[Botw] DOF masking fix, AA v2 commit, perf scaling fix

Add - AA v2, no error comments so foar so should be safe to commit
Fix  - DOF masking (blur effects) w/o breaking bloom  by only scaling
depth for 320, 160, 80
Fix - Light breaking due to perf scaling not being scaled to TV res
This commit is contained in:
getdls 2017-04-15 01:04:09 +02:00
parent 79b20129cc
commit 693778d88a
8 changed files with 830 additions and 81 deletions

View File

@ -0,0 +1,734 @@
#version 400
#extension GL_ARB_texture_gather : enable
// shader 869ee5a45d342865 // AA cleanup artefact removal horizon, grass
uniform ivec4 uf_remappedPS[10];
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d9ce800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
in vec4 passParameter1;
in vec4 passParameter2;
in vec4 passParameter3;
in vec4 passParameter4;
layout(location = 0) out vec4 passPixelColor0;
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()
{
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 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex8 = 0.0;
R0i = floatBitsToInt(passParameter0);
R1i = floatBitsToInt(passParameter1);
R2i = floatBitsToInt(passParameter2);
R3i = floatBitsToInt(passParameter3);
R4i = floatBitsToInt(passParameter4);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
R2i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);//NE
R4i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.zw)).xyzw);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.y = R127i.y;
R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.z = R124i.z;
R127i.w = floatBitsToInt((intBitsToFloat(R2i.w) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R127i.w;
R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.y));
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R8i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PS1i = R8i.z;
// 2
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(R127i.w))));
PV0i.x = R10i.x;
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(R127i.w))));
PV0i.y = R9i.y;
R125i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.x));
PV0i.z = R125i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(uf_remappedPS[2].y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
R125i.x = floatBitsToInt(tempResultf);
PS0i = R125i.x;
// 3
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R5i.x;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R5i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.w));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.z));
PV1i.w = R127i.w;
R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.z;
// 4
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(intBitsToFloat(R10i.x) * intBitsToFloat(R10i.x) + intBitsToFloat(R9i.y) * intBitsToFloat(R9i.y) + intBitsToFloat(R8i.z) * intBitsToFloat(R8i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R8i.x = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i)));
PS0i = R8i.x;
// 5
backupReg0i = R126i.w;
backupReg0i = R126i.w;
R127i.x = floatBitsToInt(max(intBitsToFloat(R127i.z), -(intBitsToFloat(R127i.z))));
PV1i.x = R127i.x;
R8i.y = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(R5i.y) + intBitsToFloat(R0i.y)));
PV1i.y = R8i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R126i.z)));
PV1i.z = R127i.z;
R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PV1i.w = R126i.w;
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
tempi.x = floatBitsToInt(intBitsToFloat(R7i.x) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(R7i.y) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(R7i.z) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 7
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.w));
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PS0i)));
PV1i.y = R10i.y;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.y));
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PS0i)));
PV1i.w = R2i.w;
R9i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)));
PS1i = R9i.z;
// 8
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(R6i.z));
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(R6i.x));
R126i.x = floatBitsToInt(max(intBitsToFloat(R125i.z), -(intBitsToFloat(R125i.z))));
PS0i = R126i.x;
// 9
R123i.x = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w))));
R123i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.z)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 4.0);
PS1i = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 4.0);
// 10
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.x));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(R127i.z) + intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R125i.x)));
PV0i.z = R6i.z;
R127i.w = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.w)));
PV0i.w = R127i.w;
R127i.z = floatBitsToInt(floor(intBitsToFloat(R3i.x)));
PS0i = R127i.z;
// 11
R125i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R10i.y) + intBitsToFloat(R5i.y) * intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.z) * intBitsToFloat(R9i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
PV1i.w = R125i.x;
PS1i = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x));
// 12
PV0i.x = floatBitsToInt(floor(intBitsToFloat(R3i.y)));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R127i.w)) + intBitsToFloat(R126i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PS1i));
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(R127i.z)));
R126i.x = floatBitsToInt(intBitsToFloat(R127i.z) + -(0.5));
PS0i = R126i.x;
// 13
backupReg0i = R127i.y;
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.w));
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y));
PS1i = R5i.x;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 14
PV0i.x = R5i.y;
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x));
