
PS1f = R127f.z;
// 4
R125f.x = R6f.w + -(intBitsToFloat(0x3f666666));
R124f.y = -(R14f.z) + R5f.z;
R5f.z = R7f.w + -(intBitsToFloat(0x3f666666));
PV0f.w = R8f.x + -(0.0);
R127f.y = R8f.y + -(0.0);
PS0f = R127f.y;
// 5
backupReg0f = R126f.y;
backupReg1f = R125f.z;
PV1f.x = R8f.z + -(0.0);
R126f.y = R8f.w + -(intBitsToFloat(0x3f666666));
R125f.z = backupReg0f + R124f.z;
R125f.w = R10f.w + -(0.5);
R125f.w *= 2.0;
R125f.w = clamp(R125f.w, 0.0, 1.0);
R126f.w = (R124f.z * PV0f.w + backupReg1f);
PS1f = R126f.w;
// 6
backupReg0f = R126f.x;
backupReg1f = R127f.y;
backupReg2f = R127f.z;
R126f.x = (R127f.w * R126f.z + R14f.x);
R127f.y = (R124f.z * PV1f.x + backupReg0f);
R127f.z = (R124f.z * backupReg1f + R125f.y);
R124f.w = (backupReg2f * R126f.z + R14f.y);
R5f.w = R125f.x * intBitsToFloat(0x41200000);
R5f.w = clamp(R5f.w, 0.0, 1.0);
PS0f = R5f.w;
// 7
backupReg0f = R124f.y;
backupReg1f = R126f.z;
R125f.x = -(R14f.x) + R6f.x;
R124f.y = -(R14f.y) + R6f.y;
R126f.z = (backupReg0f * backupReg1f + R14f.z);
R6f.w = -(R14f.z) + R6f.z;
R1f.w = -(R14f.x) + R7f.x;
PS1f = R1f.w;
// 8
backupReg0f = R126f.y;
R127f.x = R5f.z * intBitsToFloat(0x41200000);
R127f.x = clamp(R127f.x, 0.0, 1.0);
R126f.y = -(R14f.z) + R7f.z;
R124f.z = -(R14f.y) + R7f.y;
R7f.w = R9f.w + -(intBitsToFloat(0x3f666666));
R2f.w = backupReg0f * intBitsToFloat(0x41200000);
R2f.w = clamp(R2f.w, 0.0, 1.0);
PS0f = R2f.w;
// 9
R124f.x = -(R14f.z) + R8f.z;
R125f.y = -(R14f.y) + R8f.y;
R8f.z = -(R14f.x) + R8f.x;
R127f.w = R10f.x + -(0.0);
PS1f = R10f.y + -(0.0);
// 10
R8f.x = R10f.w + -(intBitsToFloat(0x3f666666));
R6f.y = R125f.z + R125f.w;
PV0f.z = R10f.z + -(0.0);
R8f.w = R11f.w + -(0.5);
R8f.w *= 2.0;
R8f.w = clamp(R8f.w, 0.0, 1.0);
R5f.x = (R125f.w * PS1f + R127f.z);
PS0f = R5f.x;
// 11
backupReg0f = R126f.x;
backupReg1f = R124f.z;
R126f.x = max(R14f.x, backupReg0f);
R5f.y = (R125f.w * R127f.w + R126f.w);
R124f.z = max(R14f.z, R126f.z);
R3f.w = (R125f.w * PV0f.z + R127f.y);
R126f.w = (backupReg1f * R127f.x + R14f.y);
PS1f = R126f.w;
// 12
backupReg0f = R125f.x;
backupReg1f = R126f.y;
R125f.x = max(R14f.y, R124f.w);
R126f.y = (R6f.w * R5f.w + R14f.z);
R126f.z = (R124f.y * R5f.w + R14f.y);
R124f.w = (backupReg0f * R5f.w + R14f.x);
R125f.z = (backupReg1f * R127f.x + R14f.z);
PS0f = R125f.z;
// 13
backupReg0f = R127f.x;
backupReg1f = R9f.z;
R127f.x = (R1f.w * backupReg0f + R14f.x);
R124f.y = -(R14f.x) + R9f.x;
R9f.z = R7f.w * intBitsToFloat(0x41200000);
R9f.z = clamp(R9f.z, 0.0, 1.0);
R125f.w = -(R14f.y) + R9f.y;
R1f.w = -(R14f.z) + backupReg1f;
PS1f = R1f.w;
// 14
backupReg0f = R124f.x;
backupReg1f = R125f.y;
R124f.x = (backupReg0f * R2f.w + R14f.z);
R125f.y = R8f.x * intBitsToFloat(0x41200000);
