mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-21 17:19:18 +01:00
Update NSMBU to V5, add No HUD Pack, additions to BotW's Fog pack
Thanks to Seb from the Discord for this new No HUD pack!
This commit is contained in:
parent
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commit
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@ -1,43 +0,0 @@
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[Definition]
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titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
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name = Resolution
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path = "New Super Mario Bros. U/Enhancements/Fancy FX" #and luigi
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description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia.
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version = 4
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[Preset]
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name = 2560x1440 (Native x2)
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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[Preset]
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name = 1920x1080 (HD)
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$internalRes = 1
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.25
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[Preset]
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name = 3840x2160 (4k - Native x3)
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$internalRes = 1
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x001
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overwriteFormat = 0x005
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x01a
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overwriteFormat = 0x01f
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@ -1,107 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 03285368cf940e37 //box bg
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//float dither = $dither ;
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//float scaleShader = $scaleShader;
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float scaleBlur = ($scaleBlur); //0.25 4k
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int sampleScale = 2;
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//float lightBloom = 0.95;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 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: 1
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layout(location = 0) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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const int samples = 8 * sampleScale, //8 or 4 balances xy position
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0.0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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//O / O.a;
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return vec4(O.x, O.y, O.z, 0.0)*17; //16 exact, 17 ~ a touch more haze to compensate res increase
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}
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem3;
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vec2 coord = passParameterSem3.xy*textureSize(textureUnitPS0, 0); //
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R1f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz;
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R2f.xyz = R1f.xyz;
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R3f.xyz = R1f.xyz;
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R0f.xyz = R1f.xyz;
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/*
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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*/
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// 0
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PV0f.x = R1f.z + R2f.z;
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PV0f.x /= 2.0;
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PV0f.z = R1f.y + R2f.y;
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PV0f.z /= 2.0;
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PV0f.w = R1f.x + R2f.x;
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PV0f.w /= 2.0;
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// 1
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R123f.x = (R3f.y * 0.5 + PV0f.z);
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PV1f.x = R123f.x;
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R123f.y = (R3f.x * 0.5 + PV0f.w);
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PV1f.y = R123f.y;
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R123f.w = (R3f.z * 0.5 + PV0f.x);
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PV1f.w = R123f.w;
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// 2
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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R0f.x = (backupReg0f * 0.5 + PV1f.y)/2.0;
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R0f.y = (backupReg1f * 0.5 + PV1f.x)/2.0;
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R0f.z = (backupReg2f * 0.5 + PV1f.w)/2.0;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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[Definition]
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titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
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name = Resolution
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path = "New Super Mario Bros. U/Graphics/Resolution" #and luigi
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description = Changes the resolution of the game. Made by getdls.
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version = 4
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//compatible resolutions
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.01
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$scaleShader = 0.5
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$scaleBlur = 0.0
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// Quality
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[Preset]
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name = 1920x1080 (HD)
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.15
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$scaleShader = 1.0
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$scaleBlur = 0.25
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.25
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[Preset]
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name = 2560x1440 (Native x2)
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.5
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 0.75
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[Preset]
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name = 3840x2160 (4k - Native x3)
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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// Enthusiast
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[Preset]
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name = 7680x4320
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$width = 7680
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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[Preset]
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name = 10240x5760
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$width = 10240
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$height = 5760
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1
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$dither = 0.25
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$scaleShader = 1.0
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$scaleBlur = 1.0
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#[TextureRedefine] # Tile map, dont scale
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#width = 2048
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#height = 512
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[TextureRedefine]
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width = 1280
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height = 720
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#formats = 0x80e,0x01a,0x001
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] #map shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = ($height/$gameHeight) * 1024
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overwriteHeight = ($height/$gameHeight) * 1024
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[TextureRedefine] #Pad
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width = 864
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height = 480
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] #Pad
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width = 854
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height = 480
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] #Horizon blur
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width = 640
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height = 368
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 368
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[TextureRedefine] #Horizon blur
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width = 640
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height = 360
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#formats = 0x01a
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 360
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[TextureRedefine]
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width = 512
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height = 256
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 512
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overwriteHeight = ($height/$gameHeight) * 256
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[TextureRedefine]
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width = 256
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height = 128
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine]
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width = 320
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height = 180
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#formatsExcluded =
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 320
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height = 180
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#formatsExcluded =
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 160
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height = 208
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#formats = 0x80e,0x01a
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 208
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[TextureRedefine] #portraits
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width = 160
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height = 196
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#formats = 0x80e,0x01a
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formatsExcluded = 0x033
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 196
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[TextureRedefine]
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width = 160
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height = 90
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#formatsExcluded =
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 90
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[TextureRedefine]
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width = 128
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height = 64
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 64
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[TextureRedefine]
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width = 64
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height = 32
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 64
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overwriteHeight = ($height/$gameHeight) * 32
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[TextureRedefine]
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width = 32
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height = 16
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formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 32
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overwriteHeight = ($height/$gameHeight) * 16
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## Gradient don't scale
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#width = 48
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#height = 48
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#[TextureRedefine]
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#width = 1
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#height = 1
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#formatsExcluded =
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#overwriteWidth = ($width/$gameWidth) * 1
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#overwriteHeight = ($height/$gameHeight) * 1
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[NSMBU+LUv0]
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moduleMatches = 0x1049CED8, 0x777D7B44
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#remove check for mii data
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0x024D7394 = b .+0xE8