PV0i.y = clampFI32(PV0i.y);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.w = R6i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
R126i.x = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PS1i) + intBitsToFloat(R10i.y)));
PS0i = R126i.x;
// 15
backupReg0i = R127i.y;
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV0i.z)));
PV1i.x = R2i.x;
R127i.y = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.w)));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PV0i.w) + intBitsToFloat(R9i.z)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
R2i.z = floatBitsToInt(roundEven(0.0));
PS1i = R2i.z;
// 16
R9i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R8i.x) + intBitsToFloat(R1i.z)));
PV0i.x = R9i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.y = R2i.y;
R5i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R8i.y) + intBitsToFloat(R1i.w)));
PV0i.z = R5i.z;
R0i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
PV0i.w = R0i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(uf_remappedPS[3].x));
PS0i = R3i.x;
// 17
tempi.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].x) * intBitsToFloat(R126i.x) + intBitsToFloat(uf_remappedPS[4].y) * intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[4].z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(0x437f0000)));
PS1i = R127i.w;
// 18
R124i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].x) * intBitsToFloat(R126i.x) + intBitsToFloat(uf_remappedPS[5].y) * intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[5].z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = R124i.x;
PV0i.y = R124i.x;
PV0i.z = R124i.x;
PV0i.w = R124i.x;
R124i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PS0i = R124i.z;
// 19
tempi.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].x) * intBitsToFloat(R126i.x) + intBitsToFloat(uf_remappedPS[6].y) * intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[6].z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = tempi.x;
R127i.z = floatBitsToInt(max(-(intBitsToFloat(R125i.x)), 0.0));
PS1i = R127i.z;
// 20
backupReg0i = R124i.x;
backupReg0i = R124i.x;
backupReg1i = R124i.z;
backupReg1i = R124i.z;
redcCUBE(vec4(intBitsToFloat(R124i.z),intBitsToFloat(R124i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
R124i.x = floatBitsToInt(cubeMapSTM.x);
R124i.y = floatBitsToInt(cubeMapSTM.y);
R124i.z = floatBitsToInt(cubeMapSTM.z);
R124i.w = cubeMapFaceId;
PV0i.x = R124i.x;
PV0i.y = R124i.y;
PV0i.z = R124i.z;
PV0i.w = R124i.w;
R1i.y = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(uf_remappedPS[3].y));
PS0i = R1i.y;
// 21
R6i.x = floatBitsToInt(intBitsToFloat(R9i.z) + intBitsToFloat(uf_remappedPS[3].z));
PV1i.x = R6i.x;
R3i.y = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0);
PV1i.y = R3i.y;
R0i.z = PV0i.w;
PV1i.z = R0i.z;
R3i.w = 0;
PV1i.w = R3i.w;
PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
// 22
R1i.x = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.y)));
PV0i.x = R1i.x;
R6i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), 1.0));
PV0i.y = R6i.y;
R1i.z = floatBitsToInt((intBitsToFloat(R124i.x) * intBitsToFloat(PS1i) + intBitsToFloat(0x3fc00000)));
PV0i.z = R1i.z;
R1i.w = floatBitsToInt((intBitsToFloat(R124i.y) * intBitsToFloat(PS1i) + intBitsToFloat(0x3fc00000)));
PV0i.w = R1i.w;
R3i.z = int(intBitsToFloat(R127i.w));
PS0i = R3i.z;
// 0
R0i.x = R1i.w;
PV0i.x = R0i.x;
R0i.y = R1i.z;
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.w), intBitsToFloat(0x437f0000)));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.w = R127i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(uf_remappedPS[7].w)));
PS0i = R127i.y;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(R3i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(R6i.x) * intBitsToFloat(R6i.x) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(uf_remappedPS[7].w)));
PS1i = R125i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(0x3c23d70a));
PV0i.x = clampFI32(PV0i.x);
R124i.y = R3i.z & 0x000000fc;
PV0i.y = R124i.y;
R124i.z = floatBitsToInt(-(intBitsToFloat(R6i.y)) + 1.0);
PV0i.z = R124i.z;
R124i.w = 0;
PV0i.w = R124i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PS0i)));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.z = R1i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS0i)));
R126i.y = int(intBitsToFloat(R127i.z));
PS1i = R126i.y;
// 4
backupReg0i = R124i.y;
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.x = R124i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.y = R124i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.z = R127i.z;
R126i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
PV0i.w = R126i.w;
R126i.x = floatBitsToInt(float(backupReg0i));
PS0i = R126i.x;
// 5
backupReg0i = R124i.z;
backupReg0i = R124i.z;
tempi.x = floatBitsToInt(-(intBitsToFloat(R127i.w)) * -(intBitsToFloat(PV0i.x)) + -(intBitsToFloat(R127i.y)) * -(intBitsToFloat(PV0i.y)) + -(intBitsToFloat(R125i.z)) * -(intBitsToFloat(PV0i.z)) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = tempi.x;
R124i.z = floatBitsToInt((-(intBitsToFloat(R6i.y)) * intBitsToFloat(backupReg0i) + intBitsToFloat(backupReg0i)));
PS1i = R124i.z;
// 6
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * -(intBitsToFloat(R124i.x)) + intBitsToFloat(R5i.y) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R127i.z)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R3i.w)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.w;
// 7
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * -(intBitsToFloat(R127i.w)) + intBitsToFloat(R5i.y) * -(intBitsToFloat(R127i.y)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R125i.z)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R124i.w)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 8
