Much improved CleanCameraRune pack

It's probably better to show, not tell so here's a screenshot. Preset system is gone as it doesn't have any major visual bugs, besides text and menu things (which is kinda hard to avoid). https://cdn.discordapp.com/attachments/292733452590120961/398079412802682881/unknown.png
This commit is contained in:
Milan 2018-01-03 12:47:00 +01:00
parent 57d8ea51e0
commit 63eeda530a
18 changed files with 440 additions and 6254 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 156a8a37bc669fec
// Used for: Black transparent tint edge
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem1;
layout(location = 1) in vec4 passParameterSem0;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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 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(passParameterSem1);
R1i = floatBitsToInt(passParameterSem0);
R2i = floatBitsToInt(passParameterSem2);
R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
// 0
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
R3i.z = uf_remappedPS[0].x & 0x00008000;
R127i.w = 0x3f800000;
PV0i.w = R127i.w;
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
PS0i = R1i.w;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
PS1i = R1i.z;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
PS0i = R2i.x;
// 3
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
// 0
backupReg0i = R0i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
PV0i.y = R123i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
// 1
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
PS1i = R4i.y;
// 2
R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
PV0i.x = R123i.x;
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
// 3
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 156a8a37bc669fec
// Used for: Black transparent tint edge
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem1;
layout(location = 1) in vec4 passParameterSem0;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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 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(passParameterSem1);
R1i = floatBitsToInt(passParameterSem0);
R2i = floatBitsToInt(passParameterSem2);
R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
// 0
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
R3i.z = uf_remappedPS[0].x & 0x00008000;
R127i.w = 0x3f800000;
PV0i.w = R127i.w;
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
PS0i = R1i.w;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
PS1i = R1i.z;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
PS0i = R2i.x;
// 3
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
// 0
backupReg0i = R0i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
PV0i.y = R123i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
// 1
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
PS1i = R4i.y;
// 2
R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
PV0i.x = R123i.x;
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
// 3
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader cb83a22cf0961e1a
// Used for: Zoom Text
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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 = ((intBitsToFloat(0x3f0a3d71) > 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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 569ebe93f1ae5799
// Used for: Vintage, Remove buttons, Edge Textures, Edge Background, Middle GUI
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22b12000 res 854x480x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 156a8a37bc669fec
// Used for: Black transparent tint edge
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem1;
layout(location = 1) in vec4 passParameterSem0;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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 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(passParameterSem1);
R1i = floatBitsToInt(passParameterSem0);
R2i = floatBitsToInt(passParameterSem2);
R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
// 0
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
R3i.z = uf_remappedPS[0].x & 0x00008000;
R127i.w = 0x3f800000;
PV0i.w = R127i.w;
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
PS0i = R1i.w;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
PS1i = R1i.z;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
PS0i = R2i.x;
// 3
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
// 0
backupReg0i = R0i.w;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
PV0i.y = R123i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
// 1
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
PS1i = R4i.y;
// 2
R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
PV0i.x = R123i.x;
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
// 3
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 569ebe93f1ae5799
// Used for: Vintage, Remove buttons, Edge Textures, Edge Background, Middle GUI
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22b12000 res 854x480x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 7751959c9083eebb
// Used for: Font Edge
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x201f6000 res 512x1024x1 dim 5 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader a15e2a77cef4c5e3
// Used for: Text Edge
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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 = ((intBitsToFloat(0x3f0a3d71) > 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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader cb83a22cf0961e1a
// Used for: Zoom Text
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ 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 = ((intBitsToFloat(0x3f0a3d71) > 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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader cb83a22cf0961e1a
// Used for: Zoom Text
// Remove some spare text
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20384000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;

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#version 420
#extension GL_ARB_texture_gather : enable
// shader ededcf8bdc3384ef
// Used for: Glow, Frame
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x240ff800 res 1280x720x1 dim 1 tm: 4 format 0008 compSel: 2 1 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x242a1800 res 1280x720x1 dim 1 tm: 4 format 0008 compSel: 2 1 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;

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@ -1,42 +1,445 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 # ALZP01
name = "The Legend of Zelda: Breath of the Wild - Clean Camera Rune (configurable)"
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - Clean Camera Rune V0.2"
version = 2
# This pack is configurable, which could make the pack more playable with some compromises.
# You can disable shaders if you want to to remove graphical bugs that this will bring. Everything shader has a comment with the results of my limited research.
# Here's a list with all the different parts, which you can disable (just rename the extension to .bak).
# Installing/changing preset's should be as easy as just moving the files next towards the rules.txt file.
# Use prohud+ to disable hearts. Affects nothing (afaik) besides text and some bugs(seen on the main menu).
# The selfie view isn't working correctly (yet) and shows blue squares as I don't know a way to disable this yet.
# This pack is doomed to have bugs, so only enable it when you want to make high-res screenshots.
# Reporting bugs is helpful to improve this pack (although there's no magic, so it might stay unfixed) and can be done on github or via discord (you'll know where).
# The default presets (that are used when you've downloaded this) is Minimal mode, which doesn't have any drawback.
# Photo mode however is much more obtrusive and has a significant impact on the menu's. You'll need to browse the menu's blindly.
