[Color Splash] Update No Colorless Spots

This commit is contained in:
Michael 2017-05-29 00:31:40 -07:00
parent e2c461f1af
commit 65c0e1b790
3 changed files with 612 additions and 123 deletions

View File

@ -1,122 +0,0 @@
#version 400
#extension GL_ARB_texture_gather : enable
// shader 459057c5fc27ffbe
layout(std140) uniform uniformBlockPS7
{
vec4 uf_blockPS7[1024];
};
layout(std140) uniform uniformBlockPS8
{
vec4 uf_blockPS8[1024];
};
layout(std140) uniform uniformBlockPS9
{
vec4 uf_blockPS9[1024];
};
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4519800 res 1280x720x1 dim 1 tm: 4 format 021a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS2;// Tex2 addr 0x00000000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4c23000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS6;// Tex6 addr 0x4eefd800 res 1280x720x1 dim 1 tm: 4 format 0201 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0
uniform samplerCubeArray textureUnitPS15;// Tex15 addr 0x132a0000 res 128x128x1 dim 3 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x6) Sampler15 ClampX/Y/Z: 2 2 2 border: 0
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 4) out vec4 passPixelColor4;
void redcCUBE(vec4 src0, vec4 src1, inout vec3 stm, inout 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()
{
}

View File

@ -0,0 +1,610 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader efc16c7f50957110
layout(binding = 39, std140) uniform uniformBlockPS7
{
vec4 uf_blockPS7[1024];
};
layout(binding = 40, std140) uniform uniformBlockPS8
{
vec4 uf_blockPS8[1024];
};
layout(binding = 41, std140) uniform uniformBlockPS9
{
vec4 uf_blockPS9[1024];
};
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4519800 res 1280x720x1 dim 1 tm: 4 format 021a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x4f527000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4c23000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x4eefd800 res 1280x720x1 dim 1 tm: 4 format 0201 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 15) uniform samplerCubeArray textureUnitPS15;// Tex15 addr 0x132a0000 res 128x128x1 dim 3 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x6) Sampler15 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 4) out vec4 passPixelColor4;
uniform vec2 uf_fragCoordScale;
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 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;
bool activeMaskStack[3];
bool activeMaskStackC[4];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex15 = 0.0;
//R0i = floatBitsToInt(passParameterSem0);
if( activeMaskStackC[1] == true ) {
R3i.z = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
R1i.w = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
R1i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.y;
R127i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(uf_blockPS7[22].x));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R3i.z), -(intBitsToFloat(R3i.z))));
R126i.z = floatBitsToInt((intBitsToFloat(R1i.w) * 2.0 + -(1.0)));
PV0i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + -(uf_blockPS7[22].y));
PS0i = floatBitsToInt(1.0 / uf_blockPS7[22].w);
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x43000000));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3dea7371));
R127i.w = 0x3f800000;
PS1i = floatBitsToInt(1.0 / uf_blockPS7[22].z);
// 2
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R123i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PV1i.z)));
PV0i.y = R123i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(R127i.x)));
PS0i = int(intBitsToFloat(PV1i.x));
// 3
R127i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * 2.0 + -(1.0)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * 2.0 + -(1.0)));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(PV0i.y)));
PV1i.z = R127i.z;
R126i.w = int(-1) + PS0i;
R11i.x = 0;
PS1i = R11i.x;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R126i.z),intBitsToFloat(R127i.w)),vec4(uf_blockPS7[10].x,uf_blockPS7[10].y,uf_blockPS7[10].z,uf_blockPS7[10].w)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.w = tempi.x;
R125i.w = floatBitsToInt(-(intBitsToFloat(R1i.x)) + intBitsToFloat(PV1i.z));