PV0i.x = R126i.y & int(1);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R126i.w)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
PV0i.y = R126i.y;
R125i.z = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(PS1i) + -(intBitsToFloat(PS1i))));
PV0i.z = R125i.z;
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(0x3b820821)));
PV0i.w = R6i.w;
R127i.z = floatBitsToInt((-(intBitsToFloat(R1i.w)) * intBitsToFloat(R125i.w) + intBitsToFloat(R125i.w)));
PS0i = R127i.z;
// 9
R126i.x = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
PV1i.x = R126i.x;
R123i.y = floatBitsToInt((-(intBitsToFloat(R6i.y)) * intBitsToFloat(R124i.z) + intBitsToFloat(R124i.z)));
PV1i.y = R123i.y;
R126i.z = ((PV0i.x == 0)?(0):(0x3f800000));
PV1i.z = R126i.z;
R126i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40800000)));
PV1i.w = R126i.w;
R7i.x = R127i.w;
R7i.x = clampFI32(R7i.x);
PS1i = R7i.x;
// 10
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PV1i.y)));
PV0i.x = R124i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(R125i.z) + 1.0);
R124i.z = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
PV0i.z = R124i.z;
R125i.w = floatBitsToInt((intBitsToFloat(R6i.y) * -(intBitsToFloat(R126i.y)) + intBitsToFloat(R6i.y)));
PV0i.w = R125i.w;
R122i.x = floatBitsToInt((-(intBitsToFloat(R1i.w)) * intBitsToFloat(R127i.z) + intBitsToFloat(R127i.z)));
PS0i = R122i.x;
// 11
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((intBitsToFloat(R125i.z) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.y)));
PV1i.x = R126i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.y = R124i.y;
R7i.z = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3e800000) + intBitsToFloat(0x3e800000)));
PV1i.z = R7i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(backupReg0i)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 12
backupReg0i = R124i.x;
R124i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(R125i.w));
PV0i.x = R124i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w)));
PV0i.z = R10i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R7i.x) * -(intBitsToFloat(R126i.y)) + intBitsToFloat(R7i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(R6i.w) + intBitsToFloat(R124i.z)));
PS0i = R127i.y;
// 13
backupReg0i = R124i.z;
backupReg1i = R126i.y;
backupReg2i = R126i.x;
R126i.x = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(R6i.w) + intBitsToFloat(R124i.z)));
PV1i.x = R126i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.y = R126i.y;
R124i.z = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(R6i.w) + intBitsToFloat(backupReg0i)));
PV1i.z = R124i.z;
R125i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w));
PV1i.w = R125i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
// 14
backupReg0i = R124i.x;
R124i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(PV1i.z)));
PV0i.x = R124i.x;
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
PV0i.y = R6i.y;
R126i.z = floatBitsToInt((intBitsToFloat(PV1i.x) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(PV1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt((intBitsToFloat(R127i.y) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(R127i.y)));
PV0i.w = R127i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
// 15
backupReg0i = R126i.x;
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg1i = R127i.y;
backupReg2i = R125i.w;
R126i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * -(intBitsToFloat(R125i.y)) + intBitsToFloat(backupReg0i)));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * -(intBitsToFloat(R125i.y)) + intBitsToFloat(backupReg1i)));
PV1i.y = R127i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R124i.z) * -(intBitsToFloat(R125i.y)) + intBitsToFloat(R124i.z)));
PV1i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(0x3e800000), intBitsToFloat(PS0i)));
PV1i.w = R125i.w;
R124i.z = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
PS1i = R124i.z;
// 16
backupReg0i = R126i.z;
PV0i.x = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R127i.w));
PV0i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R124i.x));
R126i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(backupReg0i));
PV0i.z = R126i.z;
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
PV0i.w = R7i.w;
R1i.w = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV1i.z));
PS0i = R1i.w;
// 17
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R6i.y)));
PV1i.x = R5i.x;
R6i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R126i.x));
PV1i.y = R6i.y;
R1i.z = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R127i.y));
PV1i.z = R1i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R125i.w)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R125i.w)));
PS1i = R124i.z;
// 18
R6i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R6i.x = clampFI32(R6i.x);
PV0i.x = R6i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R125i.w)));
R12i.z = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R12i.z = clampFI32(R12i.z);
PV0i.z = R12i.z;
R5i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R5i.w = clampFI32(R5i.w);
PV0i.w = R5i.w;
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x), intBitsToFloat(PV1i.w)));
PS0i = R4i.x;
// 19
PV1i.x = R3i.z & int(1);
R3i.y = R2i.y;
PV1i.y = R3i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z), intBitsToFloat(PV0i.y)));
PV1i.z = R6i.z;
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y), intBitsToFloat(R124i.z)));
PV1i.w = R3i.w;
R3i.z = floatBitsToInt(roundEven(1.0));
PS1i = R3i.z;
// 20
R3i.x = R2i.x;
PV0i.x = R3i.x;
R4i.z = floatBitsToInt(float(PV1i.x));
PS0i = R4i.z;
R4i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R8i.xy)).x);
R13i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R2i.xy)).xyz);
R11i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z))).xyz);
