[XCX] Minor improvements - Shadows and AO

Shadows - More values scaled, details
AO - Less banding
This commit is contained in:
getdls 2018-03-31 02:37:06 +02:00
parent 486a20ec2a
commit 5dd2f2aed5
6 changed files with 125 additions and 88 deletions

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@ -1,16 +1,8 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 5098356af9ebfe85
//AO pass 3 vertical blur
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 4.0;
const float resScale = 4.5;
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5911000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
@ -55,7 +47,7 @@ R127f.y /= 2.0;
R127f.z = 0.0;
PV0f.z = R127f.z;
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000);
R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5;
R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5 or blur won't sample between pixels
PS0f = R126f.z;
// 1
R1f.x = PV0f.z + R0f.x;

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@ -1,15 +1,8 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 5b5c7c2a52ed1459
// AO step 2 horizontal blur
const float resScale = <?=$scaleFactorX?>;
const float resScale = 4.5;
//const float resScale = 4.0;
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0

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@ -1,17 +1,10 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 986b29629873321d
/// AO 1st pass detection
//2 = 8, 3 = 16
const float AOScale = 1.5; // AO detail vs volume 1.5 as a compromise 1.0 default. Scale to res = 100% detail but sharp and tiny. lines 357, 360 for comments: Needs blur++
const float noiseScale = <?=$scaleFactorX?>;
const float noiseScale = 4.5; // 8 banding for vertical objects, 4 is more random,less details
//const float noiseScale = 4.0; //multiple of noise texture samples ie banding vs details
uniform ivec4 uf_remappedPS[4];
@ -187,7 +180,7 @@ R9i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy) ).xx);
if( activeMaskStackC[1] == true ) {
R1i.x = 0xbe000000;
R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points
R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points
R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3c75c28f)); //n
PV0i.z = R0i.z;
R2i.x = 0xbe800000;
@ -199,7 +192,7 @@ R0i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3c
R3i.y = 0x3f000000;
PS1i = R3i.y;
R4i.x = 0x3e304eb9 ; // to be tweaked later, cut off points
R4i.x = 0x3dff4eb9 ; // to be tweaked later, cut off points 0x3e304eb9
R5i.x = 0x3e474d45;
PS0i = R5i.x;
// 3

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@ -11,7 +11,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
// shader af7acf7fb6dca1be
//cutscene shadow scaling
//to do - extra edge smooth pass,
//const float resScale = 2.0;// 2.0 looks good
const float resScaleDetail = 2.0;
const float resScale = <?=$scaleFactorX?>;
const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
uniform ivec4 uf_remappedPS[31];
@ -139,22 +139,22 @@ R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PS0i = R2i.x;
// 9
R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z));
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)/resScaleDetail); //close details
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)/resScaleDetail);//but less smooth lod transition
R7i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y))));
PS1i = R7i.y;
// 10
R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z));
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)/resScaleDetail);//close details
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)/resScaleDetail);//close details
R0i.w = PV1i.y;
R0i.w = clampFI32(R0i.w);
R1i.w = PV1i.z;
R1i.w = clampFI32(R1i.w);
PS0i = R1i.w;
// 11
R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); //distant shadow
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z));
R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale);
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)/resScale);
R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale);
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
@ -244,28 +244,28 @@ activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(uf_remappedPS[18].z)));
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x)/ resScale,intBitsToFloat(uf_remappedPS[18].y)/ resScale,intBitsToFloat(uf_remappedPS[18].z)/ resScale));
PV0i.z = R1i.z;
// 1
R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x));
R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z));
R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)/ resScale);
R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)/ resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)/ resScale);
PV1i.z = R1i.z;
R1i.w = PV0i.z;
R1i.w = clampFI32(R1i.w);
// 2
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x));
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z));
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)/ resScale);
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)/ resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)/ resScale);
PV0i.z = R1i.z;
R7i.w = PV1i.z;
R7i.w = clampFI32(R7i.w);
// 3
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z));
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)/ resScale);
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)/ resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)/ resScale);
PV1i.z = R1i.z;
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
@ -346,28 +346,28 @@ activeMaskStackC[3] = false;
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R0i.z;
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z));
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)/ resScale);
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)/ resScale);
R7i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R1i.y)));
// 1
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x));
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x));
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x)/ resScale);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)/ resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x)/ resScale);
R0i.w = PV0i.z;
R0i.w = clampFI32(R0i.w);
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)/ resScale);
PS1i = R1i.y;
// 2
backupReg0i = R0i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x));
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z));
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x)/ resScale);
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)/ resScale);
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)/ resScale);
R1i.w = R127i.x;
R1i.w = clampFI32(R1i.w);
// 3
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x));
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z));
R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y));
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x)/ resScale);
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)/ resScale);
R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y)/ resScale);
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
// 4
@ -424,9 +424,9 @@ PV0i.y = R4i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z)));
PV0i.z = R0i.z;
// 3
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x));
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y));
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z));
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)/ resScale);
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)/ resScale);
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)/ resScale);
PV1i.z = R0i.z;
// 4
R4i.w = PV1i.z;
@ -583,4 +583,3 @@ R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w));
}

