From bcd04fc229d7920b32c7279625adfb8cd8f954e3 Mon Sep 17 00:00:00 2001 From: Milan Date: Fri, 29 Sep 2017 23:56:12 +0200 Subject: [PATCH 1/9] Fixed inventory Link AA Removal's name as it didn't work before, added comments to those shaders. (#87) * Fixed Inventory FXAA naming, added comments to those shaders Pretty much a fix, should definitely work now. A comparision can be seen here: http://screenshotcomparison.com/comparison/118920 . Keep in mind that the one on the left side has BotW Anti-Aliasing and the one on the right has this shader enabled. I didn't use any FXAA from my Nvidia GPU. * Whoops, it didn't fix the replacement FXAA, but rather the AA Removal Fixed AA Removal file names (didn't work before) and added comments to those files. --- .../0f2b9ee517917425_00000000000003c9_ps.txt | 2 +- ... 0f2b9ee517917425_00000000000003c9_ps.txt} | 2 +- ... 0f2b9ee517917425_00000000000003c9_ps.txt} | 2 +- ... 0f2b9ee517917425_00000000000003c9_ps.txt} | 2 +- ... 0f2b9ee517917425_00000000000003c9_ps.txt} | 2 +- .../0f2b9ee517917425_00000000000003c9_ps.txt | 649 ++++++++++++++++++ ...2b9ee517917425_00000000000003c9_ps.txt.txt | 649 ------------------ .../0f2b9ee517917425_00000000000003c9_ps.txt | 649 ++++++++++++++++++ ...2b9ee517917425_00000000000003c9_ps.txt.txt | 649 ------------------ .../0f2b9ee517917425_00000000000003c9_ps.txt | 649 ++++++++++++++++++ ...2b9ee517917425_00000000000003c9_ps.txt.txt | 649 ------------------ .../0f2b9ee517917425_00000000000003c9_ps.txt | 649 ++++++++++++++++++ ...2b9ee517917425_00000000000003c9_ps.txt.txt | 649 ------------------ .../0f2b9ee517917425_00000000000003c9_ps.txt | 649 ++++++++++++++++++ ...2b9ee517917425_00000000000003c9_ps.txt.txt | 649 ------------------ .../0f2b9ee517917425_00000000000003c9_ps.txt | 649 ++++++++++++++++++ ...2b9ee517917425_00000000000003c9_ps.txt.txt | 649 ------------------ 17 files changed, 3899 insertions(+), 3899 deletions(-) rename Enthusiast/BreathOfTheWild_2880p/{0f2b9ee517917425_00000000000003c9_ps.txt.txt => 0f2b9ee517917425_00000000000003c9_ps.txt} (99%) rename Enthusiast/BreathOfTheWild_4320p/{0f2b9ee517917425_00000000000003c9_ps.txt.txt => 0f2b9ee517917425_00000000000003c9_ps.txt} (99%) rename Enthusiast/BreathOfTheWild_5760p/{0f2b9ee517917425_00000000000003c9_ps.txt.txt => 0f2b9ee517917425_00000000000003c9_ps.txt} (99%) rename Quality/BreathOfTheWild_1080p/{0f2b9ee517917425_00000000000003c9_ps.txt.txt => 0f2b9ee517917425_00000000000003c9_ps.txt} (99%) create mode 100644 Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt delete mode 100644 Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt create mode 100644 Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt delete mode 100644 Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt.txt create mode 100644 Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt delete mode 100644 Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt create mode 100644 Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt delete mode 100644 Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt.txt create mode 100644 Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt delete mode 100644 Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt.txt create mode 100644 Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt delete mode 100644 Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt diff --git a/Enhancement/BreathOfTheWild_AARemoval/0f2b9ee517917425_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_AARemoval/0f2b9ee517917425_00000000000003c9_ps.txt index ebd30f22..b1bf17d3 100644 --- a/Enhancement/BreathOfTheWild_AARemoval/0f2b9ee517917425_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_AARemoval/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 +// shader 0f2b9ee517917425 // Inventory AA removal uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Enthusiast/BreathOfTheWild_2880p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Enthusiast/BreathOfTheWild_2880p/0f2b9ee517917425_00000000000003c9_ps.txt similarity index 99% rename from Enthusiast/BreathOfTheWild_2880p/0f2b9ee517917425_00000000000003c9_ps.txt.txt rename to Enthusiast/BreathOfTheWild_2880p/0f2b9ee517917425_00000000000003c9_ps.txt index 32a59c78..9f20a7d0 100644 --- a/Enthusiast/BreathOfTheWild_2880p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ b/Enthusiast/BreathOfTheWild_2880p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 +// shader 0f2b9ee517917425 // Inventory AA removal uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Enthusiast/BreathOfTheWild_4320p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Enthusiast/BreathOfTheWild_4320p/0f2b9ee517917425_00000000000003c9_ps.txt similarity index 99% rename from Enthusiast/BreathOfTheWild_4320p/0f2b9ee517917425_00000000000003c9_ps.txt.txt rename to Enthusiast/BreathOfTheWild_4320p/0f2b9ee517917425_00000000000003c9_ps.txt index 32a59c78..9f20a7d0 100644 --- a/Enthusiast/BreathOfTheWild_4320p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ b/Enthusiast/BreathOfTheWild_4320p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 +// shader 0f2b9ee517917425 // Inventory AA removal uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Enthusiast/BreathOfTheWild_5760p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Enthusiast/BreathOfTheWild_5760p/0f2b9ee517917425_00000000000003c9_ps.txt similarity index 99% rename from Enthusiast/BreathOfTheWild_5760p/0f2b9ee517917425_00000000000003c9_ps.txt.txt rename to Enthusiast/BreathOfTheWild_5760p/0f2b9ee517917425_00000000000003c9_ps.txt index 32a59c78..9f20a7d0 100644 --- a/Enthusiast/BreathOfTheWild_5760p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ b/Enthusiast/BreathOfTheWild_5760p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 +// shader 0f2b9ee517917425 // Inventory AA removal uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Quality/BreathOfTheWild_1080p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_1080p/0f2b9ee517917425_00000000000003c9_ps.txt similarity index 99% rename from Quality/BreathOfTheWild_1080p/0f2b9ee517917425_00000000000003c9_ps.txt.txt rename to Quality/BreathOfTheWild_1080p/0f2b9ee517917425_00000000000003c9_ps.txt index 32a59c78..9f20a7d0 100644 --- a/Quality/BreathOfTheWild_1080p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ b/Quality/BreathOfTheWild_1080p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 +// shader 0f2b9ee517917425 // Inventory AA removal uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt b/Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..9f20a7d0 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,649 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 // Inventory AA removal +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) 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 R5i = ivec4(0); +ivec4 R6i = 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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt deleted file mode 100644 index 32a59c78..00000000 --- a/Quality/BreathOfTheWild_1080pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ /dev/null @@ -1,649 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 -uniform ivec4 uf_remappedPS[2]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) 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 R5i = ivec4(0); -ivec4 R6i = 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[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); -//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); -R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); -// 2 -PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); -R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 -R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); -// 5 -predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); -PV0i.w = R127i.w; -R127i.y = R1i.z; -R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); -PS0i = R127i.y; -// 1 -PV1i.x = R2i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); -R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); -PV1i.w = PV0i.w; -PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); -// 2 -R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); -R1i.y = R2i.z; -PV0i.y = R1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); -PS0i = R126i.x; -// 3 -backupReg0i = R127i.z; -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); -PV1i.x = R123i.x; -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); -PV1i.w = R123i.w; -PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); -PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); -// 4 -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); -R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); -PS0i = R126i.w; -// 5 -backupReg0i = R127i.z; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); -R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); -PS1i = R127i.y; -// 6 -PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); -// 8 -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); -R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); -PV0i.z = R4i.z; -R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); -PV0i.w = R5i.w; -// 9 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); -PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); -// 10 -R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); -R127i.x = clampFI32(R127i.x); -PV0i.x = R127i.x; -R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); -PV0i.z = R127i.z; -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); -// 11 -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); -PV1i.x = R124i.x; -PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); -R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); -PV1i.w = R123i.w; -// 12 -R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); -PV0i.z = R123i.z; -// 13 -R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.x = R126i.x; -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); -// 14 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); -R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = R126i.w; -// 15 -R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); -PV1i.x = R6i.x; -R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); -// 16 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); -R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); -PV0i.y = R123i.y; -R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); -PS0i = R4i.x; -// 17 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); -PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); -R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); -PV1i.w = R4i.w; -// 18 -R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); -R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); -R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); -R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); -PS0i = R2i.x; -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R2i.x; -R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); -R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); -R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); -R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); -R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); -R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); -R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); -PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); -PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); -PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 2 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); -PV0i.x = R123i.x; -R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); -PV0i.z = R123i.z; -R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); -R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); -PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -// 4 -backupReg0i = R127i.y; -R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); -// 6 -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); -// 7 -R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 8 -PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); -// 9 -PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); -// 10 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); -} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt b/Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..9f20a7d0 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,649 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 // Inventory AA removal +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) 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 