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R0i.xy),R0i.z),cubeMapArrayIndex8),intBitsToFloat(R0i.w)).xyz);
R2i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R2i.xy)).xyz);
// 0
R123i.x = floatBitsToInt((intBitsToFloat(R13i.y) * -(intBitsToFloat(R7i.z)) + intBitsToFloat(R13i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R13i.y) * 0.5 + 0.5));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(R4i.w) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.x), intBitsToFloat(R7i.x)));
PV0i.w = R125i.w;
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), intBitsToFloat(R13i.z)));
PS0i = R124i.x;
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
PV1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV0i.y));
PV1i.y = clampFI32(PV1i.y);
PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R5i.z)));
PV1i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R9i.x)));
R125i.x = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(PV0i.x));
PS1i = R125i.x;
// 2
R126i.x = floatBitsToInt(-(intBitsToFloat(R10i.x)) + intBitsToFloat(PV1i.w));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(PV1i.z));
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R8i.z)) + intBitsToFloat(PV1i.x));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y)));
PV0i.w = R4i.w;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R125i.w)));
PS0i = R125i.y;
// 3
tempi.x = floatBitsToInt(intBitsToFloat(R10i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.w) * intBitsToFloat(PV0i.y) + intBitsToFloat(R9i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = tempi.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.w)));
PS1i = R126i.y;
// 4
backupReg0i = R127i.y;
R123i.x = floatBitsToInt((-(intBitsToFloat(R10i.y)) * intBitsToFloat(PV1i.x) + intBitsToFloat(R126i.x)));
PV0i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.z)));
PV0i.y = R127i.y;
R125i.w = floatBitsToInt((-(intBitsToFloat(R2i.w)) * intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i)));
PV0i.w = R125i.w;
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R124i.x)));
PS0i = R1i.w;
// 5
backupReg0i = R0i.x;
backupReg1i = R126i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(R7i.w)));
R126i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.x)));
PV1i.y = R126i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R6i.y)));
// 6
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R5i.x)));
R123i.y = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(R125i.w) + intBitsToFloat(PV1i.z)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(R3i.y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.w) + intBitsToFloat(R3i.z)));
PV0i.w = R123i.w;
// 7
R0i.y = floatBitsToInt((intBitsToFloat(R6i.z) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w)));
PV1i.y = R0i.y;
R6i.z = floatBitsToInt((intBitsToFloat(R3i.w) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)));
PV1i.z = R6i.z;
R3i.w = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R126i.y)));
PV1i.w = R3i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.y));
PS1i = floatBitsToInt(tempResultf);
// 8
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS1i)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), intBitsToFloat(PV0i.w)));
// 10
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(0x3ced9168)));
PV0i.y = clampFI32(PV0i.y);
// 11
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(R10i.z) + 1.0));
PV1i.y = R123i.y;
// 12
R4i.x = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.y)));
PV0i.x = R4i.x;
// 0
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[8].x) * intBitsToFloat(R4i.w) + intBitsToFloat(R11i.x)));
PV0i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[8].z) * intBitsToFloat(R4i.w) + intBitsToFloat(R11i.z)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[8].y) * intBitsToFloat(R4i.w) + intBitsToFloat(R11i.y)));
PV0i.w = R123i.w;
// 1
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R4i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R4i.x)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R5i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R6i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R12i.z)));
// 3
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
PV1i.z = R123i.z;
// 4
backupReg0i = R0i.y;
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(PV1i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
// 5
R1i.x = floatBitsToInt((intBitsToFloat(R13i.z) * intBitsToFloat(PV0i.w) + intBitsToFloat(R2i.x)));
PV1i.x = R1i.x;
R1i.y = floatBitsToInt((intBitsToFloat(R13i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.y)));
PV1i.y = R1i.y;
R1i.z = floatBitsToInt((intBitsToFloat(R13i.z) * intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.z)));
PV1i.z = R1i.z;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -1,5 +1,7 @@
#version 400 #version 400
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.0; // bloom strength, just for debug purposes.
const float contrastFactor = 1.0; // 1.05 increases contrast for screenshots etc, will crush black levels in dark areas.
// shader b650afd18c646005 // BOTW AA removal // shader b650afd18c646005 // BOTW AA removal
uniform ivec4 uf_remappedPS[4]; uniform ivec4 uf_remappedPS[4];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
@ -43,7 +45,8 @@ activeMaskStackC[1] = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameter0; R0f = passParameter0;
vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw *bloomFactor);
vec3 contrastFactored = (colour.xyz - 0.5) * contrastFactor + 0.5;
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); passPixelColor0 = vec4(contrastFactored.x, contrastFactored.y, contrastFactored.z, colour.w);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
} }