R125f.y = clamp(R125f.y, 0.0, 1.0);
R127f.z = (backupReg1f * R2f.w + R14f.y);
R127f.w = (R8f.z * R2f.w + R14f.x);
R2f.w = -(R14f.y) + R10f.y;
PS0f = R2f.w;
// 15
backupReg0f = R10f.x;
backupReg1f = R10f.z;
R10f.x = -(R14f.x) + backupReg0f;
R127f.y = R11f.y + -(0.0);
R10f.zwy = vec3(-(R14f.z),R11f.x,R11f.z) + vec3(backupReg1f,-(0.0),-(0.0));
PS1f = R10f.y;
// 16
backupReg0f = R126f.x;
backupReg1f = R124f.z;
backupReg2f = R126f.y;
R126f.x = max(backupReg0f, R124f.w);
R126f.y = max(R125f.x, R126f.z);
R126f.z = R6f.y + R8f.w;
R7f.w = R12f.w + -(0.5);
R7f.w *= 2.0;
R7f.w = clamp(R7f.w, 0.0, 1.0);
R124f.z = max(backupReg1f, backupReg2f);
PS0f = R124f.z;
// 17
R8f.x = max(R124f.x, R125f.z);
R9f.y = max(R127f.z, R126f.w);
R127f.z = max(R127f.w, R127f.x);
R127f.w = (R124f.y * R9f.z + R14f.x);
R124f.y = (R125f.w * R9f.z + R14f.y);
PS1f = R124f.y;
// 18
backupReg0f = R127f.y;
R127f.x = (R1f.w * R9f.z + R14f.z);
R127f.y = (R10f.x * R125f.y + R14f.x);
R125f.z = (R2f.w * R125f.y + R14f.y);
R1f.w = (R10f.z * R125f.y + R14f.z);
R2f.w = (R8f.w * backupReg0f + R5f.x);
PS0f = R2f.w;
// 19
backupReg0f = R10f.y;
R10f.x = (R8f.w * R10f.w + R5f.y);
R10f.y = R12f.x + -(0.0);
R9f.z = (R8f.w * backupReg0f + R3f.w);
R8f.w = R12f.y + -(0.0);
R9f.x = R12f.z + -(0.0);
PS1f = R9f.x;
// 20
R7f.x = R12f.w + -(intBitsToFloat(0x3f666666));
R8f.y = R11f.w + -(intBitsToFloat(0x3f666666));
R10f.z = R126f.z + R7f.w;
R10f.w = max(R126f.y, R124f.y);
R7f.y = max(R124f.z, R127f.x);
PS0f = R7f.y;
// 21
backupReg0f = R9f.y;
R6f.x = R13f.w + -(intBitsToFloat(0x3f666666));
R9f.y = max(R126f.x, R127f.w);
R8f.z = max(R127f.y, R127f.z);
R9f.w = R4f.w + -(0.5);
R9f.w *= 2.0;
R9f.w = clamp(R9f.w, 0.0, 1.0);
R5f.z = max(R125f.z, backupReg0f);
PS1f = R5f.z;
// 0
R127f.x = (R7f.w * R9f.x + R9f.z);
R127f.y = max(R1f.w, R8f.x);
R125f.z = R8f.y * intBitsToFloat(0x41200000);
R125f.z = clamp(R125f.z, 0.0, 1.0);
R127f.w = (R7f.w * R10f.y + R10f.x);
R124f.y = -(R14f.z) + R11f.z;
PS0f = R124f.y;
// 1
R125f.x = -(R14f.y) + R11f.y;
R11f.y = R7f.x * intBitsToFloat(0x41200000);
R11f.y = clamp(R11f.y, 0.0, 1.0);
R127f.z = (R7f.w * R8f.w + R2f.w);
R125f.w = -(R14f.x) + R11f.x;
R125f.y = -(R14f.y) + R12f.y;
PS1f = R125f.y;
// 2
backupReg0f = R12f.x;
R12f.x = -(R14f.z) + R12f.z;
R126f.yzw = vec3(R4f.x,-(R14f.x),R4f.y) + vec3(-(0.0),backupReg0f,-(0.0));
R126f.x = R4f.z + -(0.0);
PS0f = R126f.x;
// 3
backupReg0f = R10f.z;
R124f.x = R4f.w + -(intBitsToFloat(0x3f666666));
R8f.y = R6f.x * intBitsToFloat(0x41200000);
R8f.y = clamp(R8f.y, 0.0, 1.0);
R10f.z = R13f.w + -(0.5);
R10f.z *= 2.0;
R10f.z = clamp(R10f.z, 0.0, 1.0);
R124f.w = backupReg0f + R9f.w;
R12f.y = -(R14f.x) + R13f.x;
PS1f = R12f.y;
// 4
backupReg0f = R127f.x;