R5i = ivec4(0); +ivec4 R6i = 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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt.txt deleted file mode 100644 index 32a59c78..00000000 --- a/Quality/BreathOfTheWild_1440p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ /dev/null @@ -1,649 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 -uniform ivec4 uf_remappedPS[2]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) 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 R5i = ivec4(0); -ivec4 R6i = 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[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); -//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); -R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); -// 2 -PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); -R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 -R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); -// 5 -predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); -PV0i.w = R127i.w; -R127i.y = R1i.z; -R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); -PS0i = R127i.y; -// 1 -PV1i.x = R2i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); -R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); -PV1i.w = PV0i.w; -PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); -// 2 -R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); -R1i.y = R2i.z; -PV0i.y = R1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); -PS0i = R126i.x; -// 3 -backupReg0i = R127i.z; -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); -PV1i.x = R123i.x; -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); -PV1i.w = R123i.w; -PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); -PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); -// 4 -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); -R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); -PS0i = R126i.w; -// 5 -backupReg0i = R127i.z; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); -R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); -PS1i = R127i.y; -// 6 -PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); -// 8 -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); -R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); -PV0i.z = R4i.z; -R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); -PV0i.w = R5i.w; -// 9 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); -PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); -// 10 -R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); -R127i.x = clampFI32(R127i.x); -PV0i.x = R127i.x; -R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); -PV0i.z = R127i.z; -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); -// 11 -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); -PV1i.x = R124i.x; -PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); -R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); -PV1i.w = R123i.w; -// 12 -R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); -PV0i.z = R123i.z; -// 13 -R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.x = R126i.x; -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); -// 14 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); -R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = R126i.w; -// 15 -R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); -PV1i.x = R6i.x; -R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); -// 16 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); -R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); -PV0i.y = R123i.y; -R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); -PS0i = R4i.x; -// 17 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); -PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); -R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); -PV1i.w = R4i.w; -// 18 -R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); -R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); -R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); -R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); -PS0i = R2i.x; -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R2i.x; -R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); -R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); -R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); -R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); -R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); -R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); -R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); -PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); -PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); -PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 2 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); -PV0i.x = R123i.x; -R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); -PV0i.z = R123i.z; -R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); -R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); -PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -// 4 -backupReg0i = R127i.y; -R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); -// 6 -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); -// 7 -R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 8 -PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); -// 9 -PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); -// 10 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); -} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt b/Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..9f20a7d0 --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,649 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 // Inventory AA removal +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) 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 R5i = ivec4(0); +ivec4 R6i = 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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt deleted file mode 100644 index 32a59c78..00000000 --- a/Quality/BreathOfTheWild_1440pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ /dev/null @@ -1,649 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 -uniform ivec4 uf_remappedPS[2]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) 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 R5i = ivec4(0); -ivec4 R6i = 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[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); -//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); -R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); -// 2 -PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); -R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 -R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); -// 5 -predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); -PV0i.w = R127i.w; -R127i.y = R1i.z; -R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); -PS0i = R127i.y; -// 1 -PV1i.x = R2i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); -R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); -PV1i.w = PV0i.w; -PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); -// 2 -R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); -R1i.y = R2i.z; -PV0i.y = R1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); -PS0i = R126i.x; -// 3 -backupReg0i = R127i.z; -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); -PV1i.x = R123i.x; -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); -PV1i.w = R123i.w; -PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); -PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); -// 4 -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); -R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); -PS0i = R126i.w; -// 5 -backupReg0i = R127i.z; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); -R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); -PS1i = R127i.y; -// 6 -PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); -// 8 -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); -R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); -PV0i.z = R4i.z; -R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); -PV0i.w = R5i.w; -// 9 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); -PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); -// 10 -R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); -R127i.x = clampFI32(R127i.x); -PV0i.x = R127i.x; -R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); -PV0i.z = R127i.z; -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); -// 11 -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); -PV1i.x = R124i.x; -PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); -R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); -PV1i.w = R123i.w; -// 12 -R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); -PV0i.z = R123i.z; -// 13 -R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.x = R126i.x; -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); -// 14 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); -R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = R126i.w; -// 15 -R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); -PV1i.x = R6i.x; -R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); -// 16 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); -R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); -PV0i.y = R123i.y; -R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); -PS0i = R4i.x; -// 17 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); -PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); -R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); -PV1i.w = R4i.w; -// 18 -R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); -R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); -R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); -R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); -PS0i = R2i.x; -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R2i.x; -R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); -R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); -R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); -R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); -R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); -R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); -R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); -PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); -PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); -PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 2 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); -PV0i.x = R123i.x; -R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); -PV0i.z = R123i.z; -R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); -R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); -PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -// 4 -backupReg0i = R127i.y; -R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); -// 6 -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); -// 7 -R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 8 -PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); -// 9 -PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); -// 10 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); -} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt b/Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..9f20a7d0 --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,649 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 // Inventory AA removal +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) 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 R5i = ivec4(0); +ivec4 R6i = 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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt.txt deleted file mode 100644 index 32a59c78..00000000 --- a/Quality/BreathOfTheWild_1800p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ /dev/null @@ -1,649 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 -uniform ivec4 uf_remappedPS[2]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) 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 R5i = ivec4(0); -ivec4 R6i = 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[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); -//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); -R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); -// 2 -PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); -R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 -R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); -// 5 -predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); -PV0i.w = R127i.w; -R127i.y = R1i.z; -R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); -PS0i = R127i.y; -// 1 -PV1i.x = R2i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); -R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); -PV1i.w = PV0i.w; -PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); -// 2 -R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); -R1i.y = R2i.z; -PV0i.y = R1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); -PS0i = R126i.x; -// 3 -backupReg0i = R127i.z; -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); -PV1i.x = R123i.x; -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); -PV1i.w = R123i.w; -PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); -PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); -// 4 -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); -R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); -PS0i = R126i.w; -// 5 -backupReg0i = R127i.z; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); -R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); -PS1i = R127i.y; -// 6 -PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); -// 8 -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); -R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); -PV0i.z = R4i.z; -R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); -PV0i.w = R5i.w; -// 9 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); -PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); -// 10 -R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); -R127i.x = clampFI32(R127i.x); -PV0i.x = R127i.x; -R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); -PV0i.z = R127i.z; -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); -// 11 -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); -PV1i.x = R124i.x; -PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); -R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); -PV1i.w = R123i.w; -// 12 -R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); -PV0i.z = R123i.z; -// 13 -R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.x = R126i.x; -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); -// 14 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); -R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = R126i.w; -// 15 -R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); -PV1i.x = R6i.x; -R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); -// 16 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); -R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); -PV0i.y = R123i.y; -R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); -PS0i = R4i.x; -// 17 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); -PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); -R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); -PV1i.w = R4i.w; -// 18 -R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); -R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); -R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); -R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); -PS0i = R2i.x; -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R2i.x; -R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); -R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); -R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); -R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); -R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); -R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); -R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); -PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); -PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); -PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 2 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); -PV0i.x = R123i.x; -R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); -PV0i.z = R123i.z; -R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); -R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); -PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -// 4 -backupReg0i = R127i.y; -R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); -// 6 -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); -// 7 -R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 8 -PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); -// 9 -PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); -// 10 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); -} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt b/Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..9f20a7d0 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,649 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 // Inventory AA removal +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) 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 R5i = ivec4(0); +ivec4 R6i = 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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt.txt deleted file mode 100644 index 32a59c78..00000000 --- a/Quality/BreathOfTheWild_2160p/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ /dev/null @@ -1,649 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 -uniform ivec4 uf_remappedPS[2]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) 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 R5i = ivec4(0); -ivec4 R6i = 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[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); -//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); -R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); -// 2 -PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); -R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 -R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); -// 5 -predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); -PV0i.w = R127i.w; -R127i.y = R1i.z; -R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); -PS0i = R127i.y; -// 1 -PV1i.x = R2i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); -R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); -PV1i.w = PV0i.w; -PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); -// 2 -R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); -R1i.y = R2i.z; -PV0i.y = R1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); -PS0i = R126i.x; -// 3 -backupReg0i = R127i.z; -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); -PV1i.x = R123i.x; -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); -PV1i.w = R123i.w; -PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); -PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); -// 4 -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); -R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); -PS0i = R126i.w; -// 5 -backupReg0i = R127i.z; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); -R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); -PS1i = R127i.y; -// 6 -PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); -// 8 -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); -R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); -PV0i.z = R4i.z; -R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); -PV0i.w = R5i.w; -// 9 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); -PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); -// 10 -R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); -R127i.x = clampFI32(R127i.x); -PV0i.x = R127i.x; -R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); -PV0i.z = R127i.z; -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); -// 11 -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); -PV1i.x = R124i.x; -PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); -R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); -PV1i.w = R123i.w; -// 12 -R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); -PV0i.z = R123i.z; -// 13 -R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.x = R126i.x; -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); -// 14 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); -R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = R126i.w; -// 15 -R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); -PV1i.x = R6i.x; -R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); -// 16 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); -R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); -PV0i.y = R123i.y; -R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); -PS0i = R4i.x; -// 17 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); -PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); -R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); -PV1i.w = R4i.w; -// 18 -R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); -R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); -R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); -R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); -PS0i = R2i.x; -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R2i.x; -R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); -R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); -R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); -R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); -R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); -R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); -R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); -PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); -PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); -PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 2 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); -PV0i.x = R123i.x; -R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); -PV0i.z = R123i.z; -R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); -R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); -PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -// 4 -backupReg0i = R127i.y; -R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); -// 6 -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); -// 7 -R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 8 -PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); -// 9 -PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); -// 10 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); -} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt b/Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..9f20a7d0 --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,649 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 // Inventory AA removal +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) 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 R5i = ivec4(0); +ivec4 R6i = 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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} \ No newline at end of file diff --git a/Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt b/Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt deleted file mode 100644 index 32a59c78..00000000 --- a/Quality/BreathOfTheWild_2160pUW/0f2b9ee517917425_00000000000003c9_ps.txt.txt +++ /dev/null @@ -1,649 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0f2b9ee517917425 -uniform ivec4 uf_remappedPS[2]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) 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 R5i = ivec4(0); -ivec4 R6i = 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[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -//R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); -//R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); -R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); -// 2 -PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); -// 3 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); -R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); -// 4 -R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); -// 5 -predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); -PV0i.w = R127i.w; -R127i.y = R1i.z; -R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); -PS0i = R127i.y; -// 1 -PV1i.x = R2i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); -R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); -PV1i.w = PV0i.w; -PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); -// 2 -R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); -R1i.y = R2i.z; -PV0i.y = R1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); -PS0i = R126i.x; -// 3 -backupReg0i = R127i.z; -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); -PV1i.x = R123i.x; -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); -PV1i.w = R123i.w; -PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); -PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); -// 4 -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); -R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); -PS0i = R126i.w; -// 5 -backupReg0i = R127i.z; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); -R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); -PS1i = R127i.y; -// 6 -PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); -// 8 -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); -R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); -PV0i.z = R4i.z; -R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); -PV0i.w = R5i.w; -// 9 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); -PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); -// 10 -R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); -R127i.x = clampFI32(R127i.x); -PV0i.x = R127i.x; -R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); -PV0i.z = R127i.z; -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); -// 11 -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); -PV1i.x = R124i.x; -PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); -R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); -PV1i.w = R123i.w; -// 12 -R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); -PV0i.z = R123i.z; -// 13 -R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.x = R126i.x; -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); -// 14 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); -R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = R126i.w; -// 15 -R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); -PV1i.x = R6i.x; -R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); -// 16 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); -R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); -PV0i.y = R123i.y; -R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); -PS0i = R4i.x; -// 17 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); -PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); -R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); -PV1i.w = R4i.w; -// 18 -R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); -R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); -R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); -R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); -PS0i = R2i.x; -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R2i.x; -R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -// 3 -R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.y = R123i.y; -R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -// 4 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); -R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); -R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); -R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -// 2 -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); -R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); -R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); -R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); -R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); -R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); -R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 5 -backupReg0i = R2i.z; -backupReg1i = R2i.w; -R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); -R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); -R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); -PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); -// 1 -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); -// 3 -R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.x = R123i.x; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); -// 5 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); -R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); -} -if( activeMaskStackC[2] == true ) { -R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); -PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); -// 3 -R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.z = R123i.z; -R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); -PV1i.w = R123i.w; -// 4 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); -PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); -PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); -// 5 -backupReg0i = R1i.z; -backupReg1i = R1i.w; -R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); -R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); -PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); -// 1 -PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); -PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); -PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 2 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); -PV0i.x = R123i.x; -R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); -PV0i.z = R123i.z; -R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); -R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); -PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); -// 4 -backupReg0i = R127i.y; -R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); -// 6 -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); -// 7 -R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 8 -PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); -// 9 -PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); -// 10 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); -R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); -} -if( activeMaskStackC[2] == true ) { -R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); -} \ No newline at end of file From 2c3d552cbf02bcc48a1f4d7e9d4b50eb2e713867 Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Sat, 30 Sep 2017 06:01:54 +0800 Subject: [PATCH 2/9] [BOTW] Add custom blur shaders (#86) * Fix some pixelated blur in high res * forgot to add rule * double offset to get similar blur more powah * move into every res pack (excepth res<= 720) credit to @JoelAlone for finding the what those values does. ps: why github changes file hash...? --- .../45d85f1d25e7d0de_0000000000000079_ps.txt | 36 ++++++++++ .../4dc5fdeced670c5e_0000000000000079_ps.txt | 36 ++++++++++ .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 36 ++++++++++ .../4dc5fdeced670c5e_0000000000000079_ps.txt | 36 ++++++++++ .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 36 ++++++++++ .../4dc5fdeced670c5e_0000000000000079_ps.txt | 36 ++++++++++ .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 70 +++++-------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 70 +++++-------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 70 +++++-------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 70 +++++-------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 70 +++++-------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 70 +++++-------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 66 +++++------------ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 68 +++++------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 68 +++++------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 68 +++++------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 68 +++++------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 68 +++++------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 68 +++++------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 66 +++++------------ .../45d85f1d25e7d0de_0000000000000079_ps.txt | 68 +++++------------- .../4dc5fdeced670c5e_0000000000000079_ps.txt | 68 +++++------------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 38 ++++++++++ 30 files changed, 800 insertions(+), 816 deletions(-) create mode 100644 Enthusiast/BreathOfTheWild_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_4320p/45d85f1d25e7d0de_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_4320p/4dc5fdeced670c5e_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_4320p/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_5760p/45d85f1d25e7d0de_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_5760p/4dc5fdeced670c5e_0000000000000079_ps.txt create mode 100644 Enthusiast/BreathOfTheWild_5760p/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_1080p/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_1080pUW/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_1440pUW/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_1800p/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_2160pUW/cb0e6e8cbec4502a_0000000000000079_ps.txt diff --git a/Enthusiast/BreathOfTheWild_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt new file mode 100644 index 00000000..7cd51804 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/45d85f1d25e7d0de_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable + +const float factor = 2.0; //higher is less blur + +// shader 45d85f1d25e7d0de // vertical blur +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +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; } + +uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 ); +uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 ); + +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale; +vec2 scale = ores * factor; +void main() +{ +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<4; i++) { + R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i]; + } +passPixelColor0 = R1f; +} diff --git a/Enthusiast/BreathOfTheWild_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt new file mode 100644 index 00000000..b4dcf1a3 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/4dc5fdeced670c5e_0000000000000079_ps.txt @@ -0,0 +1,36 @@ +#version 420 +#extension GL_ARB_texture_gather : enable + +const float factor = 2.0; //higher is less blur + +// shader 4dc5fdeced670c5e // horizontal blur +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +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; } + +uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 ); +uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 ); + +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale; +vec2 scale = ores * factor; +void main() +{ +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<4; i++) { + R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i]; + } +passPixelColor0 = R1f; +} diff --git a/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..74502800 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,38 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +for (int i=0; i Date: Sat, 30 Sep 2017 12:43:15 +0300 Subject: [PATCH 3/9] [BOTW] FXAA (#88) * Added resolution independent FXAA for BotW * Renamed to give FXAA priority over base graphics packs --- .../0f2b9ee517917425_00000000000003c9_ps.txt | 70 ++ .../81bbc347eb4b6dbc_0000000079249749_ps.txt | 580 ++++++++++++++++ .../eabf1e8268c0acf2_0000000079249749_ps.txt | 651 ++++++++++++++++++ .../f14bb57cd5c9cb77_00000000000003c9_ps.txt | 66 ++ Enhancement/BreathOfTheWild_0FXAA/rules.txt | 4 + 5 files changed, 1371 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_0FXAA/0f2b9ee517917425_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_0FXAA/81bbc347eb4b6dbc_0000000079249749_ps.txt create mode 100644 Enhancement/BreathOfTheWild_0FXAA/eabf1e8268c0acf2_0000000079249749_ps.txt create mode 100644 Enhancement/BreathOfTheWild_0FXAA/f14bb57cd5c9cb77_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_0FXAA/rules.txt diff --git a/Enhancement/BreathOfTheWild_0FXAA/0f2b9ee517917425_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_0FXAA/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..2011f09a --- /dev/null +++ b/Enhancement/BreathOfTheWild_0FXAA/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,70 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 +//replaces broken aa in inventory screen with fxaa. +//original shader dumped using cemu 1.9.1, BotW 1.3.1 +//credit goes to https://gist.github.com/sakrist/7912905 +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +const float FXAA_SPAN_MAX = 8.0; +const float FXAA_REDUCE_MUL = 1.0 / 8.0; +const float FXAA_REDUCE_MIN = 1.0 / 128.0; +const ivec2 res = textureSize(textureUnitPS0,0); +const vec2 frameBufSize = vec2( float(res.x), float(res.y) ); + +void main(void) { + vec2 texCoords = passParameterSem2.xy; + vec3 rgbNW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, -1.0) / frameBufSize)).xyz; + vec3 rgbNE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, -1.0) / frameBufSize)).xyz; + vec3 rgbSW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, 1.0) / frameBufSize)).xyz; + vec3 