View File

@ -24,8 +24,8 @@ overwriteHeight = 2432
[TextureRedefine] #TV4 [TextureRedefine] #TV4
width = 1152 width = 1152
height = 648 height = 648
overwriteWidth = 4608 overwriteWidth = 5120 #Scale to TV, not performance target
overwriteHeight = 2592 overwriteHeight = 2880
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
@ -45,12 +45,12 @@ height = 288
overwriteWidth = 2560 overwriteWidth = 2560
overwriteHeight = 1152 overwriteHeight = 1152
#[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
#width = 320 width = 320
#height = 180 height = 180
#formatsExcluded = 0x01a #0x816 doesn't cooperate, bloom is entirely missing in-game formats = 0x001 #Scale depth masking, not bloom
#overwriteWidth = 1280 overwriteWidth = 1280
#overwriteHeight = 720 overwriteHeight = 720
#[TextureRedefine] #q-res2 #[TextureRedefine] #q-res2
#width = 320 #width = 320
@ -64,17 +64,19 @@ overwriteHeight = 1152
#overwriteWidth = 1280 #overwriteWidth = 1280
#overwriteHeight = 576 #overwriteHeight = 576
#[TextureRedefine] #o-res1 [TextureRedefine] #o-res1
#width = 160 width = 160
#height = 90 height = 90
#overwriteWidth = 720 formats = 0x001 #Scale depth masking, not bloom
#overwriteHeight = 360 overwriteWidth = 720
overwriteHeight = 360
[TextureRedefine] # O [TextureRedefine] # O
width = 80 width = 80
height = 45 height = 45
overwriteWidth = 321 formats = 0x001 #Scale depth masking, not bloom
overwriteHeight = 181 overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine] # M [TextureRedefine] # M
width = 80 width = 80