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@ -0,0 +1,59 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader dfd8991cfe6e6bbe
//align AO
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.x = backupReg0f;
R2f.y = backupReg1f;
// export
gl_Position = vec4(R1f.x*(1 / 1.002), R1f.y*(1 / 1.003), R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// 0
}

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@ -12,8 +12,8 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
// shadows scaling, ie 4096 = x4
// To do - some nice edge smoothing at higher res
const float resScale = <?=$scaleFactorX?>;
const float resScaleDetail = 2.0;
const float shadowExposure = 0.85;
//const float resScale = 4;
uniform ivec4 uf_remappedPS[23];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2DShadow textureUnitPS1;// Tex1 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
@ -138,14 +138,14 @@ R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PS0i = R2i.x;
// 9
R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z));
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z) / resScaleDetail);
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)/ resScaleDetail);
R0i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y))));
PS1i = R0i.y;
// 10
R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z));
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z) / resScaleDetail);
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z) / resScaleDetail);
R0i.w = PV1i.y;
R0i.w = clampFI32(R0i.w);
R1i.w = PV1i.z;
@ -153,7 +153,7 @@ R1i.w = clampFI32(R1i.w);
PS0i = R1i.w;
// 11
R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale);
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z));
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)/ resScale);
R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale);
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
@ -243,30 +243,30 @@ activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x));
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z));
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) / resScale);
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) / resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) / resScale);
PV0i.z = R1i.z;
// 1
R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x));
R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z));
R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale);
R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) / resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z) / resScale);
PV1i.z = R1i.z;
R0i.w = PV0i.z;
R0i.w = clampFI32(R0i.w);
// 2
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x));
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z));
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale);
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z) / resScale);
PV0i.z = R1i.z;
R8i.w = PV1i.z;
R8i.w = clampFI32(R8i.w);
// 3
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y));
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z));
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale);
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y) / resScale);
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) / resScale);
PV1i.z = R1i.z;
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
@ -283,7 +283,7 @@ R3i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xy), intB
if( activeMaskStackC[3] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R5i.w) + -(intBitsToFloat(0x3eae147b)));
PV0i.z = floatBitsToInt(intBitsToFloat(R5i.w) + -(intBitsToFloat(0x3eae147b) ));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x));
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000));
@ -347,8 +347,8 @@ activeMaskStackC[3] = false;
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R0i.z;
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z));
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) / resScale);
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z) / resScale);
R6i.w = floatBitsToInt(max(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y)));
// 1
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale);
@ -362,13 +362,13 @@ PS1i = R1i.y;
backupReg0i = R0i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale);
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale);
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z) / resScale);
R1i.w = R127i.x;
R1i.w = clampFI32(R1i.w);
// 3
backupReg0i = R3i.x;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale);
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z));
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) / resScale);
R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y) / resScale);
R2i.w = PV0i.z;
R2i.w = clampFI32(R2i.w);
@ -426,9 +426,9 @@ PV0i.y = R1i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z)));
PV0i.z = R0i.z;
// 3
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x));
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y));
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z));
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale);
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale);
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z) / resScale);
PV1i.z = R0i.z;
// 4
R4i.w = PV1i.z;
@ -478,3 +478,4 @@ R0i.w = 0;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.w));
}
}