diff --git a/Enthusiast/CaptainToadTreasureTracker_2880p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/CaptainToadTreasureTracker_2880p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Enthusiast/CaptainToadTreasureTracker_2880p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/CaptainToadTreasureTracker_2880p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/CaptainToadTreasureTracker_2880p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Enthusiast/CaptainToadTreasureTracker_2880p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/CaptainToadTreasureTracker_4320p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/CaptainToadTreasureTracker_4320p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Enthusiast/CaptainToadTreasureTracker_4320p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/CaptainToadTreasureTracker_4320p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/CaptainToadTreasureTracker_4320p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Enthusiast/CaptainToadTreasureTracker_4320p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/CaptainToadTreasureTracker_5760p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/CaptainToadTreasureTracker_5760p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Enthusiast/CaptainToadTreasureTracker_5760p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/CaptainToadTreasureTracker_5760p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/CaptainToadTreasureTracker_5760p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Enthusiast/CaptainToadTreasureTracker_5760p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt b/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Enthusiast/MK8_2880p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt b/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Enthusiast/MK8_2880p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt b/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Enthusiast/MK8_4320p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt b/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Enthusiast/MK8_4320p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt b/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Enthusiast/MK8_5760p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt b/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Enthusiast/MK8_5760p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Modifications/MK8_TheVoid/patches.txt b/Modifications/MK8_TheVoid/patches.txt new file mode 100644 index 00000000..dc319e33 --- /dev/null +++ b/Modifications/MK8_TheVoid/patches.txt @@ -0,0 +1,17 @@ +[Turbo64] +moduleMatches = 0xD09700CE + +0x10180618 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x10180F38 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x101814F8 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x10183EF0 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x10184410 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x10184904 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x10187ECC = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x10188960 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x1018921C = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x1018AA9C = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" +0x1018BB64 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" + +#Original: +#.string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_FirstCircuit ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32" \ No newline at end of file diff --git a/Modifications/MK8_TheVoid/rules.txt b/Modifications/MK8_TheVoid/rules.txt new file mode 100644 index 00000000..3074d638 --- /dev/null +++ b/Modifications/MK8_TheVoid/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 +name = "Mario Kart 8 - The Void" +version = 2 \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1080p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1080p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Quality/CaptainToadTreasureTracker_1080p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1080p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1080p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Quality/CaptainToadTreasureTracker_1080p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Quality/CaptainToadTreasureTracker_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Quality/CaptainToadTreasureTracker_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1440p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1440p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Quality/CaptainToadTreasureTracker_1440p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1440p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1440p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Quality/CaptainToadTreasureTracker_1440p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1800p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1800p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Quality/CaptainToadTreasureTracker_1800p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_1800p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_1800p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Quality/CaptainToadTreasureTracker_1800p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_2160p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_2160p/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index ecbdb758..00000000 --- a/Quality/CaptainToadTreasureTracker_2160p/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0457fe3efc9a772f -// Used for: Horizontal Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/CaptainToadTreasureTracker_2160p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/CaptainToadTreasureTracker_2160p/9fad3b3505a6d831_0000000000000079_ps.txt deleted file mode 100644 index 1ca34191..00000000 --- a/Quality/CaptainToadTreasureTracker_2160p/9fad3b3505a6d831_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 9fad3b3505a6d831 -// Used for: Vertical Bloom -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Quality/MK8_1080p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Quality/MK8_1080p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Quality/MK8_1080pUW/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Quality/MK8_1080pUW/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Quality/MK8_1440p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Quality/MK8_1440p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Quality/MK8_1800p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Quality/MK8_1800p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt deleted file mode 100644 index 4865cfe2..00000000 --- a/Quality/MK8_2160pUW/4727ccdea05045d0_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4727ccdea05045d0 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt deleted file mode 100644 index bdd61599..00000000 --- a/Quality/MK8_2160pUW/6dc0532bfaf19019_0000000000000079_ps.txt +++ /dev/null @@ -1,29 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6dc0532bfaf19019 -// Used for: Vertical Blur -const float blurFactor = 1.0; //Higher is less blur - - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// Used for: Horizontal Blur -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -ivec2 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -const float blurFactor = 1.0; //Higher is less blur - -// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -layout(binding = 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; - -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 inputRes = textureSize(textureUnitPS0, 0); -vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); -vec2 scale = outputRes * blurFactor; -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; -} \ No newline at end of file diff --git a/Workaround/BreathOfTheWild_SmokeDirection/0c68163cebcb2c67_000000000001c24b_ps.txt b/Workaround/BreathOfTheWild_SmokeDirection/0c68163cebcb2c67_000000000001c24b_ps.txt deleted file mode 100644 index f54ed324..00000000 --- a/Workaround/BreathOfTheWild_SmokeDirection/0c68163cebcb2c67_000000000001c24b_ps.txt +++ /dev/null @@ -1,377 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 0c68163cebcb2c67 // guardian explosion