R127f.x = -(R14f.y) + R13f.y;
R10f.y = max(R9f.y, R8f.z);
R124f.z = R15f.w + -(intBitsToFloat(0x3f666666));
R12f.w = -(R14f.z) + R13f.z;
R9f.y = (R9f.w * R126f.x + backupReg0f);
PS0f = R9f.y;
// 5
backupReg0f = R124f.x;
backupReg1f = R7f.y;
backupReg2f = R10f.w;
R124f.x = (R9f.w * R126f.y + R127f.w);
R7f.y = backupReg0f * intBitsToFloat(0x41200000);
R7f.y = clamp(R7f.y, 0.0, 1.0);
R12f.z = max(backupReg1f, R127f.y);
R10f.w = max(backupReg2f, R5f.z);
R5f.z = -(R14f.x) + R4f.x;
PS1f = R5f.z;
// 6
backupReg0f = R127f.z;
R126f.x = (R125f.w * R125f.z + R14f.x);
R126f.y = (R124f.y * R125f.z + R14f.z);
R127f.z = (R9f.w * R126f.w + backupReg0f);
R125f.w = (R125f.x * R125f.z + R14f.y);
R127f.y = (R12f.x * R11f.y + R14f.z);
PS0f = R127f.y;
// 7
backupReg0f = R125f.y;
backupReg1f = R126f.z;
R12f.x = -(R14f.z) + R4f.z;
R125f.y = R13f.x + -(0.0);
R126f.z = (backupReg0f * R11f.y + R14f.y);
R126f.w = (backupReg1f * R11f.y + R14f.x);
R8f.z = R0f.w + -(0.5);
R8f.z *= 2.0;
R8f.z = clamp(R8f.z, 0.0, 1.0);
PS1f = R8f.z;
// 8
backupReg0f = R4f.y;
R125f.x = R13f.y + -(0.0);
R4f.y = -(R14f.y) + backupReg0f;
R125f.z = R124f.w + R10f.z;
R124f.w = R13f.z + -(0.0);
R127f.w = R0f.w + -(intBitsToFloat(0x3f666666));
PS0f = R127f.w;
// 9
backupReg0f = R127f.x;
R127f.x = (R12f.w * R8f.y + R14f.z);
R124f.y = (backupReg0f * R8f.y + R14f.y);
R123f.z = (R12f.y * R8f.y + R14f.x);
PV1f.z = R123f.z;
R12f.w = R124f.z * intBitsToFloat(0x41200000);
R12f.w = clamp(R12f.w, 0.0, 1.0);
R4f.x = -(R14f.x) + R15f.x;
PS1f = R4f.x;
// 10
R13f.x = (R10f.z * R125f.y + R124f.x);
R125f.y = max(PV1f.z, R126f.w);
R124f.z = -(R14f.z) + R15f.z;
R126f.w = -(R14f.y) + R15f.y;
R124f.x = max(R10f.w, R125f.w);
PS0f = R124f.x;
// 11
backupReg0f = R125f.x;
backupReg1f = R124f.y;
R125f.x = (R10f.z * R124f.w + R9f.y);
R124f.y = (R10f.z * backupReg0f + R127f.z);
R10f.z = max(backupReg1f, R126f.z);
R125f.w = max(R127f.x, R127f.y);
R127f.y = R0f.x + -(0.0);
PS1f = R127f.y;
// 12
backupReg0f = R126f.x;
backupReg1f = R126f.y;
backupReg2f = R127f.w;
R126f.x = (R5f.z * R7f.y + R14f.x);
R126f.y = max(R10f.y, backupReg0f);
R126f.z = (R12f.x * R7f.y + R14f.z);
R127f.w = max(R12f.z, backupReg1f);
R5f.z = backupReg2f * intBitsToFloat(0x41200000);
R5f.z = clamp(R5f.z, 0.0, 1.0);
PS0f = R5f.z;
// 13
backupReg0f = R4f.y;
R12f.x = -(R14f.z) + R0f.z;
R4f.y = -(R14f.x) + R0f.x;
R127f.z = (backupReg0f * R7f.y + R14f.y);
R124f.w = R0f.z + -(0.0);
R7f.y = R15f.w + -(0.5);
R7f.y *= 2.0;
R7f.y = clamp(R7f.y, 0.0, 1.0);
PS1f = R7f.y;
// 14
backupReg0f = R0f.y;
backupReg1f = R125f.z;
R127f.x = R0f.y + -(0.0);
R0f.y = -(R14f.y) + backupReg0f;
R125f.z = backupReg1f + R8f.z;
R123f.w = (R4f.x * R12f.w + R14f.x);
PV0f.w = R123f.w;