# As always, I don't discourage changing some of these out by yourself as it's all limited testing.
# Included are screenshots of both of these presets to help you decide.
# Tested:
# 5431383136d7b11b_0000000000000000_vs.txt // Main Lines // No drawbacks
# cb83a22cf0961e1a_000000000000007d_ps.txt // "Zoom" Text // No drawbacks
# 156a8a37bc669fec_0000000000001e49_ps.txt // Black tint edge // No drawbacks
# 2d0ed5b8778b1709_0000000000000000_vs.txt // Edge Bloom 1 // No drawbacks
# 7751959c9083eebb_000000000000007d_ps.txt // Sheikah letters left&right, menu button prompts // Removes most text from menu
# a15e2a77cef4c5e3_000000000000007d_ps.txt // Text Frame // Removes text from menu
# ededcf8bdc3384ef_0000000000000079_ps.txt // Glow, Frame GUI // Clear UI, Removes fade on main menu, removes inventory icons, removes hearts
# Don't use this!
# 569ebe93f1ae5799_0000000000000079_ps.txt // Vintage, Remove buttons, Edge Textures, Edge Background // MASSIVE ACNE OR BLACK SCREEN
# =================================
# Presets:
# - Minimal
# 5431383136d7b11b_0000000000000000_vs.txt
# cb83a22cf0961e1a_000000000000007d_ps.txt
# 156a8a37bc669fec_0000000000001e49_ps.txt
# >>> Camera UI <<<
[TextureRedefine] # Disable Photo Lock, already disabled!!! # 239df000_fmt0034_mip00_200x200_tm04_sw00000000.bmp
width = 200
height = 200
formats = 0x034
tilemodes = 4
#overwriteHeight = 1
#overwriteWidth = 1
# Affects leaves (and maybe more)!
# - Photo
# 569ebe93f1ae5799_0000000000000079_ps.txt
# 7751959c9083eebb_000000000000007d_ps.txt
# ededcf8bdc3384ef_0000000000000079_ps.txt
# 2d0ed5b8778b1709_0000000000000000_vs.txt
# a15e2a77cef4c5e3_000000000000007d_ps.txt
[TextureRedefine] # Disable Sheikah Opening Animation # 238dd000_fmt0034_mip00_314x358_tm04_sw00000700.bmp
width = 314
height = 358
formats = 0x034
tilemodes = 4
overwriteHeight = 1
overwriteWidth = 1
# There's improvements to be made so give some feedback if you find anything. You can create a new issue on the github repository and it'll be looked at.
[TextureRedefine] # Removes Storage Numbers # f4252800_fmt001a_mip00_24x24_tm04_sw00000000.bmp
width = 24
height = 24
formats = 0x001a
tilemodes = 4
overwriteHeight = 1
overwriteWidth = 1
[TextureRedefine] # Removes most text! Also only removes a single element... # 20340000_fmt0001_mip00_1024x1024_tm04_sw00000000.bmp
width = 1024
height = 1024
formats = 0x001
tilemodes = 4
overwriteWidth = 1
overwriteHeight = 1
[TextureRedefine] # Remove the zoom triangle # 229f1000_fmt0034_mip00_75x75_tm04_sw00000000.bmp
width = 75
height = 75
formats = 0x034
tilemodes = 4
overwriteWidth = 1
overwriteHeight = 1
[TextureRedefine] # Remove the zoom line # 236ad000_fmt0034_mip00_8x8_tm02_sw00000000.bmp
width = 8
height = 8
formats = 0x034
tilemodes = 2
overwriteWidth = 1
overwriteHeight = 1
[TextureRedefine] # Remove the orange # 23379900_fmt0034_mip00_26x26_tm02_sw00000000.bmp
width = 26
height = 26
formats = 0x034
tilemodes = 2
overwriteWidth = 1
overwriteHeight = 1
# >>> MISC <<<
[TextureRedefine] # Disable Camera Vignette # 2330e000_fmt0034_mip00_242x162_tm04_sw00000100.bmp
width = 242
height = 162
formats = 0x034
tilemodes = 4
overwriteHeight = 1
overwriteWidth = 1
[TextureRedefine] # Disable Background 'Lines' # 2258b000_fmt0034_mip00_13x305_tm04_sw00000400.bmp
width = 13
height = 305
formats = 0x034
tilemodes = 4
overwriteHeight = 1
overwriteWidth = 1
[TextureRedefine] # Removing Border Runes # 2005e000_fmt0034_mip00_32x1024_tm04_sw00000000.bmp
width = 32
height = 1024
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # Removing Background # 228d9000_fmt0034_mip00_512x512_tm04_sw00000300.bmp
width = 512
height = 512
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # Removing Textures from edge # 239f3000_fmt0034_mip00_1278x387_tm04_sw00000400.bmp
width = 1278
height = 387
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # Removes the glow at the border, but can affect other effects. Off by default due to this. # 22456000_fmt0035_mip00_128x128_tm04_sw00000000.bmp
width = 128
height = 128
formats = 0x035
#overwriteHeight = 1
#overwriteWidth = 1
tilemodes = 4
# >>> Frame Decoration <<<
[TextureRedefine] # 23c76000_fmt0433_mip00_97x156_tm04_sw00000600.bmp
width = 97
height = 156
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 22a80000_fmt0433_mip00_179x40_tm04_sw00000000.bmp
width = 179
height = 40
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 22f42000_fmt0433_mip00_855x30_tm04_sw00000300.bmp
width = 855
height = 30
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23d74000_fmt0433_mip00_151x139_tm04_sw00000500.bmp
width = 151
height = 139
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 229d8000_fmt0433_mip00_88x77_tm04_sw00000200.bmp
width = 88
height = 77
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 2375e000_fmt0433_mip00_908x26_tm04_sw00000200.bmp