plasma smoke ps -uniform ivec4 uf_remappedPS[6]; -uniform float uf_alphaTestRef; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 -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 0 border: 0 -layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 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 passParameterSem5; -layout(location = 5) in vec4 passParameterSem8; -layout(location = 6) in vec4 passParameterSem9; -layout(location = 7) in vec4 passParameterSem11; -layout(location = 8) in vec4 passParameterSem14; -layout(location = 9) in vec4 passParameterSem15; -layout(location = 10) in vec4 passParameterSem16; -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)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R12f = vec4(0.0); -vec4 R13f = vec4(0.0); -vec4 R14f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R124f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -float cubeMapArrayIndex10 = 0.0; -R0f = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem3; -R3f = passParameterSem4; -R4f = passParameterSem5; -R5f = passParameterSem8; -R6f = passParameterSem9; -R7f = passParameterSem11; -R8f = passParameterSem14; -R9f = passParameterSem15; -R10f = passParameterSem16; -R4f.xw = (texture(textureUnitPS0, R5f.xy).xw); -// 0 -backupReg0f = R7f.z; -PV0f.x = R3f.y * 1.5; -R123f.y = (R4f.w * 2.0 + -(1.0)); -PV0f.y = R123f.y; -R123f.z = (R4f.x * 2.0 + -(1.0)); -PV0f.z = R123f.z; -PV0f.w = R3f.y; -PV0f.w /= 2.0; -R7f.z = -(backupReg0f); -PS0f = R7f.z; -// 1 -PV1f.x = mul_nonIEEE(PV0f.z, PV0f.w); -PV1f.y = mul_nonIEEE(PV0f.y, PV0f.w); -PV1f.z = mul_nonIEEE(PV0f.y, PV0f.x); -PV1f.w = mul_nonIEEE(PV0f.z, PV0f.x); -R3f.z = 1.0 / R2f.w; -PS1f = R3f.z; -// 2 -backupReg0f = R5f.z; -backupReg1f = R5f.w; -R5f.xyz = vec3(R6f.x,R6f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x); -R5f.w = backupReg1f + PV1f.y; -R6f.w = intBitsToFloat(uf_remappedPS[0].x); -PS0f = R6f.w; -// 3 -redcCUBE(vec4(R7f.z,R7f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,R7f.z,R7f.z),cubeMapSTM,cubeMapFaceId); -R127f.x = cubeMapSTM.x; -R127f.y = cubeMapSTM.y; -R127f.z = cubeMapSTM.z; -R127f.w = intBitsToFloat(cubeMapFaceId); -PV1f.x = R127f.x; -PV1f.y = R127f.y; -PV1f.z = R127f.z; -PV1f.w = R127f.w; -R7f.x = mul_nonIEEE(R2f.x, R3f.z); -PS1f = R7f.x; -// 4 -R4f.x = (R0f.w * 2.0 + -(1.0)); -R7f.y = mul_nonIEEE(R2f.y, R3f.z); -R6f.z = PV1f.w; -R3f.w = R1f.x + R1f.x; -PV0f.w = R3f.w; -PS0f = 1.0 / abs(PV1f.z); -// 5 -R123f.x = (mul_nonIEEE(R127f.x,PS0f) + 1.5); -PV1f.x = R123f.x; -R13f.y = R1f.y + R1f.y; -PV1f.y = R13f.y; -R4f.z = R1f.z + R1f.z; -PV1f.z = R4f.z; -R123f.w = (mul_nonIEEE(R127f.y,PS0f) + 1.5); -PV1f.w = R123f.w; -R12f.y = -(R1f.x) + PV0f.w; -PS1f = R12f.y; -// 6 -R6f.x = PV1f.w; -R6f.y = PV1f.x; -R7f.z = -(R1f.y) + PV1f.y; -R4f.w = -(R1f.z) + PV1f.z; -R11f.y = -(R0f.w) + 1.0; -PS0f = R11f.y; -R5f.x = (texture(textureUnitPS2, R5f.xy).w); -R14f.xyzw = (texture(textureUnitPS1, R5f.zw).xyzw); -R6f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R6f.xy,floatBitsToInt(R6f.z)),cubeMapArrayIndex10),R6f.w).xyz); -R7f.x = (texture(textureUnitPS4, R7f.xy).x); -// 0 -PV0f.x = R14f.z + R5f.x; -PV0f.x /= 2.0; -R127f.y = mul_nonIEEE(R11f.y, R11f.y); -R127f.y *= 4.0; -PV0f.z = R2f.z * R3f.z; -R126f.w = R5f.x + R4f.x; -PV0f.w = R126f.w; -R127f.z = R6f.x * 1.0; -PS0f = R127f.z; -// 1 -R124f.x = PV0f.x + intBitsToFloat(0xbecccccd); -R124f.x *= 4.0; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV0f.z) + -(intBitsToFloat(uf_remappedPS[1].y))); -PV1f.y = R123f.y; -PV1f.z = max(PV0f.w, intBitsToFloat(0x3e4ccccd)); -R127f.w = R6f.y * 1.0; -R127f.x = R6f.z * 1.0; -PS1f = R127f.x; -// 2 -R126f.x = (mul_nonIEEE(R7f.x,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x)); -PV0f.y = min(PV1f.z, intBitsToFloat(0x3e99999a)); -R126f.z = -(R14f.z) + 1.0; -R6f.w = R8f.x + 0.0; -R125f.x = 1.0 / PV1f.y; -PS0f = R125f.x; -// 3 -PV1f.x = PV0f.y + intBitsToFloat(0xbe4ccccd); -R6f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R6f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R2f.w = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R5f.w = R8f.y + 0.0; -PS1f = R5f.w; -// 4 -backupReg0f = R8f.z; -R123f.x = (mul_nonIEEE(-(R4f.y),R126f.z) + R126f.x); -PV0f.x = R123f.x; -PV0f.y = -(intBitsToFloat(uf_remappedPS[1].z)) * R125f.x; -R8f.z = backupReg0f + 0.0; -PV0f.w = PV1f.x * intBitsToFloat(0x411fffff); -PS0f = mul_nonIEEE(R14f.w, R126f.w); -// 5 -PV1f.x = PV0f.x + -(PV0f.y); -R126f.y = mul_nonIEEE(R1f.w, PS0f); -R126f.y = clamp(R126f.y, 0.0, 1.0); -PV1f.z = mul_nonIEEE(R14f.x, PV0f.w); -R126f.w = (mul_nonIEEE(PV0f.w,R124f.x) + -(R127f.y)); -R126f.w = clamp(R126f.w, 0.0, 1.0); -// 6 -R124f.x = (mul_nonIEEE(R4f.w,PV1f.z) + R1f.z); -PV0f.x = R124f.x; -R127f.y = (mul_nonIEEE(R7f.z,PV1f.z) + R1f.y); -PV0f.y = R127f.y; -R126f.z = (mul_nonIEEE(R12f.y,PV1f.z) + R1f.x); -PV0f.z = R126f.z; -PV0f.w = max(PV1f.x, 0.0); -// 7 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -PV1f.x = R0f.z + -(PV0f.x); -PV1f.y = backupReg0f + -(PV0f.y); -PV1f.z = backupReg1f + -(PV0f.z); -PV1f.w = min(PV0f.w, 2.0); -// 8 -PV0f.x = PV1f.w + -0.0; -R123f.y = (mul_nonIEEE(PV1f.x,R126f.w) + R124f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(PV1f.y,R126f.w) + R127f.y); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(PV1f.z,R126f.w) + R126f.z); -PV0f.w = R123f.w; -// 9 -R124f.x = (mul_nonIEEE(R3f.w,R14f.y) + PV0f.w); -PV1f.x = R124f.x; -PV1f.y = PV0f.x * 0.5; -PV1f.y = clamp(PV1f.y, 0.0, 1.0); -R126f.z = (mul_nonIEEE(R4f.z,R14f.y) + PV0f.y); -PV1f.z = R126f.z; -R126f.w = (mul_nonIEEE(R13f.y,R14f.y) + PV0f.z); -PV1f.w = R126f.w; -// 10 -PV0f.x = max(PV1f.x, 0.0); -PV0f.y = mul_nonIEEE(R126f.y, PV1f.y); -PV0f.y = clamp(PV0f.y, 0.0, 1.0); -PV0f.z = max(PV1f.z, 0.0); -PV0f.w = max(PV1f.w, 0.0); -// 11 -backupReg0f = R3f.x; -R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[3].y)); -PV1f.x = R3f.x; -R3f.y = min(PV0f.x, intBitsToFloat(uf_remappedPS[3].y)); -PV1f.y = R3f.y; -R3f.w = min(PV0f.z, intBitsToFloat(uf_remappedPS[3].y)); -PV1f.w = R3f.w; -R0f.w = mul_nonIEEE(backupReg0f, PV0f.y); -PS1f = R0f.w; -// 12 -R14f.x = R126f.z + -(PV1f.w); -R13f.y = R126f.w + -(PV1f.x); -R4f.z = R124f.x + -(PV1f.y); -// 0 -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.y) + R8f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.z) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.w) + R6f.w); -PV0f.w = R123f.w; -// 1 -R124f.x = (mul_nonIEEE(R3f.y,PV0f.w) + R4f.z); -PV1f.x = R124f.x; -R126f.z = (mul_nonIEEE(R3f.w,PV0f.y) + R14f.x); -PV1f.z = R126f.z; -R126f.w = (mul_nonIEEE(R3f.x,PV0f.z) + R13f.y); -PV1f.w = R126f.w; -// 2 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z); -// 3 -backupReg0f = R124f.x; -R124f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z); -PV1f.x = R124f.x; -R126f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w); -PV1f.y = R126f.y; -R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f); -PV1f.z = R126f.z; -// 4 -PV0f.y = R9f.z + -(PV1f.x); -PV0f.z = R9f.y + -(PV1f.y); -PV0f.w = R9f.x + -(PV1f.z); -// 5 -backupReg0f = R124f.x; -R124f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z); -PV1f.x = R124f.x; -R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f); -PV1f.z = R126f.z; -R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R126f.y); -PV1f.w = R126f.w; -// 6 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[5].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[5].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[5].z); -// 7 -R0f.x = (mul_nonIEEE(PV0f.y,R10f.x) + R124f.x); -R0f.y = (mul_nonIEEE(PV0f.x,R10f.x) + R126f.w); -R0f.z = (mul_nonIEEE(PV0f.w,R10f.x) + R126f.z); -// export -if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -} diff --git a/Workaround/BreathOfTheWild_SmokeDirection/527591781440691a_000000000001c24b_ps.txt b/Workaround/BreathOfTheWild_SmokeDirection/527591781440691a_000000000001c24b_ps.txt deleted file mode 100644 index 9f805f68..00000000 --- a/Workaround/BreathOfTheWild_SmokeDirection/527591781440691a_000000000001c24b_ps.txt +++ /dev/null @@ -1,321 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 527591781440691a // distant cloud and fog ps -uniform ivec4 uf_remappedPS[7]; -uniform float