rgbSE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, 1.0) / frameBufSize)).xyz; + vec3 rgbM = texture2D(textureUnitPS0, texCoords).xyz; + + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); + + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); + + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + float dirReduce = max( + (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), + FXAA_REDUCE_MIN); + + float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); + + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) / frameBufSize; + + vec3 rgbA = (1.0 / 2.0) * ( + texture2D(textureUnitPS0, texCoords.xy + dir * (1.0 / 3.0 - 0.5)).xyz + + texture2D(textureUnitPS0, texCoords.xy + dir * (2.0 / 3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( + texture2D(textureUnitPS0, texCoords.xy + dir * (0.0 / 3.0 - 0.5)).xyz + + texture2D(textureUnitPS0, texCoords.xy + dir * (3.0 / 3.0 - 0.5)).xyz); + float lumaB = dot(rgbB, luma); + + if ((lumaB < lumaMin) || (lumaB > lumaMax)) { + passPixelColor0.xyz = rgbA; + } + else { + passPixelColor0.xyz = rgbB; + } +} + +void oldmain() { + passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy); +} diff --git a/Enhancement/BreathOfTheWild_0FXAA/81bbc347eb4b6dbc_0000000079249749_ps.txt b/Enhancement/BreathOfTheWild_0FXAA/81bbc347eb4b6dbc_0000000079249749_ps.txt new file mode 100644 index 00000000..337b67e4 --- /dev/null +++ b/Enhancement/BreathOfTheWild_0FXAA/81bbc347eb4b6dbc_0000000079249749_ps.txt @@ -0,0 +1,580 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 81bbc347eb4b6dbc // black leaf. Cemu 1.9.1 +uniform ivec4 uf_remappedPS[10]; +layout(binding = 1) 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 +layout(binding = 2) 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 +layout(binding = 4) 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 +layout(binding = 6) 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 +layout(binding = 7) 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 +layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3db66800 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 +layout(binding = 10) 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 +layout(binding = 11) 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 +layout(binding = 13) 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 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem4; +layout(location = 2) in vec4 passParameterSem6; +layout(location = 0) out vec4 passPixelColor0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +float cubeMapArrayIndex8 = 0.0; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem4); +R2i = floatBitsToInt(passParameterSem6); +R3i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x); +R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw); +//R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);// 80e +//R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);//0001 +R9i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).xyzw); +// 0 +R127i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.y)); +R127i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.w)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); +PV0i.z = R123i.z; +R124i.w = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0))); +R2i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0))); +PS0i = R2i.y; +// 1 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.x = R125i.x; +R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.z)))); +PV1i.y = R124i.y; +R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z))); +PV1i.z = R127i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].y))); +R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0))); +PS1i = R124i.z; +// 2 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w)); +PS0i = R126i.y; +// 3 +R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0))); +PV1i.x = R126i.x; +PV1i.y = R126i.x; +PV1i.z = R126i.x; +PV1i.w = R126i.x; +PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x))); +// 4 +R124i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.x)); +R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R5i.y)); +R125i.z = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.z)); +R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R5i.w)); +R126i.w = floatBitsToInt(1.0 / intBitsToFloat(PS1i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.x; +backupReg0i = R127i.x; +backupReg1i = R126i.x; +R127i.x = floatBitsToInt(max(intBitsToFloat(R127i.y), -(intBitsToFloat(R127i.y)))); +R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.x)) + intBitsToFloat(R5i.x)); +R126i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R126i.y))); +R126i.x = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(R5i.z)); +PS1i = R126i.x; +// 6 +backupReg0i = R125i.x; +backupReg1i = R127i.z; +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.w))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R125i.y), -(intBitsToFloat(R125i.y)))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R126i.w))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w)))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R126i.w))); +PS0i = R5i.z; +// 7 +backupReg0i = R125i.z; +backupReg0i = R125i.z; +backupReg1i = R127i.x; +backupReg2i = R127i.y; +backupReg2i = R127i.y; +R127i.x = floatBitsToInt(max(intBitsToFloat(R124i.x), -(intBitsToFloat(R124i.x)))); +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(R125i.w)) + intBitsToFloat(PV0i.y))); +R125i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.w)) + intBitsToFloat(PV0i.w))); +R126i.z = floatBitsToInt(max(intBitsToFloat(backupReg2i), -(intBitsToFloat(backupReg2i)))); +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) * 4.0); +PS1i = R126i.z; +// 8 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R2i.y),intBitsToFloat(R124i.z),-0.0),vec4(intBitsToFloat(R124i.w),intBitsToFloat(R2i.y),intBitsToFloat(R124i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +PS0i = floatBitsToInt(max(intBitsToFloat(R126i.x), -(intBitsToFloat(R126i.x)))); +PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0); +// 9 +backupReg0i = R127i.x; +backupReg1i = R126i.z; +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(R125i.w)) + intBitsToFloat(PS0i))); +PV1i.x = R127i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(R127i.w)); +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.w)) + intBitsToFloat(backupReg1i))); +PV1i.z = R126i.z; +R127i.w = floatBitsToInt(floor(intBitsToFloat(R1i.x))); +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 10 +R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PS1i))); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS1i))); +R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i))); +PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)); +PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y)); +// 11 +backupReg0i = R127i.x; +backupReg1i = R126i.z; +backupReg2i = R127i.w; +R127i.x = floatBitsToInt(floor(intBitsToFloat(R1i.y))); +PV1i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(R127i.w))); +R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PS0i)); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w)); +R124i.w = floatBitsToInt(intBitsToFloat(backupReg2i) + -(0.5)); +PS1i = R124i.w; +// 12 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.z),intBitsToFloat(R5i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R125i.w = tempi.x; +PS0i = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.x))); +// 13 +PV1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PS0i)); +PV1i.x = clampFI32(PV1i.x); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R127i.y)); +PV1i.y = clampFI32(PV1i.y); +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) + -(0.5)); +PV1i.w = R6i.x; +PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0); +PS1i = R4i.y; +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 14 +PV0i.x = R4i.z; +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R124i.w)); +R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R125i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.z)); +R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PS1i)) + intBitsToFloat(R127i.z))); +PS0i = R127i.y; +// 15 +R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.y))); +R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.w))); +R124i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.z))); +PV1i.z = R124i.z; +R3i.w = floatBitsToInt(roundEven(0.0)); +R2i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000))); +PS1i = R2i.w; +// 16 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(intBitsToFloat(R126i.z),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R125i.z = floatBitsToInt(intBitsToFloat(R9i.w) * intBitsToFloat(0x437f0000)); +PS0i = R125i.z; +// 17 +R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),-0.0),vec4(intBitsToFloat(R126i.z),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0))); +PV1i.x = R1i.x; +PV1i.y = R1i.x; +PV1i.z = R1i.x; +PV1i.w = R1i.x; +R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x))); +PS1i = R1i.z; +// 18 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R126i.z),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R1i.y = tempi.x; +R6i.y = int(intBitsToFloat(R125i.z)); +PS0i = R6i.y; +// 19 +redcCUBE(vec4(intBitsToFloat(R1i.z),intBitsToFloat(R1i.z),intBitsToFloat(R1i.x),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(R1i.x),intBitsToFloat(R1i.z),intBitsToFloat(R1i.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; +R1i.x = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(uf_remappedPS[6].x)); +PS1i = R1i.x; +// 20 +R5i.x = floatBitsToInt(intBitsToFloat(R5i.z) + intBitsToFloat(uf_remappedPS[6].z)); +R1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(uf_remappedPS[6].y)); +R2i.z = PV1i.w; +R5i.w = floatBitsToInt(max(-(intBitsToFloat(R125i.w)), 0.0)); +PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z))); +// 21 +R0i.x = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0); +R5i.y = 0; +R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5)); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5)); +R4i.x = R6i.y & 0x000000fc; +PS1i = R4i.x; +// 0 +R2i.x = R1i.w; +R2i.y = R5i.z; +R5i.z = floatBitsToInt(min(intBitsToFloat(R5i.w), 1.0)); +R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(uf_remappedPS[7].w))); +R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(uf_remappedPS[7].w))); +PS0i = R0i.y; +R10i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R3i.xy)).xyz); +R8i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.w))).xyz); +R2i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R2i.xy),R2i.z),cubeMapArrayIndex8),intBitsToFloat(R2i.w)).xyz); +R3i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R3i.xy)).xyz); +// 0 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R5i.x),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R5i.x),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(uf_remappedPS[7].w))); +PS0i = R127i.z; +// 1 +R125i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + 1.0); +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(R0i.x)) + intBitsToFloat(R0i.x))); +PV1i.y = R123i.y; +R125i.z = R6i.y & 0x00000002; +R126i.w = 0; +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 2 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS1i))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x3c23d70a)); +PV0i.z = clampFI32(PV0i.z); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i))); +PS0i = floatBitsToInt(float(R4i.x)); +// 3 +R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[7].w))); +PV1i.x = R126i.x; +R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].w))); +PV1i.y = R126i.y; +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[7].w))); +PV1i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821)); +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z))); +PS1i = R1i.x; +// 4 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R1i.w)),-(intBitsToFloat(backupReg0i)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),0.0))); +tempi.x = clampFI32(tempi.x); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R124i.z = tempi.x; +R127i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * 0.5 + 0.5)); +PS0i = R127i.y; +// 5 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R126i.z)),-(intBitsToFloat(R5i.y))))); +tempi.x = clampFI32(tempi.x); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0); +PS1i = R126i.y; +// 6 +backupReg0i = R0i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),vec4(-(intBitsToFloat(R1i.w)),-(intBitsToFloat(backupReg0i)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R126i.w))))); +tempi.x = clampFI32(tempi.x); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R124i.w = tempi.x; +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x))); +PS0i = R126i.w; +// 7 +backupReg0i = R125i.x; +backupReg0i = R125i.x; +backupReg1i = R127i.y; +backupReg1i = R127i.y; +R125i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i))); +PV1i.x = R125i.x; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PV0i.x))); +R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg1i))); +R4i.z = floatBitsToInt(intBitsToFloat(R4i.z) / 2.0); +R125i.w = floatBitsToInt((intBitsToFloat(R127i.w) * 0.25 + 0.25)); +PV1i.w = R125i.w; +R127i.x = floatBitsToInt(float(R125i.z)); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PS1i = R127i.x; +// 8 +R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.z)),intBitsToFloat(R126i.y)) + intBitsToFloat(R126i.y))); +R126i.y = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0)); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R126i.w)) + -(intBitsToFloat(R126i.w)))); +PV0i.z = R127i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x))); +PV0i.w = R123i.w; +R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),-(intBitsToFloat(PV1i.w))) + intBitsToFloat(R10i.y))); +PS0i = R125i.z; +// 9 +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3e19999a)); +R124i.y = floatBitsToInt((intBitsToFloat(R10i.y) * 0.5 + 0.5)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt(-(intBitsToFloat(R127i.y)) + 1.0); +R125i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 1.0); +PS1i = R125i.y; +// 10 +backupReg0i = R127i.y; +backupReg1i = R5i.z; +backupReg1i = R5i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R127i.w)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a))); +PV0i.x = R123i.x; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(uf_remappedPS[8].x))); +R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i))); +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),-(intBitsToFloat(R4i.z))) + intBitsToFloat(backupReg1i))); +R125i.x = floatBitsToInt(1.0 / intBitsToFloat(R126i.y)); +PS0i = R125i.x; +// 11 +backupReg0i = R125i.y; +backupReg0i = R125i.y; +R124i.x = floatBitsToInt(intBitsToFloat(R125i.w) + intBitsToFloat(R125i.z)); +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i))); +R127i.z = floatBitsToInt(intBitsToFloat(R124i.w) + intBitsToFloat(R124i.y)); +R127i.z = clampFI32(R127i.z); +R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.z)),intBitsToFloat(R126i.x)) + intBitsToFloat(R126i.x))); +PV1i.w = R123i.w; +R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.x))); +PS1i = R125i.z; +// 12 +backupReg0i = R126i.x; +backupReg1i = R126i.z; +R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R126i.w)); +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),-(intBitsToFloat(R4i.z))) + intBitsToFloat(R124i.w))); +PV0i.y = R123i.y; +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R125i.x))); +R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(R127i.x))) + intBitsToFloat(R127i.y))); +PS0i = R125i.x; +// 13 +backupReg0i = R127i.x; +backupReg1i = R127i.z; +backupReg2i = R125i.y; +R127i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(PV0i.y)); +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(backupReg0i))) + intBitsToFloat(R124i.x))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w))); +R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(backupReg1i))); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i)); +// 14 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R126i.w))) + intBitsToFloat(R125i.z))); +PV0i.x = R123i.x; +R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R125i.x))); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R126i.z))) + intBitsToFloat(R125i.z))); +PV0i.z = R123i.z; +R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i))); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R126i.x)); +PS0i = R127i.y; +// 15 +backupReg0i = R125i.y; +backupReg1i = R126i.w; +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R127i.z))); +R125i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV0i.z)); +R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f400000)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x)); +R127i.z = floatBitsToInt(1.0 / intBitsToFloat(R127i.x)); +PS1i = R127i.z; +// 16 +backupReg0i = R125i.w; +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(R125i.w)) + intBitsToFloat(R8i.x))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(R125i.w)) + intBitsToFloat(R8i.y))); +PV0i.y = R123i.y; +PV0i.z = floatBitsToInt(0.25 * intBitsToFloat(R127i.y)); +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].z),intBitsToFloat(backupReg0i)) + intBitsToFloat(R8i.z))); +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.x))); +PS0i = R125i.z; +// 17 +backupReg0i = R126i.z; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.z))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R124i.w))); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.w))); +R126i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x))); +R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.y))); +PS1i = R127i.z; +// 18 +R123i.x = floatBitsToInt((intBitsToFloat(R9i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8))); +R123i.x = clampFI32(R123i.x); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((intBitsToFloat(R9i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8))); +R123i.z = clampFI32(R123i.z); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R9i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8))); +R123i.w = clampFI32(R123i.w); +PV0i.w = R123i.w; +R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.y))); +PS0i = R126i.x; +// 19 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.w))); +R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.x))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R127i.x))); +R9i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].y), intBitsToFloat(R127i.x))); +PS1i = R126i.w; +// 20 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.z))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R126i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].z), intBitsToFloat(R127i.x))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z))); +R9i.x = R6i.y & int(1); +PS0i = R9i.x; +// 21 +R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.w))); +R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.x))); +R2i.z = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e))); +R7i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.y))); +R6i.y = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e))); +PS1i = R6i.y; +// 0 +R123i.x = floatBitsToInt((intBitsToFloat(R9i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e))); +PV0i.x = R123i.x; +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.z), intBitsToFloat(R10i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R6i.y)); +PV0i.w = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(R2i.z)); +PS0i = floatBitsToInt(float(R9i.x)); +// 1 +R7i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R3i.x))); +PV1i.y = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(PV0i.x)); +R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PV0i.y))); +R7i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R3i.y))); +PS1i = R7i.y; +// 2 +R7i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(R3i.z))); +// export +passPixelColor0 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w)); +} diff --git a/Enhancement/BreathOfTheWild_0FXAA/eabf1e8268c0acf2_0000000079249749_ps.txt b/Enhancement/BreathOfTheWild_0FXAA/eabf1e8268c0acf2_0000000079249749_ps.txt new file mode 100644 index 00000000..53e8ecc8 --- /dev/null +++ b/Enhancement/BreathOfTheWild_0FXAA/eabf1e8268c0acf2_0000000079249749_ps.txt @@ -0,0 +1,651 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader eabf1e8268c0acf2 // AA removal cemu 1.9.1 Github version +uniform ivec4 uf_remappedPS[10]; +layout(binding = 1) 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 +layout(binding = 2) 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 +layout(binding = 4) 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 +layout(binding = 6) 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 +layout(binding = 7) 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 +layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3db66800 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 +layout(binding = 10) 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 +layout(binding = 11) 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 +layout(binding = 13) 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 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 2) in vec4 passParameterSem3; +layout(location = 3) in vec4 passParameterSem4; +layout(location = 4) in vec4 passParameterSem6; +layout(location = 0) out vec4 passPixelColor0; +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 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +float cubeMapArrayIndex8 = 0.0; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +R2i = floatBitsToInt(passParameterSem3); +R3i = floatBitsToInt(passParameterSem4); +R4i = floatBitsToInt(passParameterSem6); +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); +//R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw); +R4i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.zw)).xyzw); +// 0 +R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0))); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0))); +PV0i.y = R127i.y; +R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0))); +PV0i.z = R124i.z; +R127i.w = floatBitsToInt((mul_nonIEEE(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(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R8i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w))); +PS1i = R8i.z; +// 2 +R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(R127i.w)))); +R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(R127i.w)))); +R125i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.x)); +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))); +R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.w)); +R127i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.z)); +R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); +PS1i = R126i.z; +// 4 +backupReg0i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R9i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R9i.y),intBitsToFloat(R8i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R8i.x = floatBitsToInt((mul_nonIEEE(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)))); +R8i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R0i.y))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R126i.z))); +R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x))); +// 6 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +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.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.y)); +R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PS0i))); +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((mul_nonIEEE(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((mul_nonIEEE(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((mul_nonIEEE(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((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.w))); +R127i.z = floatBitsToInt(floor(intBitsToFloat(R3i.x))); +PS0i = R127i.z; +// 11 +R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(R10i.y),intBitsToFloat(R2i.w),intBitsToFloat(R9i.z),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.