PS0i = R125i.w;
// 5
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),intBitsToFloat(R127i.w)),vec4(uf_blockPS7[7].x,uf_blockPS7[7].y,uf_blockPS7[7].z,uf_blockPS7[7].w)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.z = tempi.x;
R125i.z = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(R127i.z));
PS1i = R125i.z;
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),intBitsToFloat(R127i.w)),vec4(uf_blockPS7[8].x,uf_blockPS7[8].y,uf_blockPS7[8].z,uf_blockPS7[8].w)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R3i.y = tempi.x;
R124i.w = floatBitsToInt(-(intBitsToFloat(R1i.z)) + intBitsToFloat(R127i.z));
PS0i = R124i.w;
// 7
R3i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),intBitsToFloat(R127i.w)),vec4(uf_blockPS7[9].x,uf_blockPS7[9].y,uf_blockPS7[9].z,uf_blockPS7[9].w)));
PV1i.x = R3i.x;
PV1i.y = R3i.x;
PV1i.z = R3i.x;
PV1i.w = R3i.x;
R4i.y = 0;
PS1i = R4i.y;
// 8
R10i.x = floatBitsToInt((intBitsToFloat(R125i.w) * uf_blockPS9[636].y + intBitsToFloat(R1i.x)));
R9i.y = floatBitsToInt((intBitsToFloat(R125i.z) * uf_blockPS9[636].y + intBitsToFloat(R1i.y)));
R4i.z = floatBitsToInt((intBitsToFloat(R124i.w) * uf_blockPS9[636].y + intBitsToFloat(R1i.z)));
R127i.y = R126i.w * 0x00000007;
PS0i = R127i.y;
// 9
backupReg0i = R1i.w;
R1i.x = PS0i + 0x0000003d;
R1i.y = PS0i + 0x0000003f;
R1i.z = PS0i + 0x0000003c;
R1i.w = PS0i + 0x0000003e;
R2i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
PS1i = R2i.w;
// 10
R2i.x = R127i.y + 0x00000041;
R2i.y = R127i.y + 0x00000040;
R9i.z = 0;
R3i.w = 0;
R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i)));
PS0i = R9i.x;
}
if( activeMaskStackC[1] == true ) {
R4i.x = floatBitsToInt(uf_blockPS9[R1i.z].x);
R10i.y = floatBitsToInt(uf_blockPS9[R1i.x].y);
R8i.xyzw = floatBitsToInt(uf_blockPS9[R1i.w].xyzw);
R7i.xyzw = floatBitsToInt(uf_blockPS9[R1i.y].xyzw);
R6i.xyzw = floatBitsToInt(uf_blockPS9[R2i.y].xyzw);
R5i.xyzw = floatBitsToInt(uf_blockPS9[R2i.x].xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(R9i.x)) + uf_blockPS7[23].x);
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R2i.w)));
PV0i.y = R2i.y;
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R2i.w)));
PV0i.z = R10i.z;
R1i.x = floatBitsToInt(1.0);
PS0i = R1i.x;
// 1
R127i.y = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + uf_blockPS7[23].y);
PV1i.y = R127i.y;
R124i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + uf_blockPS7[23].z);
PV1i.z = R124i.z;
R2i.w = int(intBitsToFloat(R4i.x));
PS1i = R2i.w;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(R127i.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;
// 3
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 4
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i)));
// 5
predResult = (intBitsToFloat(R10i.y) >= 1.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R10i.y) + -(1.0));
PV0i.x = R127i.x;
// 1
R13i.x = floatBitsToInt(min(uf_blockPS9[631].x, 1.0));
R13i.y = floatBitsToInt(min(uf_blockPS9[631].y, 1.0));
R13i.z = floatBitsToInt(min(uf_blockPS9[631].z, 1.0));
R13i.w = floatBitsToInt((2.0 * intBitsToFloat(PV0i.x) + -(1.0)));
R13i.w = clampFI32(R13i.w);
R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.x), intBitsToFloat(PV0i.x)));
PS1i = R12i.x;
// 2
R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(R127i.x)));
R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(R127i.x)));
R12i.w = 0x3f800000;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R1i.x = R11i.x;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.x == 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.w = floatBitsToInt(uf_blockPS9[638].x * intBitsToFloat(0x41000000));
PS0i = R1i.w;
// 1
PV1i.x = floatBitsToInt(-(uf_blockPS9[638].x) + 1.0);
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.x));
R2i.z = floatBitsToInt(-(uf_blockPS9[637].w) + 1.0);
R0i.w = 0;
PV1i.w = R0i.w;
// 2
R123i.x = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(R0i.x) + intBitsToFloat(R2i.x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(R0i.y) + intBitsToFloat(R1i.y)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(R0i.z) + intBitsToFloat(R1i.z)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((-(intBitsToFloat(PV1i.x)) * intBitsToFloat(0x40400000) + 4.0));