uf_alphaTestRef; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x212f4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x212fc000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2118a000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 -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 0 border: 0 -layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 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 passParameterSem7; -layout(location = 5) in vec4 passParameterSem8; -layout(location = 6) in vec4 passParameterSem9; -layout(location = 7) in vec4 passParameterSem11; -layout(location = 8) in vec4 passParameterSem14; -layout(location = 9) in vec4 passParameterSem15; -layout(location = 10) in vec4 passParameterSem16; -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)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R12f = vec4(0.0); -vec4 R13f = vec4(0.0); -vec4 R122f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -float cubeMapArrayIndex10 = 0.0; -R0f = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem3; -R3f = passParameterSem4; -R4f = passParameterSem7; -R5f = passParameterSem8; -R6f = passParameterSem9; -R7f = passParameterSem11; -R8f = passParameterSem14; -R9f = passParameterSem15; -R10f = passParameterSem16; -R11f.xw = (texture(textureUnitPS0, R5f.xy).xw); -R13f.x = (texture(textureUnitPS2, R6f.xy).w); -// 0 -backupReg0f = R7f.z; -R127f.x = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y)); -PV0f.y = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x)); -R7f.z = -(backupReg0f); -PV0f.z = R7f.z; -R123f.w = (R11f.x * 2.0 + -(1.0)); -PV0f.w = R123f.w; -R127f.z = (R11f.w * 2.0 + -(1.0)); -PS0f = R127f.z; -// 1 -redcCUBE(vec4(PV0f.z,PV0f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,PV0f.z,PV0f.z),cubeMapSTM,cubeMapFaceId); -R126f.x = cubeMapSTM.x; -R126f.y = cubeMapSTM.y; -R126f.z = cubeMapSTM.z; -R126f.w = intBitsToFloat(cubeMapFaceId); -PV1f.x = R126f.x; -PV1f.y = R126f.y; -PV1f.z = R126f.z; -PV1f.w = R126f.w; -R7f.x = (mul_nonIEEE(PV0f.y,PV0f.w) + R5f.z); -PS1f = R7f.x; -// 2 -R11f.x = R0f.x + -(R1f.x); -R7f.y = (mul_nonIEEE(R127f.x,R127f.z) + R5f.w); -R5f.z = PV1f.w; -R5f.w = intBitsToFloat(uf_remappedPS[1].x); -PS0f = 1.0 / abs(PV1f.z); -// 3 -R6f.x = R0f.z + -(R1f.z); -R6f.y = R0f.y + -(R1f.y); -R123f.z = (mul_nonIEEE(R126f.y,PS0f) + 1.5); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R126f.x,PS0f) + 1.5); -PV1f.w = R123f.w; -PS1f = 1.0 / R2f.w; -// 4 -R5f.x = PV1f.z; -R5f.y = PV1f.w; -R7f.z = mul_nonIEEE(R2f.x, PS1f); -R7f.w = mul_nonIEEE(R2f.y, PS1f); -R11f.w = 1.0 / R2f.w; -PS0f = R11f.w; -R12f.xyzw = (texture(textureUnitPS1, R7f.xy).xyzw); -R5f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R5f.xy,floatBitsToInt(R5f.z)),cubeMapArrayIndex10),R5f.w).xyz); -R7f.x = (texture(textureUnitPS4, R7f.zw).x); -// 0 -PV0f.x = mul_nonIEEE(R12f.y, R12f.y); -PV0f.y = mul_nonIEEE(R12f.x, R12f.x); -R126f.z = R5f.x * 1.0; -PV0f.w = mul_nonIEEE(R12f.z, R12f.z); -R126f.x = R5f.y * 1.0; -PS0f = R126f.x; -// 1 -PV1f.x = PV0f.w * 1.0; -PV1f.y = PV0f.x * 1.0; -PV1f.z = PV0f.y * 1.0; -R126f.w = R5f.z * 1.0; -R127f.w = R8f.x + 0.0; -PS1f = R127f.w; -// 2 -R127f.x = R8f.y + 0.0; -R126f.y = (mul_nonIEEE(R6f.x,PV1f.x) + R1f.z); -R123f.z = (mul_nonIEEE(R6f.y,PV1f.y) + R1f.y); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R11f.x,PV1f.z) + R1f.x); -PV0f.w = R123f.w; -R127f.y = R8f.z + 0.0; -PS0f = R127f.y; -// 3 -R123f.x = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -PV1f.z = R123f.z; -R126f.w = mul_nonIEEE(R4f.x, PV0f.w); -R125f.w = mul_nonIEEE(R4f.y, PV0f.z); -PS1f = R125f.w; -// 4 -R2f.x = R2f.z * R11f.w; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + R127f.x); -PV0f.y = R123f.y; -PV0f.z = mul_nonIEEE(R4f.z, R126f.y); -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R127f.w); -PV0f.w = R123f.w; -R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.x) + R127f.y); -PS0f = R122f.x; -// 5 -R127f.x = mul_nonIEEE(R126f.w, PV0f.w); -PV1f.x = R127f.x; -PV1f.y = mul_nonIEEE(R12f.w, R13f.x); -R126f.z = mul_nonIEEE(PV0f.z, PS0f); -PV1f.z = R126f.z; -R126f.w = mul_nonIEEE(R125f.w, PV0f.y); -PV1f.w = R126f.w; -// 6 