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[NSMBUv64USv80EU]
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moduleMatches = 0x6CAEA914, 0xFA29C89F
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#remove check for mii data
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0x024D71C4 = b .+0xE8
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[NSMBUv0USv0EU]
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moduleMatches = 0xA7A5ECF1, 0xC7B938AD
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#remove check for mii data
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0x024BDE70 = b .+0xE8
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[NSLUv0EU]
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moduleMatches = 0xA3705C0B
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#remove check for mii data
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0x024D7158 = b .+0xE8
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#Note for future versions take the crash log and get the module checksum from the user. Subtract 0x7c from the link register in the crash log to be the address we patch.
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 2e2543216c04766d
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// Used for: Fog Around Water
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float fogOpacity = float($waterFogOpacity);
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float fogRed = float($waterFogOpacity);
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float fogGreen = float($waterFogOpacity);
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float fogBlue = float($waterFogOpacity);
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 9) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[14];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[14];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
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TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;
|
||||
TEXTURE_LAYOUT(6, 1, 3) uniform sampler2D textureUnitPS6;
|
||||
TEXTURE_LAYOUT(7, 1, 4) uniform sampler2D textureUnitPS7;
|
||||
TEXTURE_LAYOUT(8, 1, 5) uniform samplerCubeArray textureUnitPS8;
|
||||
TEXTURE_LAYOUT(10, 1, 6) uniform sampler2DArray textureUnitPS10;
|
||||
TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;
|
||||
TEXTURE_LAYOUT(13, 1, 8) uniform sampler2D textureUnitPS13;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem6;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
|
||||
{
|
||||
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
|
||||
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
|
||||
float rx = inputCoord.x;
|
||||
float ry = inputCoord.y;
|
||||
float rz = inputCoord.z;
|
||||
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
|
||||
{
|
||||
stm.z = rx*2.0;
|
||||
stm.xy = vec2(ry,rz);
|
||||
if( rx >= 0.0 )
|
||||
{
|
||||
faceId = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 1;
|
||||
}
|
||||
}
|
||||
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
|
||||
{
|
||||
stm.z = ry*2.0;
|
||||
stm.xy = vec2(rx,rz);
|
||||
if( ry >= 0.0 )
|
||||
{
|
||||
faceId = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 3;
|
||||
}
|
||||
}
|
||||
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||
{
|
||||
stm.z = rz*2.0;
|
||||
stm.xy = vec2(rx,ry);
|
||||
if( rz >= 0.0 )
|
||||
{
|
||||
faceId = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||
{
|
||||
st.yx = st.xy;
|
||||
vec3 v;
|
||||
float majorAxis = 1.0;
|
||||
if( faceId == 0 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = 1.0;
|
||||
}
|
||||
else if( faceId == 1 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = -1.0;
|
||||
}
|
||||
else if( faceId == 2 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = 1.0;
|
||||
}
|
||||
else if( faceId == 3 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = -1.0;
|
||||
}
|
||||
else if( faceId == 4 )
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = -1.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
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 R11i = ivec4(0);
|
||||
ivec4 R12i = ivec4(0);
|
||||
ivec4 R122i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R124i = ivec4(0);
|
||||
ivec4 R125i = 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;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
float cubeMapArrayIndex8 = 0.0;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem4);
|
||||
R2i = floatBitsToInt(passParameterSem6);
|
||||
R3i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
|
||||
R6i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
|
||||
R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, vec2(0.0001) + intBitsToFloat(R0i.xy)).xyzw);
|
||||
R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, vec2(0.0001) + intBitsToFloat(R0i.xy)).xyzw);
|
||||
R7i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).xyzw);
|
||||
// 0
|
||||
R126i.x = floatBitsToInt((intBitsToFloat(R6i.x) * 2.0 + -(1.0)));
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * 2.0 + -(1.0)));
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(R6i.z) * 2.0 + -(1.0)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||
PV0i.w = R123i.w;
|
||||
R126i.z = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.x));
|
||||
PS0i = R126i.z;
|
||||
// 1
|
||||
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
|
||||
PV1i.x = R2i.x;
|
||||
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
|
||||
PV1i.y = R2i.y;
|
||||
R124i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = R124i.z;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].y)));
|
||||
R125i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.y));
|
||||
PS1i = R125i.x;
|
||||
// 2
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R2i.z = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
|
||||
PS0i = R2i.z;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.x = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
|
||||
PS1i = R127i.x;
|
||||
// 4
|
||||
R124i.x = floatBitsToInt(intBitsToFloat(R2i.x) + -(intBitsToFloat(uf_remappedPS[3].x)));
|
||||
R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(uf_remappedPS[3].y)));
|
||||
R125i.z = floatBitsToInt(intBitsToFloat(R124i.z) + -(intBitsToFloat(uf_remappedPS[3].z)));
|
||||
R125i.w = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x43480000));
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 5
|
||||
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i)));
|
||||
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
|
||||
R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
|
||||
R127i.w = R2i.z;
|
||||
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
|
||||
// 6
|
||||
R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS1i)));
|
||||
PV0i.x = R11i.x;
|
||||
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.y = R11i.y;
|
||||
R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R12i.z;
|
||||
R126i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.z));
|
||||
R127i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.w));
|
||||
PS0i = R127i.y;
|
||||
// 7
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(tempi.x) * 2.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.w)));
|
||||
PS1i = R125i.y;
|
||||
// 8
|
||||
backupReg0i = R126i.z;
|
||||
backupReg0i = R126i.z;
|
||||
backupReg1i = R125i.x;
|
||||
backupReg1i = R125i.x;
|
||||
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R10i.x)) + intBitsToFloat(R11i.x)));
|
||||
R124i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R10i.y)) + intBitsToFloat(R11i.y)));
|
||||
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R11i.z)) + intBitsToFloat(R12i.z)));
|
||||
R127i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
|
||||
R125i.x = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
|
||||
PS0i = R125i.x;
|
||||
// 9
|
||||
backupReg0i = R126i.w;
|
||||
backupReg0i = R126i.w;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
|
||||
PS1i = R126i.w;
|
||||
// 10
|
||||
backupReg0i = R127i.y;
|
||||
backupReg0i = R127i.y;
|
||||
backupReg1i = R125i.w;
|
||||
backupReg1i = R125i.w;
|
||||
R126i.x = floatBitsToInt(fract(intBitsToFloat(R1i.y)));
|
||||
R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
|
||||
R127i.z = floatBitsToInt(fract(intBitsToFloat(R1i.x)));
|
||||
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg1i)),intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.x)));
|
||||
R8i.w = 0x40400000;
|
||||
PS0i = R8i.w;
|
||||
// 11
|
||||
backupReg0i = R126i.y;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R125i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.y = tempi.x;
|
||||
R3i.z = floatBitsToInt(roundEven(1.0));
|
||||
PS1i = R3i.z;
|
||||
// 12
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.x)) + -(intBitsToFloat(R125i.w))));
|
||||
PS0i = R122i.x;
|
||||
// 13
|
||||
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.y));
|
||||
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.w));
|
||||
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.x));
|
||||
PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.z));
|
||||
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PS0i)));
|
||||
// 14
|
||||
R124i.x = floatBitsToInt(-(intBitsToFloat(R126i.y)) + intBitsToFloat(PS1i));
|
||||
PV0i.x = R124i.x;
|
||||
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
|
||||
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
|
||||
PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
|
||||
PS0i = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
|
||||
PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0);
|
||||
// 15
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R125i.x)) + intBitsToFloat(PV0i.y)));
|
||||
PV1i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PS0i)));
|
||||
PV1i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.z)));
|
||||
PV1i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = R123i.w;
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.x)));
|
||||
PS1i = R122i.x;
|
||||
// 16
|
||||
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(R124i.x)) + intBitsToFloat(R124i.z)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(R124i.x)) + intBitsToFloat(R2i.y)));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(PV1i.w)));
|
||||
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(PS1i));
|
||||
PS0i = R2i.x;
|
||||
// 17
|
||||
R124i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w)));
|
||||
R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z));
|
||||
PV1i.y = R2i.y;
|
||||
R5i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.z = R5i.z;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w));
|
||||
R9i.w = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
|
||||
PS1i = R9i.w;
|
||||
// 18
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
PS0i = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.z));
|
||||
PS0i = clampFI32(PS0i);
|
||||
// 19
|
||||
R5i.x = uf_remappedPS[4].y;
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R124i.x) + intBitsToFloat(R126i.x));
|
||||
PV1i.y = clampFI32(PV1i.y);
|
||||
R10i.z = uf_remappedPS[5].y;
|
||||
R3i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) + intBitsToFloat(PS0i));
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
R5i.w = floatBitsToInt(tempResultf);
|
||||
PS1i = R5i.w;
|
||||
// 20
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R4i.w = floatBitsToInt(-(intBitsToFloat(R126i.x)) + intBitsToFloat(PV1i.y));
|
||||
PS0i = R4i.w;
|
||||
// 21
|
||||
R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),0.0)));
|
||||
PV1i.x = R4i.x;
|
||||
PV1i.y = R4i.x;
|
||||
PV1i.z = R4i.x;
|
||||
PV1i.w = R4i.x;
|
||||
R4i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
|
||||
PS1i = R4i.z;
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R4i.y = tempi.x;
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R5i.w)));
|
||||
PS0i = R126i.x;
|
||||
// 1
|
||||
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R3i.w)) + intBitsToFloat(R0i.x)));
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R5i.w)));
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)));
|
||||
R3i.w = uf_remappedPS[9].y;
|
||||
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x41c80000));
|
||||
PS1i = clampFI32(PS1i);
|
||||
// 2
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R11i.x) + intBitsToFloat(uf_remappedPS[10].x));
|
||||
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R4i.w)) + intBitsToFloat(R0i.y)));
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(R11i.y) + intBitsToFloat(uf_remappedPS[10].y));
|
||||
R0i.w = floatBitsToInt((intBitsToFloat(PS1i) * 0.5 + 0.5));
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R12i.z) + intBitsToFloat(uf_remappedPS[10].z));
|
||||
PS0i = R1i.z;
|
||||
// 3
|
||||
redcCUBE(vec4(intBitsToFloat(R4i.z),intBitsToFloat(R4i.z),intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.x),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),cubeMapSTM,cubeMapFaceId);
|
||||
R125i.x = floatBitsToInt(cubeMapSTM.x);
|
||||
R125i.y = floatBitsToInt(cubeMapSTM.y);
|
||||
R125i.z = floatBitsToInt(cubeMapSTM.z);
|
||||
R125i.w = cubeMapFaceId;
|
||||
PV1i.x = R125i.x;
|
||||
PV1i.y = R125i.y;
|
||||
PV1i.z = R125i.z;
|
||||
PV1i.w = R125i.w;
|
||||
R127i.w = floatBitsToInt(-(intBitsToFloat(R6i.w)) + 1.0);
|
||||
PS1i = R127i.w;
|
||||
// 4
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R124i.x = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
|
||||
PS0i = R124i.x;
|
||||
// 5
|
||||
R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