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((mul_nonIEEE(-(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))); +R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.w))); +R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.x)),intBitsToFloat(PV0i.w)) + intBitsToFloat(R9i.z))); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i)); +R2i.z = floatBitsToInt(roundEven(0.0)); +PS1i = R2i.z; +// 16 +R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R8i.x)) + intBitsToFloat(R1i.z))); +R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R8i.y)) + intBitsToFloat(R1i.w))); +R0i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000))); +R3i.x = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(uf_remappedPS[3].x)); +PS0i = R3i.x; +// 17 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.w = floatBitsToInt(intBitsToFloat(R4i.w) * intBitsToFloat(0x437f0000)); +PS1i = R127i.w; +// 18 +R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),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(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +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)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0); +PV1i.y = R3i.y; +R0i.z = PV0i.w; +R3i.w = 0; +PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z))); +// 22 +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y))); +R6i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), 1.0)); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5)); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5)); +R3i.z = int(intBitsToFloat(R127i.w)); +PS0i = R3i.z; +// 0 +R0i.x = R1i.w; +R0i.y = R1i.z; +R127i.z = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000)); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(uf_remappedPS[7].w))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(uf_remappedPS[7].w))); +PS0i = R127i.y; +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.x),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.x),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; +R124i.z = floatBitsToInt(-(intBitsToFloat(R6i.y)) + 1.0); +R124i.w = 0; +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.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)); +R126i.x = floatBitsToInt(float(backupReg0i)); +PS0i = R126i.x; +// 5 +backupReg0i = R124i.z; +backupReg0i = R124i.z; +tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R127i.w)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(R125i.z)),-0.0),vec4(-(intBitsToFloat(PV0i.x)),-(intBitsToFloat(PV0i.y)),-(intBitsToFloat(PV0i.z)),0.0))); +tempi.x = clampFI32(tempi.x); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R1i.w = tempi.x; +R124i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i))); +PS1i = R124i.z; +// 6 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z)),vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.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(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z)),vec4(-(intBitsToFloat(R127i.w)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(R125i.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); +R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PS1i)) + -(intBitsToFloat(PS1i)))); +R6i.w = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3b820821)); +R127i.z = floatBitsToInt((mul_nonIEEE(-(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); +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(R124i.z)) + intBitsToFloat(R124i.z))); +PV1i.y = R123i.y; +R126i.z = ((PV0i.x == 0)?(0):(0x3f800000)); +R126i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0)); +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.y = floatBitsToInt(intBitsToFloat(R125i.z) + 1.0); +R124i.z = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a))); +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R6i.y))); +R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.w)),intBitsToFloat(R127i.z)) + intBitsToFloat(R127i.z))); +PS0i = R122i.x; +// 11 +backupReg0i = R126i.x; +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.y))); +R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); +R7i.z = floatBitsToInt((intBitsToFloat(R6i.w) * 0.25 + 0.25)); +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)); +R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i))); +R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w))); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.x),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R7i.x))); +PV0i.w = R123i.w; +R127i.y = floatBitsToInt((mul_nonIEEE(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((mul_nonIEEE(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))); +R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R6i.w)) + intBitsToFloat(backupReg0i))); +PV1i.z = R124i.z; +R125i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w)); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i)); +// 14 +backupReg0i = R124i.x; +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),-(intBitsToFloat(R124i.y))) + intBitsToFloat(PV1i.z))); +R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i))); +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R124i.y))) + intBitsToFloat(PV1i.x))); +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(R124i.y))) + intBitsToFloat(R127i.y))); +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((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R125i.y))) + intBitsToFloat(backupReg0i))); +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),-(intBitsToFloat(R125i.y))) + intBitsToFloat(backupReg1i))); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.z),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R124i.z))); +PV1i.z = R123i.z; +R125i.w = floatBitsToInt(0.25 * intBitsToFloat(PS0i)); +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)); +R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y))); +R1i.w = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV1i.z)); +PS0i = R1i.w; +// 17 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R6i.y))); +R6i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R126i.x)); +R1i.z = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R127i.y)); +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.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); +R5i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8))); +R5i.w = clampFI32(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; +R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z), intBitsToFloat(PV0i.y))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y), intBitsToFloat(R124i.z))); +R3i.z = floatBitsToInt(roundEven(1.0)); +PS1i = R3i.z; +// 20 +R3i.x = R2i.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((mul_nonIEEE(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((mul_nonIEEE(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))); +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))); +R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R125i.w))); +PS0i = R125i.y; +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.y),intBitsToFloat(R2i.w),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +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((mul_nonIEEE(-(intBitsToFloat(R10i.y)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R126i.x))); +PV0i.x = R123i.x; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.z))); +R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i))); +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((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)) + intBitsToFloat(R3i.x))); +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((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(R3i.y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.z))); +PV0i.w = R123i.w; +// 7 +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.z),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.w))); +R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z))); +R3i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R126i.y))); +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(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3ced9168)); +PV0i.y = clampFI32(PV0i.y); +// 11 +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R10i.z)) + 1.0)); +PV1i.y = R123i.y; +// 12 +R4i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y))); +// 0 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(R4i.w)) + intBitsToFloat(R11i.x))); +PV0i.x = R123i.x; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z),intBitsToFloat(R4i.w)) + intBitsToFloat(R11i.z))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(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((mul_nonIEEE(intBitsToFloat(R13i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R2i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R2i.z))); +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +} diff --git a/Enhancement/BreathOfTheWild_0FXAA/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_0FXAA/f14bb57cd5c9cb77_00000000000003c9_ps.txt new file mode 100644 index 00000000..897b77b6 --- /dev/null +++ b/Enhancement/BreathOfTheWild_0FXAA/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -0,0 +1,66 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader f14bb57cd5c9cb77 +//replaces broken aa everywhere with fxaa +//original shader dumped using cemu 1.9.1, BotW 1.3.1 +//credit goes to https://gist.github.com/sakrist/7912905 +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +const float FXAA_SPAN_MAX = 8.0; +const float FXAA_REDUCE_MUL = 1.0 / 8.0; +const float FXAA_REDUCE_MIN = 1.0 / 128.0; +const ivec2 res = textureSize(textureUnitPS0,0); +const vec2 frameBufSize = vec2( float(res.x), float(res.y) ); + +void main(void) { + vec2 texCoords = passParameterSem2.xy; + vec3 rgbNW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, -1.0) / frameBufSize)).xyz; + vec3 rgbNE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, -1.0) / frameBufSize)).xyz; + vec3 rgbSW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, 1.0) / frameBufSize)).xyz; + vec3 rgbSE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, 1.0) / frameBufSize)).xyz; + vec3 rgbM = texture2D(textureUnitPS0, texCoords).xyz; + + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); + + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); + + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + float dirReduce = max( + (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), + FXAA_REDUCE_MIN); + + float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); + + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) / frameBufSize; + + vec3 rgbA = (1.0 / 2.0) * ( + texture2D(textureUnitPS0, texCoords.xy + dir * (1.0 / 3.0 - 0.5)).xyz + + texture2D(textureUnitPS0, texCoords.xy + dir * (2.0 / 3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( + texture2D(textureUnitPS0, texCoords.xy + dir * (0.0 / 3.0 - 0.5)).xyz + + texture2D(textureUnitPS0, texCoords.xy + dir * (3.0 / 3.0 - 0.5)).xyz); + float lumaB = dot(rgbB, luma); + + if ((lumaB < lumaMin) || (lumaB > lumaMax)) { + passPixelColor0.xyz = rgbA; + } + else { + passPixelColor0.xyz = rgbB; + } +} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_0FXAA/rules.txt b/Enhancement/BreathOfTheWild_0FXAA/rules.txt new file mode 100644 index 00000000..54f7d2c0 --- /dev/null +++ b/Enhancement/BreathOfTheWild_0FXAA/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "The Legend of Zelda: Breath of the Wild - FXAA" +version = 2 From 918f0650d37523d6ec7756697736d98b3032c0e3 Mon Sep 17 00:00:00 2001 From: Michael Date: Sun, 1 Oct 2017 11:10:08 -0700 Subject: [PATCH 4/9] [Sploot] [2160p] Increase color depth --- Quality/Splatoon_2160p/rules.txt | 29 +++++++++++++++++++++++++++-- 1 file changed, 27 insertions(+), 2 deletions(-) diff --git a/Quality/Splatoon_2160p/rules.txt b/Quality/Splatoon_2160p/rules.txt index da1c807e..5e8a4301 100644 --- a/Quality/Splatoon_2160p/rules.txt +++ b/Quality/Splatoon_2160p/rules.txt @@ -6,20 +6,45 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 3840 +overwriteHeight = 2160 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 3840 overwriteHeight = 2160 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 1920 +overwriteHeight = 1080 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 1920 overwriteHeight = 1080 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 960 +overwriteHeight = 540 + +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 960 overwriteHeight = 540 From a3f25148b02117bd7766d853e60abee334b2e3bd Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Mon, 2 Oct 2017 04:40:58 +0800 Subject: [PATCH 5/9] [BOTW] Update ZL focus blur (#89) approximate circle point spread add one line to decide if it's in the radius no more squarish no more workaround --- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 19 +++++++++---------- 10 files changed, 90 insertions(+), 100 deletions(-) diff --git a/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt index 74502800..328aa41b 100644 --- a/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0); vec2 res = vec2( float(ires.x), float(ires.y) ); int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); vec4 R1f = vec4(0.0); -for (int i=0; i Date: Sun, 1 Oct 2017 20:49:02 -0700 Subject: [PATCH 6/9] [Sploot] Increase Color Depth --- Enthusiast/Splatoon_2880p/rules.txt | 53 ++++++++++++++++++++------- Enthusiast/Splatoon_4320p/rules.txt | 57 +++++++++++++++++++++-------- Enthusiast/Splatoon_5760p/rules.txt | 57 +++++++++++++++++++++-------- Quality/Splatoon_1080p/rules.txt | 29 ++++++++++++++- Quality/Splatoon_1080pUW/rules.txt | 29 ++++++++++++++- Quality/Splatoon_1440p/rules.txt | 29 ++++++++++++++- Quality/Splatoon_1800p/rules.txt | 29 ++++++++++++++- 7 files changed, 229 insertions(+), 54 deletions(-) diff --git a/Enthusiast/Splatoon_2880p/rules.txt b/Enthusiast/Splatoon_2880p/rules.txt index e3ff8e10..f82a224d 100644 --- a/Enthusiast/Splatoon_2880p/rules.txt +++ b/Enthusiast/Splatoon_2880p/rules.txt @@ -6,34 +6,45 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 5120 +overwriteHeight = 2880 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 5120 overwriteHeight = 2880 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 2560 +overwriteHeight = 1440 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 2560 overwriteHeight = 1440 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures overwriteWidth = 1280 overwriteHeight = 720 -[TextureRedefine] # half-res alpha (gamepad) -width = 427 -height = 240 -formatsExcluded = 0x41A,0x431 # exclude obvious textures -overwriteWidth = 1280 -overwriteHeight = 720 - -[TextureRedefine] # half-res alpha (multiplayer) -width = 424 -height = 240 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 1280 overwriteHeight = 720 @@ -53,4 +64,18 @@ overwriteHeight = 1440 width = 848 height = 480 overwriteWidth = 2560 -overwriteHeight = 1440 \ No newline at end of file +overwriteHeight = 1440 + +[TextureRedefine] # half-res alpha (gamepad) +width = 427 +height = 240 +formatsExcluded = 0x41A,0x431 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 + +[TextureRedefine] # half-res alpha (multiplayer) +width = 424 +height = 240 +formatsExcluded = 0x41A,0x431 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 \ No newline at end of file diff --git a/Enthusiast/Splatoon_4320p/rules.txt b/Enthusiast/Splatoon_4320p/rules.txt index bd237aed..068e1635 100644 --- a/Enthusiast/Splatoon_4320p/rules.txt +++ b/Enthusiast/Splatoon_4320p/rules.txt @@ -6,36 +6,47 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 7680 +overwriteHeight = 4320 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 7680 overwriteHeight = 4320 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 3840 +overwriteHeight = 2160 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 3840 overwriteHeight = 2160 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures overwriteWidth = 1920 overwriteHeight = 1080 -[TextureRedefine] # half-res alpha (gamepad) -width = 427 -height = 240 -formatsExcluded = 0x41A,0x431 # exclude obvious textures -overwriteWidth = 1280 -overwriteHeight = 720 - -[TextureRedefine] # half-res alpha (multiplayer) -width = 424 -height = 240 -formatsExcluded = 0x41A,0x431 # exclude obvious textures -overwriteWidth = 1280 -overwriteHeight = 720 +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 +overwriteWidth = 1920 +overwriteHeight = 1080 [TextureRedefine] # squid sisters width = 1024 @@ -53,4 +64,18 @@ overwriteHeight = 1440 width = 848 height = 480 overwriteWidth = 2560 -overwriteHeight = 1440 \ No newline at end of file +overwriteHeight = 1440 + +[TextureRedefine] # half-res alpha (gamepad) +width = 427 +height = 240 +formatsExcluded = 0x41A,0x431 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 + +[TextureRedefine] # half-res alpha (multiplayer) +width = 424 +height = 240 +formatsExcluded = 0x41A,0x431 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 \ No newline at end of file diff --git a/Enthusiast/Splatoon_5760p/rules.txt b/Enthusiast/Splatoon_5760p/rules.txt index 2f754182..b6e39c91 100644 --- a/Enthusiast/Splatoon_5760p/rules.txt +++ b/Enthusiast/Splatoon_5760p/rules.txt @@ -6,36 +6,47 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 10240 +overwriteHeight = 5760 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 10240 overwriteHeight = 5760 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 5120 +overwriteHeight = 2880 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 5120 overwriteHeight = 2880 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures overwriteWidth = 2560 overwriteHeight = 1440 -[TextureRedefine] # half-res alpha (gamepad) -width = 427 -height = 240 -formatsExcluded = 0x41A,0x431 # exclude obvious textures -overwriteWidth = 1280 -overwriteHeight = 720 - -[TextureRedefine] # half-res alpha (multiplayer) -width = 424 -height = 240 -formatsExcluded = 0x41A,0x431 # exclude obvious textures -overwriteWidth = 1280 -overwriteHeight = 720 +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 +overwriteWidth = 2560 +overwriteHeight = 1440 [TextureRedefine] # squid sisters width = 1024 @@ -53,4 +64,18 @@ overwriteHeight = 1440 width = 848 height = 480 overwriteWidth = 2560 -overwriteHeight = 1440 \ No newline at end of file +overwriteHeight = 1440 + +[TextureRedefine] # half-res alpha (gamepad) +width = 427 +height = 240 +formatsExcluded = 0x41A,0x431 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 + +[TextureRedefine] # half-res alpha (multiplayer) +width = 424 +height = 240 +formatsExcluded = 0x41A,0x431 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 \ No newline at end of file diff --git a/Quality/Splatoon_1080p/rules.txt b/Quality/Splatoon_1080p/rules.txt index cc62b2e0..4eef338a 100644 --- a/Quality/Splatoon_1080p/rules.txt +++ b/Quality/Splatoon_1080p/rules.txt @@ -6,20 +6,45 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 1920 +overwriteHeight = 1080 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 1920 overwriteHeight = 1080 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 960 +overwriteHeight = 540 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 960 overwriteHeight = 540 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 480 +overwriteHeight = 270 + +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 480 overwriteHeight = 270 diff --git a/Quality/Splatoon_1080pUW/rules.txt b/Quality/Splatoon_1080pUW/rules.txt index 2c190e30..0f86ae51 100644 --- a/Quality/Splatoon_1080pUW/rules.txt +++ b/Quality/Splatoon_1080pUW/rules.txt @@ -6,20 +6,45 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 2560 +overwriteHeight = 1080 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 2560 overwriteHeight = 1080 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 540 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 1280 overwriteHeight = 540 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 640 +overwriteHeight = 270 + +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 640 overwriteHeight = 270 diff --git a/Quality/Splatoon_1440p/rules.txt b/Quality/Splatoon_1440p/rules.txt index 31c2e47a..39609041 100644 --- a/Quality/Splatoon_1440p/rules.txt +++ b/Quality/Splatoon_1440p/rules.txt @@ -6,20 +6,45 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 2560 +overwriteHeight = 1440 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 2560 overwriteHeight = 1440 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 1280 +overwriteHeight = 720 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 1280 overwriteHeight = 720 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 640 +overwriteHeight = 360 + +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 640 overwriteHeight = 360 diff --git a/Quality/Splatoon_1800p/rules.txt b/Quality/Splatoon_1800p/rules.txt index 59e6c4ef..104dbedc 100644 --- a/Quality/Splatoon_1800p/rules.txt +++ b/Quality/Splatoon_1800p/rules.txt @@ -6,20 +6,45 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x816 +overwriteWidth = 3200 +overwriteHeight = 1800 + +[TextureRedefine] # tv (increased depth) +width = 1280 +height = 720 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 3200 overwriteHeight = 1800 [TextureRedefine] # half-res alpha width = 640 height = 360 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 1600 +overwriteHeight = 900 + +[TextureRedefine] # half-res alpha (increased depth) +width = 640 +height = 360 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 1600 overwriteHeight = 900 [TextureRedefine] # quarter-res alpha width = 320 height = 180 -formatsExcluded = 0x41A,0x431 # exclude obvious textures +formatsExcluded = 0x41A,0x431,0x816 # exclude obvious textures +overwriteWidth = 800 +overwriteHeight = 450 + +[TextureRedefine] # quarter-res alpha (increased depth) +width = 320 +height = 180 +formats = 0x816 +overwriteFormat = 0x823 overwriteWidth = 800 overwriteHeight = 450 From 439c197476d643e6088093c83db50f465e58e5ad Mon Sep 17 00:00:00 2001 From: Michael Date: Sun, 1 Oct 2017 22:38:10 -0700 Subject: [PATCH 7/9] [Hyrule Warriors] 1440p --- Quality/HyruleWarriors_1440p/rules.txt | 78 ++++++++++++++++++++++++++ 1 file changed, 78 insertions(+) create mode 100644 Quality/HyruleWarriors_1440p/rules.txt diff --git a/Quality/HyruleWarriors_1440p/rules.txt b/Quality/HyruleWarriors_1440p/rules.txt new file mode 100644 index 00000000..f68f8b6a --- /dev/null +++ b/Quality/HyruleWarriors_1440p/rules.txt @@ -0,0 +1,78 @@ +[Definition] +titleIds = 000500001017D800,000500001017D900,000500001017CD00 +name = "Hyrule Warriors - 2560x1440" +version = 2 + +[TextureRedefine] #Game Resolution +width = 1280 +height = 720 +formatsExcluded = 0x431,0x433 +tileModesExcluded = 0x001 +overwriteWidth = 2560 +overwriteHeight = 1440 + +[TextureRedefine] #Only saw depth in Nsight +width = 640 +height = 360 +tileModesExcluded = 0x001 +overwriteWidth = 1280 +overwriteHeight = 720 + +[TextureRedefine] #Lighting? +width = 322 +height = 182 +overwriteWidth = 644 +overwriteHeight = 364 + +[TextureRedefine] #Dupe of Main Game +width = 320 +height = 180 +overwriteWidth = 640 +overwriteHeight = 360 + +[TextureRedefine] #Lighting Blur? +width = 162 +height = 92 +overwriteWidth = 324 +overwriteHeight = 184 + +[TextureRedefine] #Lighting Blur? +width = 160 +height = 90 +overwriteWidth = 320 +overwriteHeight = 180 + +#[TextureRedefine] #Shadows? +#width = 1024 +#height = 2048 +#formats = 0x005 +#overwriteWidth = 2048 +#overwriteHeight = 4096 + +#[TextureRedefine] #Dupe of Main Game? +#width = 64 +#height = 64 +#formats = 0x005 +#overwriteWidth = 128 +#overwriteHeight = 128 + +#[TextureRedefine] #Dupe of Main Game? +#width = 16 +#height = 16 +#formats = 0x005 +#overwriteWidth = 32 +#overwriteHeight = 32 + +#[TextureRedefine] #Dupe of Main Game? +#width = 4 +#height = 4 +#formats = 0x005 +#overwriteWidth = 8 +#overwriteHeight = 8 + +#[TextureRedefine] #Dupe of Main Game? +#width = 1 +#height = 1 +#formats = 0x005 +#overwriteWidth = 2 +#overwriteHeight = 2 \ No newline at end of file From a5957ffcef3f763a7483b4f6006ea2e92c116140 Mon Sep 17 00:00:00 2001 From: JoelAlone Date: Mon, 2 Oct 2017 13:54:57 +0200 Subject: [PATCH 8/9] [MK8] Better color depth before: https://cdn.discordapp.com/attachments/292733452590120961/364377909693251585/before.jpg after: https://cdn.discordapp.com/attachments/292733452590120961/364377918622924800/after.jpg --- Quality/MK8_2160p/rules.txt | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) diff --git a/Quality/MK8_2160p/rules.txt b/Quality/MK8_2160p/rules.txt index 92b11f69..c77f6092 100644 --- a/Quality/MK8_2160p/rules.txt +++ b/Quality/MK8_2160p/rules.txt @@ -3,11 +3,21 @@ titleIds = 000500001010ec00,000500001010ed00,000500001010eb00,ffffffff85887bc1 name = "Mario Kart 8 - 3840x2160" version = 2 +# Main Screen Resolution better color depth +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x19,0x1a +overwriteFormat = 0x1f +tileModesExcluded = 0x001 +overwriteWidth = 3840 +overwriteHeight = 2160 + # Main Screen Resolution [TextureRedefine] width = 1280 height = 720 -formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background +formatsExcluded = 0x41A,0x431,0x19,0x1a # exclude the intro background texture, race end background overwriteWidth = 3840 overwriteHeight = 2160 From 1c2cbd22e6e53fd8937ea49b149d1e7c81236d4e Mon Sep 17 00:00:00 2001 From: JoelAlone Date: Mon, 2 Oct 2017 15:21:35 +0200 Subject: [PATCH 9/9] [Splatoon] Better color depth before: https://cdn.discordapp.com/attachments/292733452590120961/364390992209641472/before.jpg after: https://cdn.discordapp.com/attachments/292733452590120961/364391012317134868/after.jpg --- Quality/Splatoon_2160p/rules.txt | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/Quality/Splatoon_2160p/rules.txt b/Quality/Splatoon_2160p/rules.txt index 5e8a4301..d84c2acd 100644 --- a/Quality/Splatoon_2160p/rules.txt +++ b/Quality/Splatoon_2160p/rules.txt @@ -6,7 +6,16 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 -formatsExcluded = 0x816 +formatsExcluded = 0x816,0x19,0x1a +overwriteWidth = 3840 +overwriteHeight = 2160 + +[TextureRedefine] #TV +width = 1280 +height = 720 +formats = 0x19,0x1a +overwriteFormat = 0x1f +tileModesExcluded = 0x001 overwriteWidth = 3840 overwriteHeight = 2160