R0f.x = (R126f.w * R12f.w + R14f.y);
PS0f = R0f.x;
// 15
backupReg0f = R126f.x;
R126f.x = max(R126f.y, backupReg0f);
R126f.y = max(R124f.x, R127f.z);
R127f.z = max(PV0f.w, R125f.y);
R123f.w = (R124f.z * R12f.w + R14f.z);
PV1f.w = R123f.w;
R124f.x = R15f.x + -(0.0);
PS1f = R124f.x;
// 16
backupReg0f = R127f.x;
backupReg1f = R126f.z;
R127f.x = (R8f.z * R127f.y + R13f.x);
R127f.y = (R8f.z * backupReg0f + R124f.y);
R126f.z = max(R127f.w, backupReg1f);
R127f.w = (R8f.z * R124f.w + R125f.x);
R124f.y = max(PV1f.w, R125f.w);
PS0f = R124f.y;
// 17
R123f.x = (R4f.y * R5f.z + R14f.x);
PV1f.x = R123f.x;
R123f.y = (R0f.y * R5f.z + R14f.y);
PV1f.y = R123f.y;
R124f.z = max(R0f.x, R10f.z);
// 18
backupReg0f = R126f.y;
R123f.x = (R12f.x * R5f.z + R14f.z);
PV0f.x = R123f.x;
R126f.y = max(R126f.x, PV1f.x);
PV0f.z = R15f.z + -(0.0);
PV0f.w = R15f.y + -(0.0);
R5f.z = max(backupReg0f, PV1f.y);
PS0f = R5f.z;
// 19
backupReg0f = R127f.x;
backupReg1f = R126f.z;
backupReg2f = R127f.w;
R127f.x = (R7f.y * PV0f.w + R127f.y);
R127f.y = (R7f.y * R124f.x + backupReg0f);
R126f.z = R125f.z + R7f.y;
R127f.w = max(backupReg1f, PV0f.x);
R125f.w = (R7f.y * PV0f.z + backupReg2f);
PS1f = R125f.w;
// 20
PV0f.x = max(R10f.y, R127f.z);
PV0f.z = max(R12f.z, R124f.y);
PV0f.w = max(R10f.w, R124f.z);
R127f.z = 1.0 / R6f.y;
PS0f = R127f.z;
// 21
backupReg0f = R126f.y;
R124f.x = max(PV0f.w, R5f.z);
R126f.y = max(PV0f.x, backupReg0f);
R5f.z = R5f.y * PS0f;
R14f.w = max(PV0f.z, R127f.w);
PS1f = 1.0 / R126f.z;
// 22
backupReg0f = R3f.w;
R12f.x = R5f.x * R127f.z;
PV0f.x = R12f.x;
R5f.y = R127f.y * PS1f;
PV0f.y = R5f.y;
R14f.z = R127f.x * PS1f;
PV0f.z = R14f.z;
R3f.w = backupReg0f * R127f.z;
PV0f.w = R3f.w;
R15f.z = R125f.w * PS1f;
PS0f = R15f.z;
// 23
backupReg0f = R10f.y;
backupReg1f = R12f.z;
R5f.x = R10f.w + -(PV0f.x);
R10f.y = backupReg0f + -(R5f.z);
R12f.z = -(PV0f.y) + R126f.y;
R10f.w = backupReg1f + -(PV0f.w);
R6f.y = -(PV0f.z) + R124f.x;
PS1f = R6f.y;
// 0
PV0f.x = -(R15f.z) + R14f.w;
R17f.y = (R5f.x * intBitsToFloat(uf_remappedPS[6].x) + R12f.x);
R17f.z = (R10f.w * intBitsToFloat(uf_remappedPS[6].x) + R3f.w);
R17f.x = (R10f.y * intBitsToFloat(uf_remappedPS[6].x) + R5f.z);
PS0f = R17f.x;
// 1
R16f.x = (R12f.z * intBitsToFloat(uf_remappedPS[6].x) + R5f.y);
PV1f.x = R16f.x;
R16f.y = (R6f.y * intBitsToFloat(uf_remappedPS[6].x) + R14f.z);
PV1f.y = R16f.y;
R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R15f.z);
PV1f.z = R16f.z;
// 2
R1f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
R1f.w = R16f.w;
// 3
R0f.xyz = vec3(R17f.x,R17f.y,R17f.z);
R0f.w = R17f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader b253dca415790207
// motion blur fix
// To-do, review just hardcoding half length for higher res, probably looks better