|
||||
PV1i.x = R4i.x;
|
||||
PV1i.y = R4i.x;
|
||||
PV1i.z = R4i.x;
|
||||
PV1i.w = R4i.x;
|
||||
R4i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
|
||||
PS1i = R4i.z;
|
||||
// 6
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R4i.y = tempi.x;
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(R124i.x)) + 1.5));
|
||||
PS0i = R122i.x;
|
||||
// 7
|
||||
backupReg0i = R125i.w;
|
||||
R125i.x = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + 0.5));
|
||||
R8i.y = PS0i;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.x)) + 1.5));
|
||||
PV1i.z = R123i.z;
|
||||
R125i.w = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
|
||||
R8i.z = backupReg0i;
|
||||
PS1i = R8i.z;
|
||||
// 8
|
||||
redcCUBE(vec4(intBitsToFloat(R4i.z),intBitsToFloat(R4i.z),intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.x),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),cubeMapSTM,cubeMapFaceId);
|
||||
R124i.x = floatBitsToInt(cubeMapSTM.x);
|
||||
R124i.y = floatBitsToInt(cubeMapSTM.y);
|
||||
R124i.z = floatBitsToInt(cubeMapSTM.z);
|
||||
R124i.w = cubeMapFaceId;
|
||||
PV0i.x = R124i.x;
|
||||
PV0i.y = R124i.y;
|
||||
PV0i.z = R124i.z;
|
||||
PV0i.w = R124i.w;
|
||||
R8i.x = PV1i.z;
|
||||
PS0i = R8i.x;
|
||||
// 9
|
||||
R6i.x = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
|
||||
R6i.x = clampFI32(R6i.x);
|
||||
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R125i.x)));
|
||||
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) / 2.0);
|
||||
R9i.z = PV0i.w;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.w)));
|
||||
PV1i.w = R123i.w;
|
||||
PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
|
||||
// 10
|
||||
R7i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
|
||||
R7i.x = clampFI32(R7i.x);
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5));
|
||||
PV0i.y = R123i.y;
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3c23d70a));
|
||||
PV0i.z = clampFI32(PV0i.z);
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5));
|
||||
PV0i.w = R123i.w;
|
||||
R6i.z = floatBitsToInt((intBitsToFloat(R7i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
|
||||
R6i.z = clampFI32(R6i.z);
|
||||
PS0i = R6i.z;
|
||||
// 11
|
||||
R9i.x = PV0i.w;
|
||||
R9i.y = PV0i.y;
|
||||
R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
|
||||
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(R11i.z)));
|
||||
R7i.y = int(intBitsToFloat(R125i.w));
|
||||
PS1i = R7i.y;
|
||||
R2i.xzw = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R3i.xy)).xzw);
|
||||
R8i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R8i.xy),R8i.z),cubeMapArrayIndex8),intBitsToFloat(R8i.w)).xyz);
|
||||
R9i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R9i.xy),R9i.z),cubeMapArrayIndex8),intBitsToFloat(R9i.w)).xyz);
|
||||
R4i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z))).xyz);
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R3i.xy)).xyz);
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R10i.z),intBitsToFloat(R7i.w),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),1.0,0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].x)), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
PS0i = R127i.x;
|
||||
// 1
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].y)), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.y = R123i.y;
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R2i.w)));
|
||||
PV1i.z = R125i.z;
|
||||
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[11].w), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
R125i.x = R7i.y & int(1);
|
||||
PS1i = R125i.x;
|
||||
// 2
|
||||
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R10i.x)));
|
||||
PV0i.x = R124i.x;
|
||||
R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R10i.y)));
|
||||
PV0i.y = R124i.y;
|
||||
R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R11i.z)));
|
||||
PV0i.z = R124i.z;
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].z)), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
R10i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3f4ccccd));
|
||||
R10i.x = clampFI32(R10i.x);
|
||||
PS0i = R10i.x;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(R125i.z)));
|
||||
PS1i = R126i.y;
|
||||
// 4
|
||||
backupReg0i = R0i.x;
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.z),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.z),intBitsToFloat(R1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 5
|
||||
backupReg0i = R124i.z;
|
||||
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R5i.x;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R127i.y;
|
||||
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R124i.z;
|
||||
R127i.w = floatBitsToInt(intBitsToFloat(R125i.z) + 0.25);
|
||||
R127i.w = clampFI32(R127i.w);
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
R125i.z = floatBitsToInt(tempResultf);
|
||||
PS1i = R125i.z;
|
||||
// 6
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
// 7
|
||||
backupReg0i = R0i.z;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R125i.z)));
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PS0i)), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
PV1i.z = floatBitsToInt(max(-(intBitsToFloat(PV0i.x)), 0.0));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R125i.z)));
|
||||
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
|
||||
PS1i = R0i.x;
|
||||
// 8
|
||||
R124i.x = floatBitsToInt(min(intBitsToFloat(PV1i.z), 1.0));
|
||||
PV0i.x = R124i.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.w)), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
PV0i.y = R125i.y;
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.x)), intBitsToFloat(uf_remappedPS[11].w)));
|
||||
PV0i.z = R125i.z;
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)));
|
||||
R127i.z = floatBitsToInt(float(R125i.x));
|
||||
PS0i = R127i.z;
|
||||
// 9
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.x),intBitsToFloat(R124i.w),-0.0),vec4(intBitsToFloat(R124i.y),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R125i.w = tempi.x;
|
||||
R125i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
|
||||
PS1i = R125i.x;
|
||||
// 10
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.y),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0)));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
// 11
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
|
||||
R125i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R125i.x)) + intBitsToFloat(R125i.x)));
|
||||
PV1i.y = R125i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R124i.z)));
|
||||
R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PS0i)) + intBitsToFloat(PS0i)));
|
||||
PV1i.w = R124i.w;
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(R6i.y))) + intBitsToFloat(R124i.x)));
|
||||
PS1i = R122i.x;
|
||||
// 12
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z)));
|
||||
PV0i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
|
||||
PV0i.z = R123i.z;
|
||||
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(PV1i.x)) + -(intBitsToFloat(PV1i.x))));
|
||||
PV0i.w = R125i.w;
|
||||
PS0i = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PS1i));
|
||||
// 13
|
||||
backupReg0i = R125i.y;
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PV0i.x)));
|
||||
R123i.x = clampFI32(R123i.x);
|
||||
PV1i.x = R123i.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV0i.z)));
|
||||
PV1i.y = R125i.y;
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + 1.0);
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
|
||||
R124i.z = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
|
||||
PS1i = R124i.z;
|
||||
// 14
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R6i.y))) + intBitsToFloat(PV1i.x)));
|
||||
PV0i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(0x3ca3d70a) + intBitsToFloat(0x3ca3d70a)));
|
||||
PV0i.z = R123i.z;
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R10i.x)));
|
||||
PV0i.w = R124i.w;
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV1i.x)));
|
||||
PS0i = R125i.z;
|
||||
// 15
|
||||
backupReg0i = R124i.z;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PV0i.x));
|
||||
R126i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV0i.z));
|
||||
R124i.z = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x3ca3d70a) + intBitsToFloat(0x3ca3d70a)));
|
||||
R125i.w = floatBitsToInt(0.25 * intBitsToFloat(backupReg0i));
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y));
|
||||
// 16
|
||||
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R127i.w)));
|
||||
PV0i.x = R127i.x;
|
||||
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.y)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.x)));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PS1i)));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
|
||||
// 17
|
||||
backupReg0i = R126i.y;
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.z)));
|
||||
PV1i.x = R123i.x;
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R125i.w)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R0i.x)));
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].x),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)));
|
||||
PS1i = R122i.x;
|
||||
// 18
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].z),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.x)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y),intBitsToFloat(R127i.x)) + intBitsToFloat(R125i.y)));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R124i.w) + intBitsToFloat(R124i.z));
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(R6i.x)));
|
||||
PS0i = R125i.y;
|
||||
// 19
|
||||
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.y)));
|
||||
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.x)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R7i.x)));
|
||||
R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.z)));
|
||||
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R6i.z)));
|
||||
PS1i = R125i.w;
|
||||
// 20
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].x), intBitsToFloat(R126i.y)));
|
||||
R4i.y = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].z), intBitsToFloat(R126i.y)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y), intBitsToFloat(R126i.y)));
|
||||
R8i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
|
||||
PS0i = R8i.y;
|
||||
// 21
|
||||
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(R124i.w)));
|
||||
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(R127i.x)));
|
||||
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(R127i.y)));
|
||||
R3i.w = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
|
||||
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R126i.w)));
|
||||
PS1i = R6i.w;
|
||||
// 22
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R3i.w));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(R8i.y));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R4i.y));
|
||||
// 23
|
||||
R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R3i.x)));
|
||||
R6i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R3i.y)));
|
||||
R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R3i.z)));
|
||||
|
||||
// export
|
||||
#if ($enableWaterFogColor == 0)
|
||||
passPixelColor0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w) * fogOpacity);
|
||||
#else
|
||||
passPixelColor0 = vec4(fogRed, fogGreen, fogBlue, intBitsToFloat(R6i.w)*fogOpacity);
|
||||
#endif
|
||||
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,995 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader fb2e18ae56397ca7
|
||||
// Used for: Fog around trees, bushes and vines
|
||||
|
||||
float fogOpacity = float($greeneryFogOpacity);
|
||||
float fogBrightness = float($greeneryFogBrightness);
|
||||
float fogRed = float($greeneryFogOpacity);
|
||||
float fogGreen = float($greeneryFogOpacity);
|
||||
float fogBlue = float($greeneryFogOpacity);
|
||||
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 12) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[33];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[33];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;
|
||||
TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;
|
||||
TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;
|
||||
TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6;
|
||||
TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7;
|
||||
TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11;
|
||||
TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12;
|
||||
TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14;
|
||||
TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15;
|
||||
TEXTURE_LAYOUT(16, 1, 11) uniform sampler2D textureUnitPS16;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem2;
|
||||
layout(location = 2) in vec4 passParameterSem6;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
layout(location = 2) out vec4 passPixelColor2;
|
||||
layout(location = 3) out vec4 passPixelColor3;
|
||||
layout(location = 4) out vec4 passPixelColor4;
|
||||
// end of shader inputs/outputs
|
||||
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
|
||||
{
|
||||
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
|
||||
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
|
||||
float rx = inputCoord.x;
|
||||
float ry = inputCoord.y;
|
||||
float rz = inputCoord.z;
|
||||
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
|
||||
{
|
||||
stm.z = rx*2.0;
|
||||
stm.xy = vec2(ry,rz);
|
||||
if( rx >= 0.0 )
|
||||
{
|
||||
faceId = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 1;
|
||||
}
|
||||
}
|
||||
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