PV0i.w = R123i.w;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV1i.w))));
PS0i = R127i.x;
// 3
redcCUBE(vec4(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y)),vec4(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.z)),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;
R0i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R0i.w;
// 4
R123i.x = floatBitsToInt((intBitsToFloat(R0i.z) * -(intBitsToFloat(R1i.z)) + intBitsToFloat(R127i.x)));
PV0i.x = R123i.x;
R1i.z = PV1i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 5
R123i.x = floatBitsToInt((intBitsToFloat(R0i.y) * -(intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(PS0i) + 1.5));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(PS0i) + 1.5));
PV1i.w = R123i.w;
// 6
R1i.x = PV1i.z;
R1i.y = PV1i.w;
R0i.z = floatBitsToInt((intBitsToFloat(R0i.x) * -(intBitsToFloat(R2i.x)) + intBitsToFloat(PV1i.x)));
}
if( activeMaskStackC[2] == true ) {
R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS15, vec4(redcCUBEReverse(intBitsToFloat(R1i.xy),R1i.z),cubeMapArrayIndex15),intBitsToFloat(R1i.w)).xyzw);
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
PV0i.x = floatBitsToInt(max(intBitsToFloat(R0i.z), -(intBitsToFloat(R0i.z))));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R1i.w), intBitsToFloat(0x38d1b717)));
// 1
R126i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
PV1i.w = R126i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(PS1i));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(PS1i));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(PS1i));
// 3
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), uf_blockPS8[9].x));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), uf_blockPS8[9].z));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), uf_blockPS8[9].y));
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV1i.y)));
// 5
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.z) + uf_blockPS9[637].w));
PV1i.y = R123i.y;
// 6
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(R0i.w));
PV0i.z = clampFI32(PV0i.z);
// 7
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV0i.z)));
PV1i.x = R0i.x;
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV0i.z)));
PV1i.y = R0i.y;
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV0i.z)));
PV1i.z = R0i.z;
// 8
R123i.x = floatBitsToInt((intBitsToFloat(R8i.y) * uf_blockPS8[1].y + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R8i.x) * uf_blockPS8[1].x + intBitsToFloat(PV1i.x)));
PV0i.y = R123i.y;
R123i.w = floatBitsToInt((intBitsToFloat(R8i.z) * uf_blockPS8[1].z + intBitsToFloat(PV1i.z)));
PV0i.w = R123i.w;
// 9
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PV0i.y)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PV0i.x)));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.w)));
// 10
predResult = (intBitsToFloat(R3i.z) >= 0.0);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R10i.z) * intBitsToFloat(0x3f8269a3));
PV0i.y = floatBitsToInt(uf_blockPS8[34].z + intBitsToFloat(0xc37a0000));
R127i.z = floatBitsToInt(intBitsToFloat(R2i.y) * intBitsToFloat(0x3f940ffe));
R127i.w = floatBitsToInt(intBitsToFloat(R9i.x) * intBitsToFloat(0x3f85f616));
R127i.y = floatBitsToInt(-(intBitsToFloat(R7i.x)) + intBitsToFloat(R6i.x));
PS0i = R127i.y;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3b83126f));
R126i.y = floatBitsToInt(-(intBitsToFloat(R7i.y)) + intBitsToFloat(R6i.y));
R125i.z = (R2i.w >= 0x00000003)?int(0xFFFFFFFF):int(0x0);
R126i.w = floatBitsToInt(-(intBitsToFloat(R7i.z)) + intBitsToFloat(R6i.z));
R126i.z = floatBitsToInt(-(intBitsToFloat(R7i.w)) + intBitsToFloat(R6i.w));
PS1i = R126i.z;
// 2
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + 1.0);
// 3
PV1i.z = floatBitsToInt(floor(intBitsToFloat(PV0i.w)));
// 4
R123i.y = floatBitsToInt((-(intBitsToFloat(PV1i.z)) * intBitsToFloat(0x437a0000) + uf_blockPS8[34].z));
PV0i.y = R123i.y;
// 5
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3b83126f));
PV1i.x = R126i.x;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.z));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w));