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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 R123f = vec4(0.0);
vec4 R126f = 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)/ resScale;
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale;
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale;
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale;
R5f.w = 1.0;
PS0f = R5f.w;
// 1
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale;
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale;
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale;
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale;
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/resScale;
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
PV0f.x = R3f.y + -(0.5);
PV0f.x *= 2.0;
PV0f.y = R3f.x + -(0.5);
PV0f.y *= 2.0;
R127f.z = R4f.x + -(0.5);
R127f.z *= 2.0;
R127f.w = R4f.y + -(0.5);
R127f.w *= 2.0;
PS0f = R3f.z * intBitsToFloat(uf_remappedPS[0].z);
// 1
R123f.x = (R4f.z * intBitsToFloat(uf_remappedPS[1].z) + PS0f);
PV1f.x = R123f.x;
R127f.y = R2f.x + -(0.5);
R127f.y *= 2.0;
PV1f.z = PV0f.y * intBitsToFloat(uf_remappedPS[0].z);
PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].z);
R126f.z = R2f.y + -(0.5);
R126f.z *= 2.0;
PS1f = R126f.z;
// 2
R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[1].z) + PV1f.z);
PV0f.x = R123f.x;
R126f.y = R1f.x + -(0.5);
R126f.y *= 2.0;
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[1].z) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
PV0f.w = R123f.w;
R127f.w = R1f.y + -(0.5);
R127f.w *= 2.0;
PS0f = R127f.w;
// 3
R123f.x = (R126f.z * intBitsToFloat(uf_remappedPS[2].z) + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (R127f.y * intBitsToFloat(uf_remappedPS[2].z) + PV0f.x);
PV1f.y = R123f.y;
R126f.z = R0f.x + -(0.5);
R126f.z *= 2.0;
R123f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
PV1f.w = R123f.w;
R126f.w = R0f.y + -(0.5);
R126f.w *= 2.0;
PS1f = R126f.w;
// 4
R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[4].z) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R126f.y * intBitsToFloat(uf_remappedPS[3].z) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
PV0f.z = R123f.z;
// 5
R123f.y = (R126f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R126f.z * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y);
PV1f.z = R123f.z;
R5f.z = PV0f.x;
PS1f = R5f.z;
// 6
R5f.x = PV1f.z + 1.0;
R5f.x /= 2.0;
R5f.y = PV1f.y + 1.0;
R5f.y /= 2.0;
// export
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader b3fb199c73caa796
// open world and skell bloom.
// To-do - As long as brigntess fix is used, this will always be dodgy ..