|
||||
{
|
||||
stm.z = ry*2.0;
|
||||
stm.xy = vec2(rx,rz);
|
||||
if( ry >= 0.0 )
|
||||
{
|
||||
faceId = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 3;
|
||||
}
|
||||
}
|
||||
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||
{
|
||||
stm.z = rz*2.0;
|
||||
stm.xy = vec2(rx,ry);
|
||||
if( rz >= 0.0 )
|
||||
{
|
||||
faceId = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||
{
|
||||
st.yx = st.xy;
|
||||
vec3 v;
|
||||
float majorAxis = 1.0;
|
||||
if( faceId == 0 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = 1.0;
|
||||
}
|
||||
else if( faceId == 1 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = -1.0;
|
||||
}
|
||||
else if( faceId == 2 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = 1.0;
|
||||
}
|
||||
else if( faceId == 3 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = -1.0;
|
||||
}
|
||||
else if( faceId == 4 )
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = -1.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
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 R11i = ivec4(0);
|
||||
ivec4 R12i = ivec4(0);
|
||||
ivec4 R13i = ivec4(0);
|
||||
ivec4 R14i = ivec4(0);
|
||||
ivec4 R15i = ivec4(0);
|
||||
ivec4 R16i = ivec4(0);
|
||||
ivec4 R17i = ivec4(0);
|
||||
ivec4 R18i = ivec4(0);
|
||||
ivec4 R19i = ivec4(0);
|
||||
ivec4 R20i = ivec4(0);
|
||||
ivec4 R21i = ivec4(0);
|
||||
ivec4 R22i = ivec4(0);
|
||||
ivec4 R23i = ivec4(0);
|
||||
ivec4 R24i = ivec4(0);
|
||||
ivec4 R25i = ivec4(0);
|
||||
ivec4 R26i = ivec4(0);
|
||||
ivec4 R122i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R124i = ivec4(0);
|
||||
ivec4 R125i = 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;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
float cubeMapArrayIndex7 = 0.0;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem2);
|
||||
R2i = floatBitsToInt(passParameterSem6);
|
||||
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
|
||||
R11i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
|
||||
R10i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
|
||||
R2i.xy = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xw);
|
||||
R8i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
|
||||
R23i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
|
||||
// 0
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R11i.x) * 2.0 + -(1.0)));
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R11i.y) * 2.0 + -(1.0)));
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(R11i.z) * 2.0 + -(1.0)));
|
||||
R7i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||
PV0i.w = R7i.w;
|
||||
R14i.w = 0x40400000;
|
||||
PS0i = R14i.w;
|
||||
// 1
|
||||
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
|
||||
PV1i.x = R0i.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
|
||||
R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = R126i.z;
|
||||
R6i.w = 0x3f800000;
|
||||
R2i.z = 0;
|
||||
PS1i = R2i.z;
|
||||
// 2
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].x)));
|
||||
R3i.y = floatBitsToInt((-(intBitsToFloat(R11i.w)) * 0.5 + 1.0));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
|
||||
R15i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) * intBitsToFloat(0x3ba3d70a));
|
||||
R16i.y = 0;
|
||||
PS0i = R16i.y;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z)));
|
||||
PS1i = R122i.x;
|
||||
// 4
|
||||
R125i.x = floatBitsToInt(intBitsToFloat(R11i.w) * intBitsToFloat(0x437f0000));
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(uf_remappedPS[4].x)));
|
||||
R0i.z = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xc0600000)));
|
||||
R0i.z = clampFI32(R0i.z);
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PS1i)));
|
||||
PV0i.w = R123i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 5
|
||||
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R5i.x;
|
||||
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R6i.y;
|
||||
R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(R126i.x)));
|
||||
PV1i.w = R123i.w;
|
||||
R13i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.w));
|
||||
PS1i = R13i.z;
|
||||
// 6
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(R126i.y)));
|
||||
PV0i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = R123i.y;
|
||||
R8i.z = PS1i;
|
||||
R0i.w = PV1i.x;
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
|
||||
R3i.x = PV1i.y;
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) * 2.0);
|
||||
PS0i = R3i.x;
|
||||
// 7
|
||||
R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].w) + intBitsToFloat(PV0i.y));
|
||||
PV1i.x = R6i.x;
|
||||
R0i.y = R7i.z;
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R0i.y) * 2.0);
|
||||
R125i.z = floatBitsToInt(intBitsToFloat(R10i.w) * intBitsToFloat(0x437f0000));
|
||||
R127i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.x)));
|
||||
R17i.w = floatBitsToInt(intBitsToFloat(R3i.y) * intBitsToFloat(0x40400000));
|
||||
PS1i = R17i.w;
|
||||
// 8
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.y = tempi.x;
|
||||
R12i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
|
||||
PS0i = R12i.x;
|
||||
// 9
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R124i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
|
||||
PS1i = R124i.y;
|
||||
// 10
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[7].x)) + -(intBitsToFloat(uf_remappedPS[7].y))));
|
||||
R123i.x = clampFI32(R123i.x);
|
||||
PV0i.x = R123i.x;
|
||||
R126i.y = floatBitsToInt((-(intBitsToFloat(R127i.y)) * 0.5 + 0.5));
|
||||
R9i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(R127i.w));
|
||||
R124i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
|
||||
R127i.z = int(intBitsToFloat(R125i.x));
|
||||
PS0i = R127i.z;
|
||||
// 11
|
||||
R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
|
||||
PV1i.x = R124i.x;
|
||||
PV1i.y = R124i.x;
|
||||
PV1i.z = R124i.x;
|
||||
PV1i.w = R124i.x;
|
||||
R3i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
|
||||
PS1i = R3i.z;
|
||||
// 12
|
||||
R13i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].x))));
|
||||
R13i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].y))));
|
||||
R12i.z = floatBitsToInt(intBitsToFloat(R9i.z) * intBitsToFloat(0x3a83126f));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(0x40200000));
|
||||
tempResultf = max(0.0, intBitsToFloat(PS1i));
|
||||
tempResultf = log2(tempResultf);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
R4i.y = floatBitsToInt(tempResultf);
|
||||
PS0i = R4i.y;
|
||||
// 13
|
||||
backupReg0i = R124i.x;
|
||||
backupReg0i = R124i.x;
|
||||
backupReg1i = R124i.y;
|
||||
backupReg2i = R124i.w;
|
||||
redcCUBE(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R124i.w),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(R124i.y),intBitsToFloat(backupReg0i),intBitsToFloat(R124i.w),intBitsToFloat(backupReg2i)),cubeMapSTM,cubeMapFaceId);
|
||||
R124i.x = floatBitsToInt(cubeMapSTM.x);
|
||||
R124i.y = floatBitsToInt(cubeMapSTM.y);
|
||||
R124i.z = floatBitsToInt(cubeMapSTM.z);
|
||||
R124i.w = cubeMapFaceId;
|
||||
PV1i.x = R124i.x;
|
||||
PV1i.y = R124i.y;
|
||||
PV1i.z = R124i.z;
|
||||
PV1i.w = R124i.w;
|
||||
R16i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3daaaaab));
|
||||
PS1i = R16i.x;
|
||||
// 14
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].y), intBitsToFloat(R4i.y)));
|
||||
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
|
||||
R14i.z = PV1i.w;
|
||||
PV0i.w = R127i.z & int(1);
|
||||
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
|
||||
// 15
|
||||
backupReg0i = R124i.x;
|
||||
R124i.x = ((PV0i.w == 0)?(0):(0x3f800000));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS0i)) + 1.5));
|
||||
PV1i.y = R123i.y;
|
||||
R127i.z = floatBitsToInt(-(intBitsToFloat(R8i.z)) + intBitsToFloat(uf_remappedPS[9].w));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PS0i)) + 1.5));
|
||||
PV1i.w = R123i.w;
|
||||
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
|
||||
// 16
|
||||
R14i.x = PV1i.y;
|
||||
R14i.y = PV1i.w;
|
||||
R124i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 2.0 + -(1.0)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[10].w))/2.0);
|
||||
PV0i.w = R123i.w;
|
||||
R4i.x = uf_remappedPS[11].y;
|
||||
PS0i = R4i.x;
|
||||
// 17
|
||||
backupReg0i = R0i.x;
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R18i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5);
|
||||
PS1i = R18i.y;
|
||||
// 18
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R124i.z)) + intBitsToFloat(R127i.z)));
|
||||
PV0i.x = R123i.x;
|
||||
R5i.y = uf_remappedPS[12].y;
|
||||
R5i.z = uf_remappedPS[13].y;
|
||||
R3i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y)));
|
||||
PV0i.w = R3i.w;
|
||||
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
|
||||
// 19
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[14].x)) + -(intBitsToFloat(uf_remappedPS[14].y))));
|
||||
R123i.x = clampFI32(R123i.x);
|
||||
PV1i.x = R123i.x;
|
||||
R19i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x3fa66666));
|
||||
R4i.z = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(PV0i.w)));
|
||||
R5i.w = 0;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
|
||||
// 20
|
||||
backupReg0i = R0i.x;
|
||||
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
|
||||
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
|
||||
R2i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
R9i.y = int(intBitsToFloat(R125i.z));
|
||||
PS0i = R9i.y;
|
||||
// 0
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
PV0i.x = R127i.x;
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
PV0i.y = R124i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R2i.y)) + 1.0));
|
||||
PV0i.z = R123i.z;
|
||||
R125i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(uf_remappedPS[15].x));
|
||||
R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(uf_remappedPS[15].y));
|
||||
PS0i = R126i.y;
|
||||
// 1
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
|
||||
PV1i.x = R123i.x;
|
||||
R125i.y = PV0i.x;
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
PV1i.z = R127i.z;
|
||||
R4i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedPS[15].z));
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.z));
|
||||
R127i.y = floatBitsToInt(tempResultf);
|
||||
PS1i = R127i.y;
|
||||
// 2
|
||||
backupReg0i = R0i.z;
|
||||
R126i.x = 0;
|
||||
PV0i.y = PV1i.z;
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[17].y));
|
||||
R124i.w = R9i.y & 0x00000002;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 3
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.y),intBitsToFloat(R2i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R127i.y)));
|
||||
// 4
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.w = tempi.x;
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
|
||||
PS0i = R126i.w;
|
||||
// 5
|
||||
backupReg0i = R0i.x;
|
||||
backupReg1i = R0i.w;
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(backupReg1i)) + intBitsToFloat(backupReg0i)));
|
||||
PS1i = R2i.x;
|
||||
// 6
|
||||
backupReg0i = R124i.w;
|
||||
PV0i.x = floatBitsToInt(max(-(intBitsToFloat(R127i.w)), 0.0));
|
||||
R12i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R3i.x)) + intBitsToFloat(R2i.y)));
|
||||
R2i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R0i.y)) + intBitsToFloat(R6i.z)));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R126i.w)));
|
||||
R124i.w = floatBitsToInt(float(backupReg0i));
|
||||
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
|
||||
PS0i = R124i.w;
|
||||
// 7
|
||||
PV1i.x = R9i.y & 0x000000fc;
|
||||
R20i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PS0i)) + intBitsToFloat(R3i.w)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.z)) + intBitsToFloat(R126i.w)));
|
||||
PV1i.z = R123i.z;
|
||||
R3i.w = floatBitsToInt(min(intBitsToFloat(PV0i.x), 1.0));
|
||||
tempResultf = max(0.0, intBitsToFloat(R2i.w));
|
||||
tempResultf = log2(tempResultf);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
R126i.z = floatBitsToInt(tempResultf);
|
||||
PS1i = R126i.z;
|
||||
// 8
|
||||
PV0i.x = floatBitsToInt(max(-(intBitsToFloat(PV1i.z)), intBitsToFloat(0xbf7d70a4)));
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
|
||||
R21i.y = R1i.x;
|
||||
R21i.y = floatBitsToInt(intBitsToFloat(R21i.y) / 2.0);
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].x), intBitsToFloat(R4i.y)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(0x3c23d70a)));
|
||||
R123i.w = clampFI32(R123i.w);
|
||||
PV0i.w = R123i.w;
|
||||
PS0i = floatBitsToInt(float(PV1i.x));
|
||||
// 9
|
||||
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x), intBitsToFloat(R126i.z)));
|
||||
R7i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
|
||||
R126i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5);
|
||||
PV1i.z = R126i.z;
|
||||
R126i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
|
||||
R7i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821));
|
||||
PS1i = R7i.x;
|
||||
// 10
|
||||
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[19].x)) + intBitsToFloat(uf_remappedPS[20].w)));
|
||||
R125i.x = clampFI32(R125i.x);
|
||||
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
|
||||
R127i.w = floatBitsToInt(exp2(intBitsToFloat(R125i.z)));
|
||||
PS0i = R127i.w;
|
||||
// 11
|
||||
R3i.x = R11i.w;
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(0xbe593484)));
|
||||
PV1i.y = R123i.y;
|
||||
R15i.z = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3c23d70a) + -(0.5)));
|
||||
R15i.z = clampFI32(R15i.z);
|
||||
R8i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x40200001));
|
||||
R8i.w = clampFI32(R8i.w);
|
||||