// 7
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x40c90fdb));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c90fdb));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c90fdb));
// 8
R123i.x = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(0x3e22f983) + 0.5));
PV0i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e22f983) + 0.5));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e22f983) + 0.5));
PV0i.w = R123i.w;
// 9
PV1i.y = floatBitsToInt(fract(intBitsToFloat(PV0i.z)));
PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(fract(intBitsToFloat(PV0i.x)));
// 10
R123i.x = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb)));
PV0i.z = R123i.z;
// 11
R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e22f983));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e22f983));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e22f983));
// 12
PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.y))/0.1591549367));
// 13
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) + 0.0);
PS1i = floatBitsToInt(sin((intBitsToFloat(R127i.x))/0.1591549367));
// 14
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PS1i));
PS0i = floatBitsToInt(sin((intBitsToFloat(R127i.w))/0.1591549367));
// 15
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PS0i));
// 16
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3eaaaaab));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
// 17
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5);
// 18
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(1.0)));
// 19
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), 1.0));
// 20
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.y));
PV0i.x = R126i.x;
// 21
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
PV1i.y = ((-(0.5) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + -(1.0));
R127i.w = ((intBitsToFloat(PV0i.x) >= 0.5)?int(0xFFFFFFFF):int(0x0));
// 22
R123i.w = ((PV1i.y == 0)?(R126i.x):(PV1i.x));
PV0i.w = R123i.w;
// 23
R123i.z = ((R127i.w == 0)?(PV0i.w):(R127i.z));
PV1i.z = R123i.z;
// 24
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
// 25
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
// 26
R123i.w = floatBitsToInt((-(intBitsToFloat(PV1i.x)) * intBitsToFloat(PV1i.x) + 1.0));
PV0i.w = R123i.w;
// 27
R123i.x = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(PV0i.w) + intBitsToFloat(R7i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(PV0i.w) + intBitsToFloat(R7i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R126i.z) * intBitsToFloat(PV0i.w) + intBitsToFloat(R7i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(PV0i.w) + intBitsToFloat(R7i.z)));
PV1i.w = R123i.w;
// 28
R123i.x = ((R125i.z == 0)?(PV1i.x):(R1i.y));
PV0i.x = R123i.x;
R123i.y = ((R125i.z == 0)?(PV1i.y):(R1i.x));
PV0i.y = R123i.y;
R123i.z = ((R125i.z == 0)?(PV1i.w):(R1i.z));
PV0i.z = R123i.z;
R13i.w = ((R125i.z == 0)?(PV1i.z):(R8i.w));
// 29
R123i.x = floatBitsToInt((uf_blockPS8[1].y * intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.y)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((uf_blockPS8[1].x * intBitsToFloat(PV0i.y) + intBitsToFloat(R0i.x)));
PV1i.y = R123i.y;
R123i.w = floatBitsToInt((uf_blockPS8[1].z * intBitsToFloat(PV0i.z) + intBitsToFloat(R0i.z)));
PV1i.w = R123i.w;
// 30
R13i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PV1i.y)));
R13i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PV1i.x)));
R13i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.w)));
// 31
R12i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R12i.w = R5i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R13i.xyz = ivec3(R1i.x,R1i.y,R1i.z);
R13i.w = R8i.w;
// 1
R12i.xyz = ivec3(R11i.x,R4i.y,R9i.z);
R12i.w = R3i.w;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
R1i.xyz = ivec3(R12i.x,R12i.y,R12i.z);
R1i.w = R12i.w;
// 1
R0i.xyz = ivec3(R13i.x,R13i.y,R13i.z);
R0i.w = R13i.w;
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor4 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -1,3 +1,4 @@
[Definition]
titleIds = 500001f600900,500001f600a00,500001f600b00
name = "Paper Mario: Color Splash - No Colorless Spots"
version = 2