View File

@ -24,8 +24,8 @@ overwriteHeight = 3648
[TextureRedefine] #TV4 [TextureRedefine] #TV4
width = 1152 width = 1152
height = 648 height = 648
overwriteWidth = 6912 overwriteWidth = 7680 #Scale to TV, not performance target
overwriteHeight = 3888 overwriteHeight = 4320
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
@ -45,12 +45,12 @@ height = 288
overwriteWidth = 3840 overwriteWidth = 3840
overwriteHeight = 1728 overwriteHeight = 1728
#[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
#width = 320 width = 320
#height = 180 height = 180
#formatsExcluded = 0x01a #0x816 doesn't cooperate, bloom is entirely missing in-game formats = 0x001 #Scale depth masking, not bloom
#overwriteWidth = 1920 overwriteWidth = 1920
#overwriteHeight = 1080 overwriteHeight = 1080
#[TextureRedefine] #q-res2 #[TextureRedefine] #q-res2
#width = 320 #width = 320
@ -64,14 +64,16 @@ overwriteHeight = 1728
#overwriteWidth = 1920 #overwriteWidth = 1920
#overwriteHeight = 864 #overwriteHeight = 864
#[TextureRedefine] #o-res1 [TextureRedefine] #o-res1
#width = 160 width = 160
#height = 90 height = 90
#overwriteWidth = 960 formats = 0x001 #Scale depth masking, not bloom
#overwriteHeight = 540 overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine] # O [TextureRedefine] # O
width = 80 width = 80
formats = 0x001 #Scale depth masking, not bloom
height = 45 height = 45
overwriteWidth = 480 overwriteWidth = 480
overwriteHeight = 270 overwriteHeight = 270

View File

@ -24,8 +24,8 @@ overwriteHeight = 4864
[TextureRedefine] #TV4 [TextureRedefine] #TV4
width = 1152 width = 1152
height = 648 height = 648
overwriteWidth = 9216 overwriteWidth = 10240 #Scale to TV, not performance target
overwriteHeight = 5184 overwriteHeight = 5760
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
@ -45,12 +45,12 @@ height = 288
overwriteWidth = 5120 overwriteWidth = 5120
overwriteHeight = 2304 overwriteHeight = 2304
#[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
#width = 320 width = 320
#height = 180 height = 180
#formatsExcluded = 0x01a #0x816 doesn't cooperate, bloom is entirely missing in-game formats = 0x001 #Scale depth masking, not bloom
#overwriteWidth = 2560 overwriteWidth = 2560
#overwriteHeight = 1440 overwriteHeight = 1440
#[TextureRedefine] #q-res2 #[TextureRedefine] #q-res2
#width = 320 #width = 320
@ -64,15 +64,17 @@ overwriteHeight = 2304
#overwriteWidth = 2560 #overwriteWidth = 2560
#overwriteHeight = 1152 #overwriteHeight = 1152
#[TextureRedefine] #o-res1 [TextureRedefine] #o-res1
#width = 160 width = 160
#height = 90 height = 90
#overwriteWidth = 1281 formats = 0x001 #Scale depth masking, not bloom
#overwriteHeight = 721 overwriteWidth = 1281
overwriteHeight = 721
[TextureRedefine] # O [TextureRedefine] # O
width = 80 width = 80
height = 45 height = 45
formats = 0x001 #Scale depth masking, not bloom
overwriteWidth = 640 overwriteWidth = 640
overwriteHeight = 360 overwriteHeight = 360

View File

@ -45,12 +45,12 @@ height = 288
overwriteWidth = 960 overwriteWidth = 960
overwriteHeight = 432 overwriteHeight = 432
#[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
#width = 320 width = 320
#height = 180 height = 180
#formatsExcluded = 0x01a #0x816 doesn't cooperate, bloom is entirely missing in-game formats = 0x001 #Scale depth masking, not bloom
#overwriteWidth = 480 overwriteWidth = 480
#overwriteHeight = 270 overwriteHeight = 270
#[TextureRedefine] #q-res2 #[TextureRedefine] #q-res2
#width = 320 #width = 320
@ -64,14 +64,16 @@ overwriteHeight = 432
#overwriteWidth = 480 #overwriteWidth = 480
#overwriteHeight = 216 #overwriteHeight = 216
#[TextureRedefine] #o-res1 [TextureRedefine] #o-res1
#width = 160 width = 160
#height = 90 height = 90
#overwriteWidth = 240 formats = 0x001 #Scale depth masking, not bloom
#overwriteHeight = 135 overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine] # O [TextureRedefine] # O
width = 80 width = 80
formats = 0x001 #Scale depth masking, not bloom
height = 45 height = 45
overwriteWidth = 120 overwriteWidth = 120
overwriteHeight = 68 overwriteHeight = 68