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x); -R123f.z = (mul_nonIEEE(R4f.w,PV1f.y) + -(R0f.w))*4.0; -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV0f.z = R123f.z; -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z); -// 7 -backupReg0f = R127f.x; -backupReg1f = R1f.w; -R127f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z); -PV1f.x = R127f.x; -R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w); -PV1f.y = R127f.y; -R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f); -PV1f.z = R126f.z; -R1f.w = mul_nonIEEE(backupReg1f, PV0f.z); -R1f.w = clamp(R1f.w, 0.0, 1.0); -// 8 -PV0f.y = R9f.z + -(PV1f.x); -PV0f.z = R9f.y + -(PV1f.y); -PV0f.w = R9f.x + -(PV1f.z); -// 9 -backupReg0f = R127f.x; -R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z); -PV1f.x = R127f.x; -R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f); -PV1f.z = R126f.z; -R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y); -PV1f.w = R126f.w; -// 10 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z); -// 11 -backupReg0f = R10f.x; -backupReg0f = R10f.x; -backupReg0f = R10f.x; -R10f.x = (mul_nonIEEE(PV0f.y,backupReg0f) + R127f.x); -R10f.y = (mul_nonIEEE(PV0f.x,backupReg0f) + R126f.w); -R10f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R126f.z); -// 0 -R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w),R7f.x) + intBitsToFloat(uf_remappedPS[5].x)); -R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[5].w)) + -(intBitsToFloat(uf_remappedPS[5].y))); -PV0f.y = R123f.y; -// 1 -PS1f = 1.0 / PV0f.y; -// 2 -PV0f.z = -(intBitsToFloat(uf_remappedPS[5].z)) * PS1f; -R126f.z = 1.0 / intBitsToFloat(uf_remappedPS[6].y); -PS0f = R126f.z; -// 3 -PV1f.w = -(PV0f.z) + R127f.x; -// 4 -PV0f.y = PV1f.w * R126f.z; -PV0f.y = clamp(PV0f.y, 0.0, 1.0); -// 5 -PV1f.x = mul_nonIEEE(R1f.w, PV0f.y); -// 6 -R10f.w = mul_nonIEEE(R3f.x, PV1f.x); -// export -if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(R10f.x, R10f.y, R10f.z, R10f.w); -} diff --git a/Workaround/BreathOfTheWild_SmokeDirection/6ef3887dc83ac35e_000000000001c24b_ps.txt b/Workaround/BreathOfTheWild_SmokeDirection/6ef3887dc83ac35e_000000000001c24b_ps.txt deleted file mode 100644 index 2ce1e978..00000000 --- a/Workaround/BreathOfTheWild_SmokeDirection/6ef3887dc83ac35e_000000000001c24b_ps.txt +++ /dev/null @@ -1,366 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 6ef3887dc83ac35e // distant cloud and fog ps -uniform ivec4 uf_remappedPS[9]; -uniform float uf_alphaTestRef; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x212a2000 res 400x400x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x212f1000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0 -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 0 border: 0 -layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d56d800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 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 passParameterSem8; -layout(location = 5) in vec4 passParameterSem9; -layout(location = 6) in vec4 passParameterSem11; -layout(location = 7) in vec4 passParameterSem14; -layout(location = 8) in vec4 passParameterSem15; -layout(location = 9) in vec4 passParameterSem16; -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)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R122f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -float cubeMapArrayIndex10 = 0.0; -R0f = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem3; -R3f = passParameterSem4; -R4f = passParameterSem8; -R5f = passParameterSem9; -R6f = passParameterSem11; -R7f = passParameterSem14; -R8f = passParameterSem15; -R9f = passParameterSem16; -R10f.xw = (texture(textureUnitPS0, R4f.xy).xw); -R10f.y = (texture(textureUnitPS2, R5f.xy).w); -// 0 -R11f.x = R0f.x + -(R1f.x); -R123f.y = (R10f.w * 2.0 + -(1.0)); -PV0f.y = R123f.y; -R123f.z = (R10f.x * 2.0 + -(1.0)); -PV0f.z = R123f.z; -R127f.w = R10f.y * 1.0; -R127f.z = 1.0 / R2f.w; -PS0f = R127f.z; -// 1 -PV1f.x = mul_nonIEEE(R3f.y, PV0f.z); -PV1f.y = mul_nonIEEE(R3f.y, PV0f.y); -R11f.z = mul_nonIEEE(R2f.x, PS0f); -R10f.w = intBitsToFloat(uf_remappedPS[0].x); -R11f.y = mul_nonIEEE(R2f.y, PS0f); -PS1f = R11f.y; -// 2 -PV0f.x = R2f.z * R127f.z; -R2f.y = R0f.y + -(R1f.y); -PV0f.z = mul_nonIEEE(PV1f.x, R127f.w); -PV0f.w = mul_nonIEEE(R127f.w, PV1f.y); -R2f.w = R7f.x + 0.0; -PS0f = R2f.w; -// 3 -R4f.xyz = vec3(R4f.z,R4f.w,R5f.x) + vec3(PV0f.z,PV0f.w,PV0f.z); -R4f.w = R5f.y + PV0f.w; -R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV0f.x) + -(intBitsToFloat(uf_remappedPS[1].y))); -PS1f = R122f.x; -// 4 -R5f.