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.y)));
|
||||
// 12
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983));
|
||||
R22i.y = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R8i.y) + 1.0));
|
||||
R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R126i.w)) + intBitsToFloat(R126i.w)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(0x3fc90da4)));
|
||||
PV0i.w = R123i.w;
|
||||
R2i.w = floatBitsToInt(exp2(intBitsToFloat(R124i.x)));
|
||||
PS0i = R2i.w;
|
||||
// 13
|
||||
R18i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),-(intBitsToFloat(PV0i.w))) + 1.0));
|
||||
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].z),-(intBitsToFloat(R127i.w))) + intBitsToFloat(uf_remappedPS[10].z)));
|
||||
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(uf_remappedPS[21].w)));
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].z) + -(1.0));
|
||||
tempResultf = max(0.0, intBitsToFloat(R125i.x));
|
||||
tempResultf = log2(tempResultf);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
R3i.y = floatBitsToInt(tempResultf);
|
||||
PS1i = R3i.y;
|
||||
// 14
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R126i.y),intBitsToFloat(R4i.w),-0.0),vec4(intBitsToFloat(R125i.w),intBitsToFloat(R126i.y),intBitsToFloat(R4i.w),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].x) + -(1.0));
|
||||
PS0i = R0i.y;
|
||||
// 15
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),0.0)));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 16
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].y) + -(1.0));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS1i)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
|
||||
tempResultf = max(0.0, intBitsToFloat(PV1i.x));
|
||||
tempResultf = log2(tempResultf);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 17
|
||||
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
PV1i.x = R125i.x;
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
PV1i.y = R126i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
PV1i.z = R126i.z;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z), intBitsToFloat(PS0i)));
|
||||
R4i.w = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(0x3e19999a));
|
||||
PS1i = R4i.w;
|
||||
// 18
|
||||
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R127i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),0.0)));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R6i.z = tempi.x;
|
||||
R5i.z = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
|
||||
PS0i = R5i.z;
|
||||
// 19
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.z)),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R126i.z)),-(intBitsToFloat(R5i.w)))));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R5i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
|
||||
PS1i = R5i.w;
|
||||
// 20
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.z)),vec4(-(intBitsToFloat(R127i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R126i.x)))));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R9i.w = tempi.x;
|
||||
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
|
||||
PS0i = R6i.y;
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[22].x),intBitsToFloat(uf_remappedPS[22].y),intBitsToFloat(uf_remappedPS[22].z),intBitsToFloat(uf_remappedPS[22].w))));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(R6i.y)) + -(intBitsToFloat(R6i.y))));
|
||||
PS0i = R127i.x;
|
||||
// 1
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[23].x),intBitsToFloat(uf_remappedPS[23].y),intBitsToFloat(uf_remappedPS[23].z),intBitsToFloat(uf_remappedPS[23].w))));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
|
||||
PS1i = R127i.z;
|
||||
// 2
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[24].x),intBitsToFloat(uf_remappedPS[24].y),intBitsToFloat(uf_remappedPS[24].z),intBitsToFloat(uf_remappedPS[24].w))));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R15i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
|
||||
PS0i = R15i.x;
|
||||
// 3
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[18].w)),intBitsToFloat(R5i.z)) + 1.0));
|
||||
PV1i.x = R123i.x;
|
||||
R15i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.z)));
|
||||
R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.z)),intBitsToFloat(R5i.w)) + intBitsToFloat(R5i.w)));
|
||||
PV1i.z = R127i.z;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) + 1.0);
|
||||
R124i.y = floatBitsToInt((-(intBitsToFloat(R7i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
|
||||
PS1i = R124i.y;
|
||||
// 4
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.z)));
|
||||
PV0i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
|
||||
PV0i.z = R123i.z;
|
||||
R124i.w = floatBitsToInt((-(intBitsToFloat(R3i.x)) * intBitsToFloat(0x40400000) + 4.0));
|
||||
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
|
||||
PS0i = R126i.z;
|
||||
// 5
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.y)));
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV0i.x)));
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(R8i.w) * intBitsToFloat(0x3dcccccd));
|
||||
R125i.w = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[25].w)));
|
||||
PS1i = R127i.x;
|
||||
// 6
|
||||
backupReg0i = R0i.x;
|
||||
backupReg1i = R3i.y;
|
||||
backupReg2i = R124i.w;
|
||||
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(R4i.z)) + 1.0));
|
||||
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R4i.z)) + 1.0));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y), intBitsToFloat(backupReg1i)));
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R22i.y)));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
|
||||
// 7
|
||||
backupReg0i = R126i.y;
|
||||
backupReg1i = R4i.z;
|
||||
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(R124i.y)));
|
||||
PV1i.x = R124i.x;
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
|
||||
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i)) + 1.0));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
|
||||
R123i.w = clampFI32(R123i.w);
|
||||
PV1i.w = R123i.w;
|
||||
R125i.x = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
|
||||
PS1i = R125i.x;
|
||||
// 8
|
||||
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R22i.y)));
|
||||
PV0i.x = R3i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R126i.x))) + intBitsToFloat(PV1i.x)));
|
||||
PV0i.y = R123i.y;
|
||||
PV0i.z = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
|
||||
R125i.w = floatBitsToInt((intBitsToFloat(R8i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV1i.w)));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.z));
|
||||
// 9
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(uf_remappedPS[26].w)));
|
||||
R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.z)));
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV0i.y));
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R124i.x)));
|
||||
PS1i = R122i.x;
|
||||
// 10
|
||||
backupReg0i = R8i.y;
|
||||
backupReg1i = R8i.x;
|
||||
R8i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PS1i));
|
||||
R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
PV0i.z = backupReg1i;
|
||||
PV0i.z = clampFI32(PV0i.z);
|
||||
PV0i.w = floatBitsToInt(-(intBitsToFloat(R125i.w)) + 1.0);
|
||||
R8i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25);
|
||||
PS0i = R8i.w;
|
||||
// 11
|
||||
backupReg0i = R10i.x;
|
||||
backupReg1i = R10i.z;
|
||||
backupReg2i = R9i.y;
|
||||
R10i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
|
||||
R10i.x = clampFI32(R10i.x);
|
||||
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R125i.w)));
|
||||
R10i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
|
||||
R10i.z = clampFI32(R10i.z);
|
||||
R10i.w = floatBitsToInt((intBitsToFloat(R10i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
|
||||
R10i.w = clampFI32(R10i.w);
|
||||
PS1i = backupReg2i & int(1);
|
||||
// 12
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R11i.z) * intBitsToFloat(0x3eaaaaab));
|
||||
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),-(intBitsToFloat(R3i.x))) + intBitsToFloat(R124i.w)));
|
||||
R26i.w = 0x3f800000;
|
||||
R6i.z = floatBitsToInt(float(PS1i));
|
||||
PS0i = R6i.z;
|
||||
// 13
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),1.0,0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R11i.w = tempi.x;
|
||||
R25i.y = 0;
|
||||
PS1i = R25i.y;
|
||||
// 14
|
||||
R5i.w = 0x3f800000;
|
||||
R24i.w = 0x3f800000;
|
||||
PS0i = R24i.w;
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
// 1
|
||||
R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
|
||||
PV1i.x = R126i.x;
|
||||
PV1i.y = R126i.x;
|
||||
PV1i.z = R126i.x;
|
||||
PV1i.w = R126i.x;
|
||||
R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
|
||||
PS1i = R126i.z;
|
||||
// 2
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R126i.y = tempi.x;
|
||||
// 3
|
||||
backupReg0i = R126i.x;
|
||||
backupReg0i = R126i.x;
|
||||
backupReg1i = R126i.z;
|
||||
backupReg1i = R126i.z;
|
||||
redcCUBE(vec4(intBitsToFloat(R126i.z),intBitsToFloat(R126i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
|
||||
R126i.x = floatBitsToInt(cubeMapSTM.x);
|
||||
R126i.y = floatBitsToInt(cubeMapSTM.y);
|
||||
R126i.z = floatBitsToInt(cubeMapSTM.z);
|
||||
R126i.w = cubeMapFaceId;
|
||||
PV1i.x = R126i.x;
|
||||
PV1i.y = R126i.y;
|
||||
PV1i.z = R126i.z;
|
||||
PV1i.w = R126i.w;
|
||||
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].w), intBitsToFloat(uf_remappedPS[16].w)));
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PS1i)));
|
||||
R17i.z = PV1i.w;
|
||||
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
|
||||
// 5
|
||||
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R8i.w)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5));
|
||||
PV1i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5));
|
||||
PV1i.w = R123i.w;
|
||||
// 6
|
||||
R17i.x = PV1i.w;
|
||||
R17i.y = PV1i.z;
|
||||
R2i.z = floatBitsToInt(textureLod(textureUnitPS12, intBitsToFloat(R13i.xy),0.0).x);
|
||||
R14i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R14i.xy),R14i.z),cubeMapArrayIndex7),intBitsToFloat(R14i.w)).xyz);
|
||||
R15i.y = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R15i.xy),intBitsToFloat(R15i.w)).x);
|
||||
R12i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R12i.xz),0.0).x);
|
||||
R16i.xyz = floatBitsToInt(texture(textureUnitPS16, intBitsToFloat(R16i.xy)).xyz);
|
||||
R17i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R17i.xy),R17i.z),cubeMapArrayIndex7),intBitsToFloat(R17i.w)).xyz);
|
||||
R18i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R18i.xy)).xyz);
|
||||
// export
|
||||
passPixelColor4 = vec4(intBitsToFloat(R11i.w), intBitsToFloat(R11i.w), intBitsToFloat(R11i.w), intBitsToFloat(R11i.w));
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(min(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R15i.y) + intBitsToFloat(uf_remappedPS[27].z));
|
||||
PV0i.y = clampFI32(PV0i.y);
|
||||
PV0i.z = floatBitsToInt(max(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[9].w)),intBitsToFloat(R2i.z)) + intBitsToFloat(R19i.y)));
|
||||
PV0i.w = R123i.w;
|
||||
R122i.x = floatBitsToInt((intBitsToFloat(R12i.x) * 2.0 + -(1.0)));
|
||||
PS0i = R122i.x;
|
||||
// 1
|
||||
R126i.x = floatBitsToInt(min(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.x)));
|
||||
R127i.y = floatBitsToInt(max(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.z)));
|
||||
PV1i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25);
|
||||
R126i.z = clampFI32(R126i.z);
|
||||
PV1i.z = R126i.z;
|
||||
R126i.w = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x41c80000) + intBitsToFloat(R13i.z)));
|
||||
R25i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R20i.y)));
|
||||
PS1i = R25i.x;
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
|
||||
R124i.y = floatBitsToInt(intBitsToFloat(R14i.x) + -(intBitsToFloat(PV1i.y)));
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(R14i.y) + -(intBitsToFloat(PV1i.y)));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x2edbe6ff));
|
||||
R124i.x = floatBitsToInt(intBitsToFloat(R14i.z) + -(intBitsToFloat(PV1i.y)));
|
||||
PS0i = R124i.x;
|
||||
// 3
|
||||
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.w), intBitsToFloat(R25i.x)));
|
||||
PV1i.x = R125i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.y = R123i.y;
|
||||
R14i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(uf_remappedPS[28].x));
|
||||
R11i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.x), intBitsToFloat(R8i.x)));
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
// 4
|
||||
backupReg0i = R126i.z;
|
||||
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
R14i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.w)));
|
||||
R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.x)),intBitsToFloat(PS1i)) + 1.0));
|
||||
PV0i.z = R126i.z;
|
||||
R126i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
|
||||
PV0i.w = R126i.w;
|
||||
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.y), intBitsToFloat(R8i.x)));
|
||||
PS0i = R0i.w;
|
||||
// 5
|
||||
backupReg0i = R17i.z;
|
||||
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
|
||||
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(R125i.x)));
|
||||
R17i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R8i.x)));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0x2edbe6ff));
|
||||
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.x), intBitsToFloat(R9i.y)));
|
||||
PS1i = R4i.w;
|
||||
// 6
|
||||
backupReg0i = R18i.z;
|
||||
R18i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.y), intBitsToFloat(R9i.y)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.z)) + intBitsToFloat(R126i.w)));