width = 908
height = 26
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 22346000_fmt0433_mip00_57x171_tm04_sw00000200.bmp
width = 57
height = 171
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 22360000_fmt0433_mip00_79x187_tm04_sw00000100.bmp
width = 79
height = 187
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 22884000_fmt0433_mip00_96x69_tm04_sw00000700.bmp
width = 96
height = 69
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23697100_fmt0433_mip00_107x47_tm02_sw00000000.bmp
width = 107
height = 47
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 2
[TextureRedefine] # 23c76000_fmt0433_mip00_97x156_tm04_sw00000600.bmp
width = 97
height = 156
formats = 0x433
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
# >>> Frame Glow <<<
[TextureRedefine] # 22df3000_fmt0034_mip00_92x157_tm04_sw00000100.bmp
width = 92
height = 157
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 22dfe000_fmt0034_mip00_135x188_tm04_sw00000000.bmp
width = 135
height = 188
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23b23000_fmt0034_mip00_58x171_tm04_sw00000600.bmp
width = 58
height = 171
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23c46000_fmt0034_mip00_148x140_tm04_sw00000200.bmp
width = 148
height = 140
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 223ae000_fmt0034_mip00_159x152_tm04_sw00000500.bmp
width = 159
height = 152
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
# >>> Frame Decoration Edges <<<
[TextureRedefine] # 22f03400_fmt0033_mip00_108x47_tm02_sw00000000.bmp
width = 108
height = 47
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 2
[TextureRedefine] # 23c64000_fmt0033_mip00_97x69_tm04_sw00000500.bmp
width = 97
height = 69
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 224c0000_fmt0033_mip00_1086x41_tm04_sw00000600.bmp
width = 1086
height = 41
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 2234e000_fmt0033_mip00_110x77_tm04_sw00000000.bmp
width = 110
height = 77
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 2299a000_fmt0033_mip00_832x30_tm04_sw00000100.bmp
width = 110
height = 77
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 2365c000_fmt0033_mip00_151x149_tm04_sw00000300.bmp
width = 151
height = 149
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23644000_fmt0033_mip00_97x157_tm04_sw00000400.bmp
width = 97
height = 157
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23770000_fmt0033_mip00_57x160_tm04_sw00000000.bmp
width = 57
height = 160
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23784000_fmt0033_mip00_79x187_tm04_sw00000700.bmp
width = 79
height = 187
formats = 0x033
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
# >>> Frame Decoration Blur <<<
[TextureRedefine] # 23dc1000_fmt0034_mip00_97x80_tm04_sw00000700.bmp
width = 97
height = 80
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 227d7000_fmt0034_mip00_68x174_tm04_sw00000300.bmp
width = 68
height = 174
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 228c0000_fmt0034_mip00_157x148_tm04_sw00000700.bmp
width = 157
height = 148
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 236ae000_fmt0034_mip00_101x168_tm04_sw00000600.bmp
width = 101
height = 168
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 236e8000_fmt0034_mip00_144x199_tm04_sw00000500.bmp
width = 144
height = 199
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
# >>> Frame Decoration Edges <<<
[TextureRedefine] # 22ac0000_fmt0034_mip00_182x152_tm04_sw00000200.bmp
width = 182
height = 152
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 230ed000_fmt0034_mip00_126x153_tm04_sw00000400.bmp
width = 126
height = 153
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23983000_fmt0034_mip00_52x133_tm04_sw00000100.bmp
width = 52
height = 133
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23797000_fmt0034_mip00_279x54_tm04_sw00000500.bmp
width = 279
height = 54
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23983000_fmt0034_mip00_52x133_tm04_sw00000100.bmp
width = 52
height = 133
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 238d9000_fmt0034_mip00_292x42_tm04_sw00000400.bmp
width = 292
height = 42
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 238d9000_fmt0034_mip00_292x42_tm04_sw00000400.bmp
width = 292
height = 42
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23447000_fmt0034_mip00_90x69_tm04_sw00000200.bmp
width = 90
height = 69
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 227e8000_fmt0034_mip00_1098x58_tm04_sw00000400.bmp
width = 1098
height = 58
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4
[TextureRedefine] # 23601000_fmt0034_mip00_997x58_tm04_sw00000100.bmp
width = 997
height = 58
formats = 0x034
overwriteHeight = 1
overwriteWidth = 1
tilemodes = 4