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0;
//const float exposure = 0.9;
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//const float repositionBloom = 1.00125;
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
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 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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)/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.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
// 0
PV0f.x = R2f.z + R3f.z;
PV0f.y = R2f.y + R3f.y;
PV0f.z = R2f.x + R3f.x;
PV0f.w = R2f.w + R3f.w;
// 1
PV1f.x = PV0f.x + R4f.z;
PV1f.y = PV0f.y + R4f.y;
PV1f.z = PV0f.z + R4f.x;
PV1f.w = PV0f.w + R4f.w;
R127f.x = R6f.x + R7f.x;
PS1f = R127f.x;
// 2
PV0f.x = PV1f.x + R5f.z;
PV0f.y = PV1f.y + R5f.y;
PV0f.z = PV1f.z + R5f.x;
PV0f.w = PV1f.w + R5f.w;
R127f.w = R6f.y + R7f.y;
PS0f = R127f.w;
// 3
PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
R127f.z = R6f.z + R7f.z;
PS1f = R127f.z;
// 4
PV0f.x = max(PV1f.x, 0.0);
PV0f.y = max(PV1f.y, 0.0);
PV0f.z = max(PV1f.z, 0.0);
PV0f.w = max(PV1f.w, 0.0);
R126f.y = R6f.w + R7f.w;
PS0f = R126f.y;
// 5
R6f.x = min(PV0f.x, 4.0);
PV1f.x = R6f.x;
R125f.y = min(PV0f.y, 4.0);
PV1f.y = R125f.y;
R126f.z = min(PV0f.z, 4.0);
PV1f.z = R126f.z;
R125f.w = min(PV0f.w, 4.0);
R124f.x = R127f.x + R0f.x;
PS1f = R124f.x;
// 6
PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
PS0f = R127f.y;
// 7
R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
PV1f.y = max(PV0f.z, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.w, 0.0);
R126f.x = max(PV0f.x, 0.0);
PS1f = R126f.x;
// 8
backupReg0f = R127f.y;
R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
PV0f.x = R125f.x;
PV0f.y = R125f.x;
PV0f.z = R125f.x;
PV0f.w = R125f.x;
R127f.y = max(backupReg0f, 0.0);
PS0f = R127f.y;
// 9
backupReg0f = R126f.y;
backupReg1f = R127f.x;
backupReg2f = R127f.w;
R127f.x = R127f.z + R0f.z;
R126f.y = backupReg0f + R0f.w;
PV1f.z = max(backupReg1f, 0.0);
R127f.w = backupReg2f + R0f.y;
R126f.w = R126f.z * PV0f.x;
PS1f = R126f.w;
// 10
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R124f.w = tempf.x;
R127f.z = R125f.y * R125f.x;
PS0f = R127f.z;
// 11
PV1f.x = R125f.w * R125f.x;
PV1f.y = R6f.x * R125f.x;
R125f.z = R127f.w + R1f.y;
R127f.w = R127f.x + R1f.z;
R0f.w = R126f.y + R1f.w;
PS1f = R0f.w;
// 12
backupReg0f = R124f.x;
R124f.x = (R125f.y * R124f.w + R127f.z);
R125f.y = (R6f.x * R124f.w + PV1f.y);
PV0f.z = backupReg0f + R1f.x;
R123f.w = (R126f.z * R124f.w + R126f.w);
PV0f.w = R123f.w;
R127f.x = (R125f.w * R124f.w + PV1f.x);
PS0f = R127f.x;
// 13
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
// 14
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
R0f.x = max(PV1f.z, PS1f);
PS0f = R0f.x;
// 15
R0f.y = max(R126f.y, PV0f.z);
R0f.z = max(R125f.x, PV0f.y);
R0f.w = max(R127f.w, PV0f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader cf4eda5057e1a527
//shadow acne fix in city.
// to-do Magic value, review other solution.
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;
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 = R2f.x;
backupReg1f = R2f.y;
R2f.x = backupReg0f;
R2f.y = backupReg1f;
PV0f.z = R1f.y * intBitsToFloat(uf_remappedVS[0].y);
PV0f.w = R1f.x * intBitsToFloat(uf_remappedVS[0].x);
// 1
R1f.x = PV0f.w + intBitsToFloat(uf_remappedVS[0].z) + 0.0006;
R1f.y = PV0f.z + intBitsToFloat(uf_remappedVS[0].w);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader d8e69e8df8c227f5
// Inital blur step pixelation fix, naive blur9 hack to aproximate 720 blur.