|
||||
R123i.y = clampFI32(R123i.y);
|
||||
PV0i.y = R123i.y;
|
||||
R18i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R9i.y)));
|
||||
R125i.x = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
|
||||
PS0i = R125i.x;
|
||||
// 7
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0xbdcccccd) + intBitsToFloat(0x3dcccccd)));
|
||||
PV1i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5));
|
||||
PV1i.y = R123i.y;
|
||||
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R21i.y)) + intBitsToFloat(R21i.y)));
|
||||
R25i.w = PV0i.y;
|
||||
PS1i = R25i.w;
|
||||
// 8
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.x));
|
||||
PV0i.z = clampFI32(PV0i.z);
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(PV1i.y));
|
||||
PV0i.w = clampFI32(PV0i.w);
|
||||
// 9
|
||||
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
|
||||
tempResultf = max(0.0, intBitsToFloat(PV0i.z));
|
||||
tempResultf = log2(tempResultf);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 10
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i)));
|
||||
// 11
|
||||
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
|
||||
// 12
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
|
||||
// 13
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R125i.x)));
|
||||
// 14
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
|
||||
PV0i.w = R123i.w;
|
||||
// 15
|
||||
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.z)));
|
||||
PV1i.x = R124i.x;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.w)));
|
||||
PV1i.y = R127i.y;
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.y)));
|
||||
PV1i.z = R127i.z;
|
||||
// 16
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R16i.y) + -(intBitsToFloat(PV1i.z)));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R16i.z) + -(intBitsToFloat(PV1i.y)));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R16i.x) + -(intBitsToFloat(PV1i.x)));
|
||||
// 17
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R15i.z)) + intBitsToFloat(R127i.y)));
|
||||
PV1i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R15i.z)) + intBitsToFloat(R124i.x)));
|
||||
PV1i.y = R123i.y;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R15i.z)) + intBitsToFloat(R127i.z)));
|
||||
PV1i.w = R123i.w;
|
||||
// 18
|
||||
R26i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R4i.z)));
|
||||
R26i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.y)));
|
||||
R26i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.x)));
|
||||
// 0
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R14i.z),intBitsToFloat(uf_remappedPS[29].x)) + intBitsToFloat(uf_remappedPS[30].w)));
|
||||
R123i.z = clampFI32(R123i.z);
|
||||
PV0i.z = R123i.z;
|
||||
// 1
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[31].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.y)));
|
||||
PV1i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.x)));
|
||||
PV1i.z = R123i.z;
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x), intBitsToFloat(R14i.y)));
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y), intBitsToFloat(R14i.y)));
|
||||
PS1i = R127i.z;
|
||||
// 2
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.z)));
|
||||
PV0i.x = R123i.x;
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R22i.y)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
|
||||
PV0i.w = R123i.w;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z), intBitsToFloat(R14i.y)));
|
||||
PS0i = R127i.y;
|
||||
// 3
|
||||
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R10i.x)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.y = R123i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R3i.z)));
|
||||
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.z)));
|
||||
PV1i.w = R125i.w;
|
||||
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R10i.w)));
|
||||
PS1i = R125i.x;
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].x), intBitsToFloat(PV1i.z)));
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = R124i.y;
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].y), intBitsToFloat(PV1i.z)));
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R10i.z)));
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].z), intBitsToFloat(PV1i.z)));
|
||||
PS0i = R126i.y;
|
||||
// 5
|
||||
backupReg0i = R127i.y;
|
||||
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R0i.w)));
|
||||
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R2i.x)) + intBitsToFloat(R11i.w)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.z = R123i.z;
|
||||
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.x)) + intBitsToFloat(R17i.z)));
|
||||
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.z)));
|
||||
PS1i = R126i.x;
|
||||
// 6
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(R124i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
|
||||
PV0i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(R124i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].z),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.y)));
|
||||
PV0i.w = R123i.w;
|
||||
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.w),intBitsToFloat(R10i.y)) + intBitsToFloat(PV1i.z)));
|
||||
PS0i = R127i.z;
|
||||
// 7
|
||||
backupReg0i = R127i.x;
|
||||
backupReg1i = R126i.w;
|
||||
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R18i.x),intBitsToFloat(R10i.y)) + intBitsToFloat(R126i.x)));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV0i.z));
|
||||
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R18i.z),intBitsToFloat(R10i.y)) + intBitsToFloat(PV0i.w)));
|
||||
PS1i = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
|
||||
// 8
|
||||
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.x),intBitsToFloat(R6i.z)) + intBitsToFloat(PV1i.z)));
|
||||
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.y),intBitsToFloat(R6i.z)) + intBitsToFloat(PV1i.y)));
|
||||
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.z),intBitsToFloat(R6i.z)) + intBitsToFloat(PS1i)));
|
||||
R24i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].x),intBitsToFloat(R3i.x)) + intBitsToFloat(R127i.z)));
|
||||
PS0i = R24i.x;
|
||||
// 9
|
||||
R24i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].y),intBitsToFloat(R3i.x)) + intBitsToFloat(R127i.x)));
|
||||
R24i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].z),intBitsToFloat(R3i.x)) + intBitsToFloat(R126i.w)));
|
||||
R25i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.y)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
|
||||
PS1i = R25i.z;
|
||||
// 10
|
||||
R3i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
|
||||
R3i.w = R5i.w;
|
||||
// 11
|
||||
R1i.xyz = ivec3(R24i.x,R24i.y,R24i.z);
|
||||
R1i.w = R24i.w;
|
||||
// 12
|
||||
R0i.xyz = ivec3(R25i.x,R25i.y,R25i.z);
|
||||
R0i.w = R25i.w;
|
||||
// 13
|
||||
R2i.xyz = ivec3(R26i.x,R26i.y,R26i.z);
|
||||
R2i.w = R26i.w;
|
||||
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z) * fogBrightness, intBitsToFloat(R0i.w));
|
||||
|
||||
#if ($enableGreeneryFogColor == 0)
|
||||
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)*fogOpacity);
|
||||
#else
|
||||
passPixelColor1 = vec4(fogRed, fogGreen, fogBlue, intBitsToFloat(R1i.w)*fogOpacity);
|
||||
#endif
|
||||
|
||||
passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
|
||||
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
|
||||
}
|
@ -8,6 +8,26 @@ version = 6
|
||||
[Default]
|
||||
$setting:int = 0
|
||||
|
||||
$enableGroundFogColor:int = 1
|
||||
$groundFogRed = 1.0
|
||||
$groundFogGreen = 1.0
|
||||
$groundFogBlue = 1.0
|
||||
$groundFogOpacity = 1.0
|
||||
$groundFogBrightness = 1.0
|
||||
|
||||
$enableWaterFogColor:int = 1
|
||||
$waterFogRed = 1.0
|
||||
$waterFogGreen = 1.0
|
||||
$waterFogBlue = 1.0
|
||||
$waterFogOpacity = 1.0
|
||||
|
||||
$enableGreeneryFogColor:int = 1
|
||||
$greeneryFogRed = 1.0
|
||||
$greeneryFogGreen = 1.0
|
||||
$greeneryFogBlue = 1.0
|
||||
$greeneryFogOpacity = 1.0
|
||||
$greeneryFogBrightness = 1.0
|
||||
|
||||
$enableDistanceFogColor:int = 1
|
||||
$distanceFogRed = 1.0
|
||||
$distanceFogGreen = 1.0
|
||||
@ -35,84 +55,528 @@ $ganonAuraOpacity = 1.0
|
||||
# Setting Selector
|
||||
|
||||
[Preset]
|
||||
name = Distance Fog
|
||||
name = Ground Fog
|
||||
category = Fog Settings
|
||||
default = 1
|
||||
$setting:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Mist Clouds
|
||||
name = Water Fog
|
||||
category = Fog Settings
|
||||
$setting:int = 1
|
||||
|
||||
[Preset]
|
||||
name = Hyrule Castle Fog/Aura
|
||||
name = Greenery Fog (e.g. trees, bushes and vines)
|
||||
category = Fog Settings
|
||||
default = 1
|
||||
$setting:int = 2
|
||||
|
||||
[Preset]
|
||||
name = Distance Fog
|
||||
category = Fog Settings
|
||||
$setting:int = 3
|
||||
|
||||
[Preset]
|
||||
name = Mist Clouds
|
||||
category = Fog Settings
|
||||
$setting:int = 4
|
||||
|
||||
[Preset]
|
||||
name = Hyrule Castle Fog/Aura
|
||||
category = Fog Settings
|
||||
$setting:int = 5
|
||||
|
||||
|
||||
# Ground Fog
|
||||
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
default = 1
|
||||
$groundFogOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.1
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Ground Fog Visibility
|
||||
condition = $setting == 0
|
||||
$groundFogOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = 0.5x Brightness
|
||||
category = Ground Fog Brightness
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 0.75x Brightness
|
||||
category = Ground Fog Brightness
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 0.75
|
||||
|
||||
[Preset]
|
||||
name = 1x Brightness (Default)
|
||||
category = Ground Fog Brightness
|
||||
default = 1
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 1.5x Brightness
|
||||
category = Ground Fog Brightness
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 1.5
|
||||
|
||||
[Preset]
|
||||
name = 2x Brightness
|
||||
category = Ground Fog Brightness
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 2.0
|
||||
|
||||
[Preset]
|
||||
name = 3x Brightness
|
||||
category = Ground Fog Brightness
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 3.0
|
||||
|
||||
[Preset]
|
||||
name = 4x Brightness
|
||||
category = Ground Fog Brightness
|
||||
condition = $setting == 0
|
||||
$groundFogBrightness = 4.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
default = 1
|
||||
$enableGroundFogColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 1.0
|
||||
$groundFogGreen = 1.0
|
||||
$groundFogBlue = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Gray Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 0.75
|
||||
$groundFogGreen = 0.75
|
||||
$groundFogBlue = 0.75
|
||||
|
||||
[Preset]
|
||||
name = Navy Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 0.0
|
||||
$groundFogGreen = 0.0
|
||||
$groundFogBlue = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Blue Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 0.0
|
||||
$groundFogGreen = 0.0
|
||||
$groundFogBlue = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Cyan Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 0.0
|
||||
$groundFogGreen = 0.5
|
||||
$groundFogBlue = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Green Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 0.0
|
||||
$groundFogGreen = 1.0
|
||||
$groundFogBlue = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Red Fog
|
||||
category = Ground Fog Color
|
||||
condition = $setting == 0
|
||||
$groundFogRed = 1.0
|
||||
$groundFogGreen = 0.0
|
||||
$groundFogBlue = 0.0
|
||||
|
||||
# Water Fog
|
||||
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
default = 1
|
||||
$waterFogOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.1
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Water Fog Visibility
|
||||
condition = $setting == 1
|
||||
$waterFogOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
default = 1
|
||||
$enableWaterFogColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 1.0
|
||||
$waterFogGreen = 1.0
|
||||
$waterFogBlue = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Gray Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 0.75
|
||||
$waterFogGreen = 0.75
|
||||
$waterFogBlue = 0.75
|
||||
|
||||
[Preset]
|
||||
name = Navy Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 0.0
|
||||
$waterFogGreen = 0.0
|
||||
$waterFogBlue = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Blue Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 0.0
|
||||
$waterFogGreen = 0.0
|
||||
$waterFogBlue = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Cyan Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 0.0
|
||||
$waterFogGreen = 0.5
|
||||
$waterFogBlue = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Green Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 0.0
|
||||
$waterFogGreen = 1.0
|
||||
$waterFogBlue = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Red Fog
|
||||
category = Water Fog Color
|
||||
condition = $setting == 1
|
||||
$waterFogRed = 1.0
|
||||
$waterFogGreen = 0.0
|
||||
$waterFogBlue = 0.0
|
||||
|
||||
# Greenery Fog
|
||||
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
default = 1
|
||||
$greeneryFogOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.1
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Greenery Fog Visibility
|
||||
condition = $setting == 2
|
||||
$greeneryFogOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = 0.5x Brightness
|
||||
category = Greenery Fog Brightness
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 0.75x Brightness
|
||||
category = Greenery Fog Brightness