View File

@ -24,8 +24,8 @@ overwriteHeight = 1216
[TextureRedefine] #TV4 [TextureRedefine] #TV4
width = 1152 width = 1152
height = 648 height = 648
overwriteWidth = 2304 overwriteWidth = 2560 #Scale to TV, not performance target
overwriteHeight = 1296 overwriteHeight = 1440
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
@ -45,12 +45,12 @@ height = 288
overwriteWidth = 1280 overwriteWidth = 1280
overwriteHeight = 576 overwriteHeight = 576
#[TextureRedefine] #q-res1, main bloom, AO [TextureRedefine] #q-res1, main bloom, AO
#width = 320 width = 320
#height = 180 height = 180
#formatsExcluded = 0x01a #0x816 doesn't cooperate, bloom is entirely missing in-game formats = 0x001 #Scale depth masking, not bloom
#overwriteWidth = 640 overwriteWidth = 640
#overwriteHeight = 360 overwriteHeight = 360
#[TextureRedefine] #q-res2 #[TextureRedefine] #q-res2
#width = 320 #width = 320
@ -64,15 +64,17 @@ overwriteHeight = 576
#overwriteWidth = 641 #overwriteWidth = 641
#overwriteHeight = 289 #overwriteHeight = 289
#[TextureRedefine] #o-res1 [TextureRedefine] #o-res1
#width = 160 width = 160
#height = 90 height = 90
#overwriteWidth = 320 formats = 0x001 #Scale depth masking, not bloom
#overwriteHeight = 180 overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine] # O [TextureRedefine] # O
width = 80 width = 80
height = 45 height = 45
formats = 0x001 #Scale depth masking, not bloom
overwriteWidth = 160 overwriteWidth = 160
overwriteHeight = 91 overwriteHeight = 91

View File

@ -24,8 +24,8 @@ overwriteHeight = 1824
[TextureRedefine] #TV4 [TextureRedefine] #TV4
width = 1152 width = 1152
height = 648 height = 648
overwriteWidth = 3456 overwriteWidth = 3840 #Scale to TV, not performance target
overwriteHeight = 1944 overwriteHeight = 2160
[TextureRedefine] #half-res1, soft pass toon shader, [TextureRedefine] #half-res1, soft pass toon shader,
width = 640 width = 640
@ -45,12 +45,12 @@ height = 288
overwriteWidth = 1920 overwriteWidth = 1920
overwriteHeight = 864 overwriteHeight = 864
#[TextureRedefine] #q-res1 Main bloom pass, AO [TextureRedefine] #q-res1 Main bloom pass, AO
#width = 320 width = 320
#height = 180 height = 180
#formatsExcluded = 0x01a #0x816 doesn't cooperate, bloom is entirely missing in-game formats = 0x001 #Scale depth masking, not bloom
#overwriteWidth = 960 overwriteWidth = 960
#overwriteHeight = 540 overwriteHeight = 540
#[TextureRedefine] #q-res2 #[TextureRedefine] #q-res2
#width = 320 #width = 320
@ -64,15 +64,17 @@ overwriteHeight = 864
#overwriteWidth = 960 #overwriteWidth = 960
#overwriteHeight = 432 #overwriteHeight = 432
#[TextureRedefine] #o-res1 [TextureRedefine] #o-res1
#width = 160 width = 160
#height = 90 height = 90
#overwriteWidth = 480 formats = 0x001 #Scale depth masking, not bloom
#overwriteHeight = 270 overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine] # O [TextureRedefine] # O
width = 80 width = 80
height = 45 height = 45
formats = 0x001 #Scale depth masking, not bloom
overwriteWidth = 240 overwriteWidth = 240
overwriteHeight = 135 overwriteHeight = 135