// To-do review performance hit of multi pass and depth for bokeh blur
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0; //
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 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: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float repositionBlur = 1.00425;
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
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 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;
vec2 scaleFactor = vec2(repositionBlur, repositionBlur); //Added
R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
// 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);
//hack aproximate 720 blur
R6f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); // note, check what goes wrong with textureSize(textureUnitPS0, 0),
R7f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0));
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
/*
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
*/
// 0// 0.125, 31.875, 8128.125
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);
//R1f = blur9(textureUnitPS0, R1f.xy, vec2(2560.0, 1440.0), vec2(1.0, 0.0));
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader d936195db0dd8e7d
// cross fade brightness
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
const float preExposure = 0.55; // old brigntess tweak. Truncates at around .45+
const float gammaPostExposure = 1.1; // compensate pre exposure, but loss of contrast when positive.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 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: 0
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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 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.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
R127f.z = clamp(R127f.z, 0.0, 1.0);
R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
R127f.w = clamp(R127f.w, 0.0, 1.0);
R2f.w = 1.0;
PS0f = R2f.w;
// 1
tempResultf = log2(PV0f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.w);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.x);
// 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS1f = exp2(R127f.y);
// 6
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS0f = exp2(R127f.w);
// 7
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R1f.z + -(R0f.z);
PV0f.y = R1f.y + -(backupReg0f);
PV0f.z = R1f.x + -(backupReg1f);
// 1
R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
// export
R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader fdb5a87dd0368c6b
// shadows scaling, ie 4096 = x4
// To do - some nice edge smoothing at higher res
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 4;
uniform ivec4 uf_remappedPS[23];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2DShadow textureUnitPS1;// Tex1 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf571a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2
layout(binding = 3) uniform sampler2DShadow textureUnitPS3;// Tex3 addr 0xf591a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 6 6 6 border: 2
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
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[4];
bool activeMaskStackC[5];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStack[2] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStackC[3] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
if( activeMaskStackC[1] == true ) {
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R5i.w = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PS0i));
R6i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].y) * 1.0);
R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) * 1.0);
R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) * 1.0);
R4i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].x) * 1.0);
PS1i = R4i.x;
// 2
R5i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PV1i.x));
R7i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV1i.x));
R5i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) * 1.0);
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) * 1.0);
// 3
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].x)+ intBitsToFloat(R127i.w)));
PV1i.x = R123i.x;
R127i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].z) + intBitsToFloat(PV0i.w)));
R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].y) + intBitsToFloat(backupReg0i)));
PV1i.w = R123i.w;
// 4
R127i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(PV1i.w)));
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(R4i.x)));
R127i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R6i.y)));
// 5
R126i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z)));
R126i.w = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(R127i.z)));
// 6
backupReg0i = R127i.x;
backupReg1i = R127i.y;
backupReg2i = R127i.w;
R127i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R126i.z)));
R127i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(backupReg0i)));
PV0i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(backupReg1i)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(backupReg2i)));
// 7
backupReg0i = R126i.y;
backupReg1i = R126i.w;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5));
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5));
R123i.z = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(backupReg0i)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(backupReg1i)));
// 8
R6i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(R127i.x)));
R5i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(R127i.w)));
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z)));
R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PS0i = R2i.x;
// 9
R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z));
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z));
R0i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y))));
PS1i = R0i.y;
// 10
R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z));
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z));
R0i.w = PV1i.y;
R0i.w = clampFI32(R0i.w);
R1i.w = PV1i.z;
R1i.w = clampFI32(R1i.w);
PS0i = R1i.w;
// 11
R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale);
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z));
R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale);
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
R3i.w = PV0i.y;
R3i.w = clampFI32(R3i.w);
PS1i = R3i.w;
// 12
R1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[10].x) / resScale);
R1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[10].y) / resScale);
R2i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[12].x) / resScale);
R4i.w = PV1i.y;
R4i.w = clampFI32(R4i.w);
R2i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[12].y) / resScale);
PS0i = R2i.y;
// 13
R3i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[11].x) / resScale);
R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[11].y) / resScale);
R4i.z = floatBitsToInt(intBitsToFloat(R6i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale);
R6i.w = ((R127i.x == 0)?(0):(R126i.x));
R4i.y = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale);
PS1i = R4i.y;
}
if( activeMaskStackC[1] == true ) {
R8i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.xz), intBitsToFloat(R0i.w))));
R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w))));
R9i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.zy), intBitsToFloat(R2i.w))));
R10i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w))));