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 0.75
|
||||
|
||||
[Preset]
|
||||
name = 1x Brightness (Default)
|
||||
category = Greenery Fog Brightness
|
||||
default = 1
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 1.5x Brightness
|
||||
category = Greenery Fog Brightness
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 1.5
|
||||
|
||||
[Preset]
|
||||
name = 2x Brightness
|
||||
category = Greenery Fog Brightness
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 2.0
|
||||
|
||||
[Preset]
|
||||
name = 3x Brightness
|
||||
category = Greenery Fog Brightness
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 3.0
|
||||
|
||||
[Preset]
|
||||
name = 4x Brightness
|
||||
category = Greenery Fog Brightness
|
||||
condition = $setting == 2
|
||||
$greeneryFogBrightness = 4.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
default = 1
|
||||
$enableGreeneryFogColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 1.0
|
||||
$greeneryFogGreen = 1.0
|
||||
$greeneryFogBlue = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Gray Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 0.75
|
||||
$greeneryFogGreen = 0.75
|
||||
$greeneryFogBlue = 0.75
|
||||
|
||||
[Preset]
|
||||
name = Navy Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 0.0
|
||||
$greeneryFogGreen = 0.0
|
||||
$greeneryFogBlue = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Blue Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 0.0
|
||||
$greeneryFogGreen = 0.0
|
||||
$greeneryFogBlue = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Cyan Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 0.0
|
||||
$greeneryFogGreen = 0.5
|
||||
$greeneryFogBlue = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Green Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 0.0
|
||||
$greeneryFogGreen = 1.0
|
||||
$greeneryFogBlue = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Red Fog
|
||||
category = Greenery Fog Color
|
||||
condition = $setting == 2
|
||||
$greeneryFogRed = 1.0
|
||||
$greeneryFogGreen = 0.0
|
||||
$greeneryFogBlue = 0.0
|
||||
|
||||
# Distance Fog
|
||||
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
default = 1
|
||||
$distanceFogOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.1
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Distance Fog Visibility
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
default = 1
|
||||
$enableDistanceFogColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 1.0
|
||||
$distanceFogGreen = 1.0
|
||||
$distanceFogBlue = 1.0
|
||||
@ -120,7 +584,7 @@ $distanceFogBlue = 1.0
|
||||
[Preset]
|
||||
name = Gray Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 0.75
|
||||
$distanceFogGreen = 0.75
|
||||
$distanceFogBlue = 0.75
|
||||
@ -128,7 +592,7 @@ $distanceFogBlue = 0.75
|
||||
[Preset]
|
||||
name = Navy Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 0.0
|
||||
$distanceFogGreen = 0.0
|
||||
$distanceFogBlue = 0.5
|
||||
@ -136,7 +600,7 @@ $distanceFogBlue = 0.5
|
||||
[Preset]
|
||||
name = Blue Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 0.0
|
||||
$distanceFogGreen = 0.0
|
||||
$distanceFogBlue = 1.0
|
||||
@ -144,7 +608,7 @@ $distanceFogBlue = 1.0
|
||||
[Preset]
|
||||
name = Cyan Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 0.0
|
||||
$distanceFogGreen = 0.5
|
||||
$distanceFogBlue = 0.5
|
||||
@ -152,7 +616,7 @@ $distanceFogBlue = 0.5
|
||||
[Preset]
|
||||
name = Green Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 0.0
|
||||
$distanceFogGreen = 1.0
|
||||
$distanceFogBlue = 0.0
|
||||
@ -160,7 +624,7 @@ $distanceFogBlue = 0.0
|
||||
[Preset]
|
||||
name = Red Fog
|
||||
category = Distance Fog Color
|
||||
condition = $setting == 0
|
||||
condition = $setting == 3
|
||||
$distanceFogRed = 1.0
|
||||
$distanceFogGreen = 0.0
|
||||
$distanceFogBlue = 0.0
|
||||
@ -170,63 +634,63 @@ $distanceFogBlue = 0.0
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
default = 1
|
||||
$fogCloudsOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.1
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Fog Clouds Visibility
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
default = 1
|
||||
$enableFogCloudsColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 1.0
|
||||
$fogCloudsGreen = 1.0
|
||||
$fogCloudsBlue = 1.0
|
||||
@ -234,7 +698,7 @@ $fogCloudsBlue = 1.0
|
||||
[Preset]
|
||||
name = Gray Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 0.75
|
||||
$fogCloudsGreen = 0.75
|
||||
$fogCloudsBlue = 0.75
|
||||
@ -242,7 +706,7 @@ $fogCloudsBlue = 0.75
|
||||
[Preset]
|
||||
name = Navy Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 0.0
|
||||
$fogCloudsGreen = 0.0
|
||||
$fogCloudsBlue = 0.5
|
||||
@ -250,7 +714,7 @@ $fogCloudsBlue = 0.5
|
||||
[Preset]
|
||||
name = Blue Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 0.0
|
||||
$fogCloudsGreen = 0.0
|
||||
$fogCloudsBlue = 1.0
|
||||
@ -258,7 +722,7 @@ $fogCloudsBlue = 1.0
|
||||
[Preset]
|
||||
name = Cyan Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 0.0
|
||||
$fogCloudsGreen = 0.5
|
||||
$fogCloudsBlue = 0.5
|
||||
@ -266,7 +730,7 @@ $fogCloudsBlue = 0.5
|
||||
[Preset]
|
||||
name = Green Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 0.0
|
||||
$fogCloudsGreen = 1.0
|
||||
$fogCloudsBlue = 0.0
|
||||
@ -274,7 +738,7 @@ $fogCloudsBlue = 0.0
|
||||
[Preset]
|
||||
name = Red Fog
|
||||
category = Fog Clouds Color
|
||||
condition = $setting == 1
|
||||
condition = $setting == 4
|
||||
$fogCloudsRed = 1.0
|
||||
$fogCloudsGreen = 0.0
|
||||
$fogCloudsBlue = 0.0
|
||||
@ -284,63 +748,63 @@ $fogCloudsBlue = 0.0
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
default = 1
|
||||
$castleFogOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.1
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Castle Fog Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
default = 1
|
||||
$enableCastleFogColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 1.0
|
||||
$castleFogGreen = 1.0
|
||||
$castleFogBlue = 1.0
|
||||
@ -348,7 +812,7 @@ $castleFogBlue = 1.0
|
||||
[Preset]
|
||||
name = Gray Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 0.75
|
||||
$castleFogGreen = 0.75
|
||||
$castleFogBlue = 0.75
|
||||
@ -356,7 +820,7 @@ $castleFogBlue = 0.75
|
||||
[Preset]
|
||||
name = Navy Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 0.0
|
||||
$castleFogGreen = 0.0
|
||||
$castleFogBlue = 0.5
|
||||
@ -364,7 +828,7 @@ $castleFogBlue = 0.5
|
||||
[Preset]
|
||||
name = Blue Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 0.0
|
||||
$castleFogGreen = 0.0
|
||||
$castleFogBlue = 1.0
|
||||
@ -372,7 +836,7 @@ $castleFogBlue = 1.0
|
||||
[Preset]
|
||||
name = Cyan Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 0.0
|
||||
$castleFogGreen = 0.5
|
||||
$castleFogBlue = 0.5
|
||||
@ -380,7 +844,7 @@ $castleFogBlue = 0.5
|
||||
[Preset]
|
||||
name = Green Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 0.0
|
||||
$castleFogGreen = 1.0
|
||||
$castleFogBlue = 0.0
|
||||
@ -388,7 +852,7 @@ $castleFogBlue = 0.0
|
||||
[Preset]
|
||||
name = Red Fog
|
||||
category = Castle Fog Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 5
|
||||
$castleFogRed = 1.0
|
||||
$castleFogGreen = 0.0
|
||||
$castleFogBlue = 0.0
|
||||
@ -399,81 +863,81 @@ $castleFogBlue = 0.0
|
||||
[Preset]
|
||||
name = 300% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 2.0
|
||||
|
||||
[Preset]
|
||||
name = 200% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 2.0
|
||||
|
||||
[Preset]
|
||||
name = 150% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 1.5
|
||||
|
||||
[Preset]
|
||||
name = 100% Opacity (Default)
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
default = 1
|
||||
$ganonAuraOpacity = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 80% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.8
|
||||
|
||||
[Preset]
|
||||
name = 60% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.6
|
||||
|
||||
[Preset]
|
||||
name = 50% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 40% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.4
|
||||
|
||||
[Preset]
|
||||
name = 20% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 10% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.2
|
||||
|
||||
[Preset]
|
||||
name = 0% Opacity
|
||||
category = Ganon's Aura Visibility
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraOpacity = 0.0
|
||||
|
||||
[Preset]
|
||||
name = Normal (Default)
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
default = 1
|
||||
$enableGanonAuraColor:int = 0
|
||||
|
||||
[Preset]
|
||||
name = Black Aura
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraRed = 1.0
|
||||
$ganonAuraGreen = 1.0
|
||||
$ganonAuraBlue = 1.0
|
||||
@ -481,7 +945,7 @@ $ganonAuraBlue = 1.0
|
||||
[Preset]
|
||||
name = Navy Aura
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraRed = 0.0
|
||||
$ganonAuraGreen = 0.0
|
||||
$ganonAuraBlue = 0.5
|
||||
@ -489,7 +953,7 @@ $ganonAuraBlue = 0.5
|
||||
[Preset]
|
||||
name = Blue Aura
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraRed = 0.0
|
||||
$ganonAuraGreen = 0.0
|
||||
$ganonAuraBlue = 1.0
|
||||
@ -497,7 +961,7 @@ $ganonAuraBlue = 1.0
|
||||
[Preset]
|
||||
name = Cyan Aura
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraRed = 0.0
|
||||
$ganonAuraGreen = 0.5
|
||||
$ganonAuraBlue = 0.5
|
||||
@ -505,7 +969,7 @@ $ganonAuraBlue = 0.5
|
||||
[Preset]
|
||||
name = Green Aura
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraRed = 0.0
|
||||
$ganonAuraGreen = 1.0
|
||||
$ganonAuraBlue = 0.0
|
||||
@ -513,7 +977,7 @@ $ganonAuraBlue = 0.0
|
||||
[Preset]
|
||||
name = Red Aura
|
||||
category = Ganon's Aura Color
|
||||
condition = $setting == 2
|
||||
condition = $setting == 6
|
||||
$ganonAuraRed = 1.0
|
||||
$ganonAuraGreen = 0.0
|
||||
$ganonAuraBlue = 0.0
|
@ -1,35 +1,24 @@
|
||||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 03285368cf940e37
|
||||
// Used for: Scaling Box Blur Background
|
||||
const float blurQuality = float($blurQuality);
|
||||
const int sampleScale = 2;
|
||||
|
||||
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 03285368cf940e37 //box bg
|
||||
|
||||
//float dither = $dither ;
|
||||
//float scaleShader = $scaleShader;
|
||||
float scaleBlur = $scaleBlur; //0.25 4k
|
||||
const int sampleScale = 2;
|
||||
//float lightBloom = 0.95;
|
||||
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem3;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
@ -39,6 +28,7 @@ uniform vec4 uf_fragCoordScale;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
@ -58,10 +48,14 @@ vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||||
}
|
||||
|
||||
//O / O.a;
|
||||
return vec4(O.x, O.y, O.z, 0.0)*18; //16 exact, 17 ~ a touch more haze to compensate res increase
|
||||
return vec4(O.x, O.y, O.z, 0.0)*17; //16 exact, 17 ~ a touch more haze to compensate res increase
|
||||
}
|
||||
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem3;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
@ -70,7 +64,7 @@ else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
@ -90,21 +84,28 @@ vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem3;
|
||||
|
||||
vec2 coord = passParameterSem3.xy*textureSize(textureUnitPS0, 0); //
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
if (blurQuality != 0.0) {
|
||||
vec2 coord = passParameterSem3.xy*textureSize(textureUnitPS0, 0);
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
R1f.xyz = blur(textureUnitPS0, R0f.xy, ps*blurQuality).xyz;
|
||||
R2f.xyz = R1f.xyz;
|
||||
R3f.xyz = R1f.xyz;
|
||||
R0f.xyz = R1f.xyz;
|
||||
}
|
||||
else {
|
||||
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
}
|
||||
|
||||
R1f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz;
|
||||
R2f.xyz = R1f.xyz;
|
||||
R3f.xyz = R1f.xyz;
|
||||
R0f.xyz = R1f.xyz;
|
||||
/*
|
||||
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
*/
|
||||
|
||||
//R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
//R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
|
||||
//R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
|
||||
//R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
// 0
|
||||
PV0f.x = R1f.z + R2f.z;
|
||||
PV0f.x /= 2.0;
|
@ -19,7 +19,7 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 50e29e8929cea348
|
||||
// Used for: Scaling Anti-Aliasing solution of game
|
||||
// Used for: Scaling Anti-Aliasing
|
||||
|
||||
|
||||
#ifdef VULKAN
|
@ -19,10 +19,10 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 70b82af4d17024d2
|
||||
//AA fix
|
||||
|
||||
// Used for: Scaling Anti-Aliasing
|
||||
float resScale = float($width)/float($gameWidth);
|
||||
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
@ -19,7 +19,9 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 8d638f35cebd14dc
|
||||
//banding fix
|
||||
// Used for: Banding Fix
|
||||
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
@ -19,10 +19,10 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader ec4a85d51e778437
|
||||
//box blur fix
|
||||
|
||||
// Used for: Scaling Box Blur
|
||||
float resScale = float($width)/float($gameWidth);
|
||||
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
320
src/NewSuperMarioBrosU/Graphics/rules.txt
Normal file
320
src/NewSuperMarioBrosU/Graphics/rules.txt
Normal file
@ -0,0 +1,320 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
|
||||
name = TV Resolution, Gamepad Resolution, Shadow Quality and Blur Quality
|
||||
path = "New Super Mario Bros. U/Graphics"
|
||||
description = Changes the TV/Gamepad resolution of the game. You can also adjust the quality of the shadows and blur.||Made by getdls.
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$padWidth = 854
|
||||
$padHeight = 480
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$gamePadWidth = 854
|
||||
$gamePadHeight = 480
|
||||
$shadowRes = 1
|
||||
$blurQuality = 0.0
|
||||
|
||||
|
||||
# TV Resolution
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 1280x720 (Default)
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 7680x4320
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
|
||||
|
||||
# Gamepad Resolution
|
||||
|
||||
[Preset]
|
||||
name = 854x480 (Default)
|
||||
category = Gamepad Resolution
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 640x360
|
||||
$padWidth = 640
|
||||
$padHeight = 360
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 960x540
|
||||
$padWidth = 960
|
||||
$padHeight = 540
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1600x900
|
||||
$padWidth = 1600
|
||||
$padHeight = 900
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1920x1080
|
||||
$padWidth = 1920
|
||||
$padHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 2560x1440
|
||||
$padWidth = 2560
|
||||
$padHeight = 1440
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3200x1800
|
||||
$padWidth = 3200
|
||||
$padHeight = 1800
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3840x2160
|
||||
$padWidth = 3840
|
||||
$padHeight = 2160
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 5120x2880
|
||||
$padWidth = 5120
|
||||
$padHeight = 2880
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 7680x4320
|
||||
$padWidth = 7680
|
||||
$padHeight = 4320
|
||||
|
||||
|
||||
# Shadow Quality
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Low (50%)
|
||||
$shadowRes = 0.5
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Medium (100%, Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = High (200%)
|
||||
$shadowRes = 2
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Ultra (300%)
|
||||
$shadowRes = 3
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Extreme (400%, Unstable)
|
||||
$shadowRes = 4
|
||||
|
||||
|
||||
# Blur Quality
|
||||
|
||||
[Preset]
|
||||
category = Blur Quality
|
||||
name = Medium (Default)
|
||||
|
||||
[Preset]
|
||||
category = Blur Quality
|
||||
name = High
|
||||
$blurQuality = 0.25
|
||||
|
||||
[Preset]
|
||||
category = Blur Quality
|
||||
name = Ultra
|
||||
$blurQuality = 0.50
|
||||
|
||||
[Preset]
|
||||
category = Blur Quality
|
||||
name = Extreme
|
||||
$blurQuality = 1.0
|
||||
|
||||
|
||||
# Use more accurate texture formats for less banding
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x001
|
||||
overwriteFormat = 0x005
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x01a
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
# Texture Redefines
|
||||
|
||||
[TextureRedefine] # TV
|
||||
width = 1280
|
||||
height = 720
|
||||
#formats = 0x80e,0x01a,0x001
|
||||
tileModesExcluded = 0x1
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
[TextureRedefine] # Shadows on level selection
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = $shadowRes * 1024
|
||||
overwriteHeight = $shadowRes * 1024
|
||||
|
||||
[TextureRedefine] # Gamepad
|
||||
width = 864
|
||||
height = 480
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($padWidth/$gamePadWidth) * 864
|
||||
overwriteHeight = ($padHeight/$gamePadHeight) * 480
|
||||
|
||||
[TextureRedefine] # Gamepad
|
||||
width = 854
|
||||
height = 480
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($padWidth/$gamePadWidth) * 854
|
||||
overwriteHeight = ($padHeight/$gamePadHeight) * 480
|
||||
|
||||
[TextureRedefine] # Horizon blur
|
||||
width = 640
|
||||
height = 368
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
|
||||
[TextureRedefine] # Horizon blur
|
||||
width = 640
|
||||
height = 360
|
||||
#formats = 0x01a
|
||||
tileModesExcluded = 0x1
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 256
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 512
|
||||
overwriteHeight = ($height/$gameHeight) * 256
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 128
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 256
|
||||
overwriteHeight = ($height/$gameHeight) * 128
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 208
|
||||
#formats = 0x80e,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 208
|
||||
|
||||
[TextureRedefine] # Portraits
|
||||
width = 160
|
||||
height = 196
|
||||
#formats = 0x80e,0x01a
|
||||
formatsExcluded = 0x033
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 196
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
||||
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 64
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 32
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
|
||||
[TextureRedefine]
|
||||
width = 32
|
||||
height = 16
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 32
|
||||
overwriteHeight = ($height/$gameHeight) * 16
|
@ -0,0 +1,114 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 0f817a18292d8ca5
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = 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;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
// 0
|
||||
backupReg0i = R1i.z;
|
||||
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||
// 0
|
||||
PV0i.x = R1i.w;
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||
PV0i.y = ((0.5 > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||
// 1
|
||||
R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
|
||||
R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
|
||||
PV1i.z = R127i.z;
|
||||
// 2
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 3
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||
PV1i.y = R123i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||
// 4
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 5
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||
PV1i.y = R123i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||
// 6
|
||||
backupReg0i = R0i.z;
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
|
||||
PS0i = R0i.x;
|
||||
// 7
|
||||
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||
R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||
}
|
@ -0,0 +1,66 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 2802e519ac163806
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform float uf_alphaTestRef;
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform float uf_alphaTestRef;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
// 0
|
||||
R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
// 1
|
||||
R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
@ -0,0 +1,64 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 2802e519ac163806
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
// 0
|
||||
R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
// 1
|
||||
R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
@ -0,0 +1,105 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 9bc55a95dad10ffa
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = 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;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
// 0
|
||||
backupReg0i = R1i.z;
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||
R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||
// 0
|
||||
backupReg0i = R0i.y;
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(R2i.w)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
|
||||
PV0i.w = ((0.5 > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.x)));
|
||||
PS0i = R126i.w;
|
||||
// 1
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV0i.y)));
|
||||
R123i.y = ((PV0i.w == 0)?(PV0i.z):(0));
|
||||
PV1i.y = R123i.y;
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x));
|
||||
// 2
|
||||
backupReg0i = R0i.x;
|
||||
backupReg1i = R0i.y;
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[3].w)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].w)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.z)));
|
||||
// 3
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV0i.y)));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV0i.x)));
|
||||
R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x));
|
||||
PS1i = R1i.x;
|
||||
// 4
|
||||
backupReg0i = R0i.z;
|
||||
R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x));
|
||||
// 5
|
||||
R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x));
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0);
|
||||
}
|
@ -0,0 +1,103 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d9f064ae204238df
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R123i = 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;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
// 0
|
||||
backupReg0i = R1i.z;
|
||||
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw);
|
||||
// 0
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 1
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[0].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||
PV1i.y = R123i.y;
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||
// 2
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 3
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[2].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||
PV1i.y = R123i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||
// 4
|
||||
backupReg0i = R0i.z;
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z));
|
||||
PS0i = R0i.x;
|
||||
// 5
|
||||
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||
R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y));
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||
}
|
@ -0,0 +1,79 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader fcd26205b94e11ca
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform float uf_alphaTestRef;
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform float uf_alphaTestRef;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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;
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
// 0
|
||||
R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
PV1f.y = R123f.y;
|
||||
R1f.x = mul_nonIEEE(R0f.x, PV0f.w);
|
||||
PS1f = R1f.x;
|
||||
// 2
|
||||
R1f.y = mul_nonIEEE(R0f.y, R127f.z);
|
||||
R1f.z = mul_nonIEEE(R0f.z, PV1f.y);
|
||||
R1f.w = mul_nonIEEE(R0f.w, PV1f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
@ -0,0 +1,77 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader fcd26205b94e11ca
|
||||
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// end of shader inputs/outputs
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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;
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
// 0
|
||||
R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
PV1f.y = R123f.y;
|
||||
R1f.x = mul_nonIEEE(R0f.x, PV0f.w);
|
||||
PS1f = R1f.x;
|
||||
// 2
|
||||
R1f.y = mul_nonIEEE(R0f.y, R127f.z);
|
||||
R1f.z = mul_nonIEEE(R0f.z, PV1f.y);
|
||||
R1f.w = mul_nonIEEE(R0f.w, PV1f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
6
src/NewSuperMarioBrosU/Mods/RemoveHUD/rules.txt
Normal file
6
src/NewSuperMarioBrosU/Mods/RemoveHUD/rules.txt
Normal file
@ -0,0 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
|
||||
name = Remove HUD
|
||||
path = "New Super Mario Bros. U/Mods/Remove HUD (breaks menus)"
|
||||
description = Removes the in-game HUD.|Breaks menus so should only be used for screenshots/videos.||Made by Seb.
|
||||
version = 6
|
@ -0,0 +1,22 @@
|
||||
[NSMBU+LU_CrashFix_V0]
|
||||
moduleMatches = 0x1049CED8, 0x777D7B44
|
||||
|
||||
; remove check for mii data
|
||||
0x024D7394 = b .+0xE8
|
||||
|
||||
[NSMBU_CrashFix_V64USV80EU]
|
||||
moduleMatches = 0x6CAEA914, 0xFA29C89F
|
||||
|
||||
0x024D71C4 = b .+0xE8
|
||||
|
||||
[NSMBU_CrashFix_V0USV0EU]
|
||||
moduleMatches = 0xA7A5ECF1, 0xC7B938AD
|
||||
|
||||
0x024BDE70 = b .+0xE8
|
||||
|
||||
[NSLU_CrashFix_V0EU]
|
||||
moduleMatches = 0xA3705C0B
|
||||
|
||||
0x024D7158 = b .+0xE8
|
||||
|
||||
; Note: for future versions take the crash log and get the module checksum from the user. Subtract 0x7c from the link register in the crash log to be the address we patch.
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
|
||||
name = Crash Fix
|
||||
path = "New Super Mario Bros. U/Workarounds/Crash Fix" #and luigi
|
||||
description = Allows NSMBU and NSLU to be played without the required system files. Made by Xalphenos.
|
||||
version = 4
|
||||
name = Title Screen Crash Fix
|
||||
path = "New Super Mario Bros. U/Workarounds/Title Screen Crash Fix" #and luigi
|
||||
description = Allows NSMBU and NSLU to be played without the required system files.|Only tested to work on the latest update of the game.||Made by Xalphenos.
|
||||
version = 6
|
Loading…
Reference in New Issue
Block a user