R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R4i.zy), intBitsToFloat(R4i.w))));
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R7i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].x) * 1.0);
PV0i.x = R7i.x;
R1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].y) * 1.0);
PV0i.y = R1i.y;
R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].z) * 1.0);
PV0i.z = R2i.z;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(PV0i.x)));
PV1i.w = R123i.w;
// 2
R123i.y = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV1i.w)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV1i.x)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV1i.z)));
PV0i.w = R123i.w;
// 3
R3i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV0i.y)));
R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV0i.w)));
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV0i.z)));
// 4
predResult = (R6i.w != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
PV0i.z = floatBitsToInt(intBitsToFloat(R8i.x) + intBitsToFloat(R0i.x));
R5i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R0i.y)));
// 1
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R9i.x));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R10i.x));
// 3
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25);
// 4
predResult = (intBitsToFloat(R5i.w) > intBitsToFloat(0x3eae147b));
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x));
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z));
PV0i.z = R1i.z;
// 1
R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x));
R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z));
PV1i.z = R1i.z;
R0i.w = PV0i.z;
R0i.w = clampFI32(R0i.w);
// 2
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x));
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z));
PV0i.z = R1i.z;
R8i.w = PV1i.z;
R8i.w = clampFI32(R8i.w);
// 3
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z));
PV1i.z = R1i.z;
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
// 4
R3i.w = PV1i.z;
R3i.w = clampFI32(R3i.w);
}
if( activeMaskStackC[3] == true ) {
R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w))));
R0i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R8i.xy), intBitsToFloat(R8i.w))));
R2i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w))));
R3i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w))));
}
if( activeMaskStackC[3] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R5i.w) + -(intBitsToFloat(0x3eae147b)));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x));
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000));
// 2
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R3i.x));
// 3
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * 0.25 + -(intBitsToFloat(R1i.w))));
PV1i.x = R123i.x;
// 4
backupReg0i = R1i.w;
R1i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R127i.y) + intBitsToFloat(backupReg0i)));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(R2i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(R1i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(R7i.x)));
PV0i.w = R123i.w;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R3i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV1i.x)));
PV0i.x = R3i.x;
R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV1i.w)));
PV0i.y = R3i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV1i.z)));
// 3
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
// 4
R0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.x = R0i.x;
R0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
PV0i.y = R0i.y;
// 5
PV1i.x = ((0.5 > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0));
PV1i.y = ((0.5 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 6
R0i.w = ((PV1i.y == 0)?(0):(PV1i.x));
// 7
predResult = (R0i.w != 0);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R0i.z;
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z));
R6i.w = floatBitsToInt(max(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y)));
// 1
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) / resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) / resScale);
R0i.w = PV0i.z;
R0i.w = clampFI32(R0i.w);
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) / resScale);
PS1i = R1i.y;
// 2
backupReg0i = R0i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale);
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale);
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z));
R1i.w = R127i.x;
R1i.w = clampFI32(R1i.w);
// 3
backupReg0i = R3i.x;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale);
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z));
R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y) / resScale);
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
// 4
R3i.w = PV1i.y;
R3i.w = clampFI32(R3i.w);
}
if( activeMaskStackC[3] == true ) {
R0i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w))));
R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R1i.zy), intBitsToFloat(R1i.w))));
R2i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w))));
R3i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xz), intBitsToFloat(R3i.w))));
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.x));
// 3
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25);
// 4
predResult = (intBitsToFloat(R6i.w) > intBitsToFloat(0x3eae147b));
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
backupReg0i = R4i.x;
R4i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(backupReg0i)));
PV0i.x = R4i.x;
R1i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R6i.y)));
PV0i.y = R1i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z)));
PV0i.z = R0i.z;
// 1
R4i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(PV0i.x)));
PV1i.x = R4i.x;
R1i.y = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(PV0i.y)));
PV1i.y = R1i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(PV0i.z)));
PV1i.z = R0i.z;
// 2
R4i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(PV1i.x)));
PV0i.x = R4i.x;
R1i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(PV1i.y)));
PV0i.y = R1i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z)));
PV0i.z = R0i.z;
// 3
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x));
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y));
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z));
PV1i.z = R0i.z;
// 4
R4i.w = PV1i.z;
R4i.w = clampFI32(R4i.w);
}
if( activeMaskStackC[4] == true ) {
R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R4i.xy), intBitsToFloat(R4i.w))));
}
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(R1i.w)) + intBitsToFloat(R0i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.w) + -(intBitsToFloat(0x3eae147b)));
// 1
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000));
// 2
backupReg0i = R1i.w;
R1i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg0i)));
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(R1i.x)) + 1.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R5i.y) + -(0.5));
PV0i.w = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
// 3
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(0x3ecccccd)));
// 4
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x41200000));
PV0i.y = clampFI32(PV0i.y);
// 5
R1i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.x)));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22].x) + intBitsToFloat(uf_remappedPS[22].y)));
R0i.w = 0;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w));
}