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),0.0)); -PV0f.x = R5f.x; -PV0f.y = R5f.x; -PV0f.z = R5f.x; -PV0f.w = R5f.x; -R127f.z = 1.0 / PS1f; -PS0f = R127f.z; -// 5 -backupReg0f = R0f.z; -tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R5f.y = backupReg0f + -(R1f.z); -PS1f = R5f.y; -// 6 -tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.z = tempf.x; -R3f.z = R7f.y + 0.0; -PS0f = R3f.z; -// 7 -backupReg0f = R6f.z; -tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.w = tempf.x; -R6f.z = -(backupReg0f); -PS1f = R6f.z; -// 8 -redcCUBE(vec4(PS1f,PS1f,R6f.x,R6f.y),vec4(R6f.y,R6f.x,PS1f,PS1f),cubeMapSTM,cubeMapFaceId); -R126f.x = cubeMapSTM.x; -R126f.y = cubeMapSTM.y; -R126f.z = cubeMapSTM.z; -R126f.w = intBitsToFloat(cubeMapFaceId); -PV0f.x = R126f.x; -PV0f.y = R126f.y; -PV0f.z = R126f.z; -PV0f.w = R126f.w; -R6f.y = -(intBitsToFloat(uf_remappedPS[1].z)) * R127f.z; -PS0f = R6f.y; -// 9 -backupReg0f = R0f.w; -PV1f.x = R127f.w * R127f.w; -R0f.y = R7f.z + 0.0; -R10f.z = PV0f.w; -R0f.w = (backupReg0f * 2.0 + -(1.0)); -PS1f = 1.0 / abs(PV0f.z); -// 10 -R123f.x = (R2f.z * R2f.z + PV1f.x); -PV0f.x = R123f.x; -R123f.z = (mul_nonIEEE(R126f.y,PS1f) + 1.5); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R126f.x,PS1f) + 1.5); -PV0f.w = R123f.w; -// 11 -R10f.x = PV0f.z; -R10f.y = PV0f.w; -R0f.x = (R127f.y * R127f.y + PV0f.x); -PS1f = R0f.x; -R10f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R10f.xy,floatBitsToInt(R10f.z)),cubeMapArrayIndex10),R10f.w).xyz); -R7f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw); -R4f.y = (texture(textureUnitPS4, R11f.zy).x); -R11f.y = (texture(textureUnitPS0, R4f.zw).w); -// 0 -R123f.x = (R5f.x * R5f.x + R0f.x); -PV0f.x = R123f.x; -PV0f.y = R10f.x * 1.0; -PV0f.z = R10f.y * 1.0; -PV0f.w = R10f.z * 1.0; -R126f.x = mul_nonIEEE(R7f.z, R7f.z); -PS0f = R126f.x; -// 1 -R127f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[6].y)) + 0.0); -R123f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[6].y)) + 0.0); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[6].y)) + 0.0); -PV1f.z = R123f.z; -R126f.w = mul_nonIEEE(R7f.x, R7f.x); -tempResultf = 1.0 / sqrt(PV0f.x); -PS1f = tempResultf; -// 2 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(R5f.y,backupReg0f) + R1f.z); -PV0f.y = mul_nonIEEE(R7f.y, R7f.y); -PV0f.z = mul_nonIEEE(R2f.z, PS1f); -R127f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),PV1f.z) + R2f.w); -R126f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),PV1f.y) + R3f.z); -PS0f = R126f.z; -// 3 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R127f.x) + R0f.y); -PV1f.x = R123f.x; -PV1f.y = max(PV0f.z, -(PV0f.z)); -R123f.z = (mul_nonIEEE(R11f.x,R126f.w) + R1f.x); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R2f.y,PV0f.y) + R1f.y); -PV1f.w = R123f.w; -// 4 -backupReg0f = R126f.z; -PV0f.x = max(PV1f.y, intBitsToFloat(0x3e99999a)); -R127f.y = mul_nonIEEE(PV1f.z, R127f.w); -PV0f.y = R127f.y; -R126f.z = mul_nonIEEE(R126f.x, PV1f.x); -PV0f.z = R126f.z; -R127f.w = mul_nonIEEE(PV1f.w, backupReg0f); -PV0f.w = R127f.w; -PS0f = R11f.y + R0f.w; -PS0f = clamp(PS0f, 0.0, 1.0); -// 5 -PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[7].y); -PV1f.y = -(PV0f.y) + intBitsToFloat(uf_remappedPS[7].x); -PV1f.z = -(PV0f.z) + intBitsToFloat(uf_remappedPS[7].z); -PV1f.w = min(PV0f.x, 1.0); -PS1f = mul_nonIEEE(R7f.w, PS0f); -// 6 -backupReg0f = R1f.w; -R126f.x = (mul_nonIEEE(PV1f.y,R9f.y) + R127f.y); -PV0f.x = R126f.x; -R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + R127f.w); -PV0f.y = R127f.y; -PV0f.z = PV1f.w + intBitsToFloat(0xbe99999a); -R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + R126f.z); -PV0f.w = R127f.w; -R1f.w = mul_nonIEEE(backupReg0f, PS1f); -PS0f = R1f.w; -// 7 -PV1f.x = R8f.z + -(PV0f.w); -PV1f.y = PV0f.z * intBitsToFloat(0x3fb6db6e); -PV1f.z = R8f.y + -(PV0f.y); -PV1f.w = R8f.x + -(PV0f.x); -// 8 -backupReg0f = R127f.y; -PV0f.x = -(PV1f.y) + 1.0; -R127f.y = (mul_nonIEEE(PV1f.w,R8f.w) + R126f.x); -PV0f.y = R127f.y; -R126f.z = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w); -PV0f.z = R126f.z; -R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f); -PV0f.w = R127f.w; -// 9 -PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[8].y); -PV1f.y = -(PV0f.y) + intBitsToFloat(uf_remappedPS[8].x); -PV1f.z = -(PV0f.z) + intBitsToFloat(uf_remappedPS[8].z); -PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x); -// 10 -backupReg0f = R6f.y; -R6f.x = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.y); -R6f.y = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w); -R8f.z = (PV1f.w * intBitsToFloat(0x42c80000) + backupReg0f); -R6f.z = (mul_nonIEEE(PV1f.z,R9f.x) + R126f.z); -PS0f = R6f.z; -// 0 -R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x)); -PV0f.y = R123f.y; -// 1 -PV1f.y = PV0f.y + -(R8f.z); -// 2 -PV0f.x = max(PV1f.y, 0.0); -// 3 -PV1f.w = min(PV0f.x, intBitsToFloat(0x42c80000)); -// 4 -PV0f.z = PV1f.w + -0.0; -// 5 -PV1f.y = PV0f.z * intBitsToFloat(0x3c23d70a); -PV1f.y = clamp(PV1f.y, 0.0, 1.0); -// 6 -PV0f.x = mul_nonIEEE(R1f.w, PV1f.y); -PV0f.x = clamp(PV0f.x, 0.0, 1.0); -// 7 -R6f.w = mul_nonIEEE(R3f.x, PV0f.x); -// export -if( ((vec4(R6f.x, R6f.y, R6f.z, R6f.w)).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); -} diff --git a/Workaround/BreathOfTheWild_SmokeDirection/71b06814302a7aad_000000000001c24b_ps.txt b/Workaround/BreathOfTheWild_SmokeDirection/71b06814302a7aad_000000000001c24b_ps.txt deleted file mode 100644 index 944bd668..00000000 --- a/Workaround/BreathOfTheWild_SmokeDirection/71b06814302a7aad_000000000001c24b_ps.txt +++ /dev/null @@ -1,382 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 71b06814302a7aad -uniform ivec4 uf_remappedPS[6]; -uniform float uf_alphaTestRef; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 -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 0 border: 0 -layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 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 passParameterSem8; -layout(location = 5) in vec4 passParameterSem9; -layout(location = 6) in vec4 passParameterSem11; -layout(location = 7) in vec4 passParameterSem14; -layout(location = 8) in vec4 passParameterSem15; -layout(location = 9) in vec4 passParameterSem16; -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)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -float cubeMapArrayIndex10 = 0.0; -R0f = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem3; -R3f = passParameterSem4; -R4f = passParameterSem8; -R5f = passParameterSem9; -R6f = passParameterSem11; -R7f = passParameterSem14; -R8f = passParameterSem15; -R9f = passParameterSem16; -R10f.xw = (texture(textureUnitPS0, R4f.xy).xw); -// 0 -PV0f.x = R3f.y * 1.5; -R123f.y = (R10f.w * 2.0 + -(1.0)); -PV0f.y = R123f.y; -R123f.z = (R10f.x * 2.0 + -(1.0)); -PV0f.z = R123f.z; -PV0f.w = R3f.y; -PV0f.w /= 2.0; -R127f.w = 1.0 / R2f.w; -PS0f = R127f.w; -// 1 -PV1f.x = mul_nonIEEE(PV0f.z, PV0f.w); -PV1f.y = mul_nonIEEE(PV0f.y, PV0f.w); -PV1f.z = mul_nonIEEE(PV0f.y, PV0f.x); -PV1f.w = mul_nonIEEE(PV0f.z, PV0f.x); -R10f.x = mul_nonIEEE(R2f.x, PS0f); -PS1f = R10f.x; -// 2 -backupReg0f = R4f.z; -backupReg1f = R4f.w; -R4f.xyz = vec3(R5f.x,R5f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x); -R4f.w = backupReg1f + PV1f.y; -R10f.y = mul_nonIEEE(R2f.y, R127f.w); -PS0f = R10f.y; -// 3 -backupReg0f = R6f.z; -R5f.x = (R0f.w * 2.0 + -(1.0)); -PV1f.y = R2f.z * R127f.w; -R6f.z = -(backupReg0f); -PV1f.z = R6f.z; -R2f.w = intBitsToFloat(uf_remappedPS[0].x); -R5f.z = R1f.x + R1f.x; -PS1f = R5f.z; -// 4 -redcCUBE(vec4(PV1f.z,PV1f.z,R6f.x,R6f.y),vec4(R6f.y,R6f.x,PV1f.z,PV1f.z),cubeMapSTM,cubeMapFaceId); -R127f.x = cubeMapSTM.x; -R127f.y = cubeMapSTM.y; -R127f.z = cubeMapSTM.z; -R127f.w = intBitsToFloat(cubeMapFaceId); -PV0f.x = R127f.x; -PV0f.y = R127f.y; -PV0f.z = R127f.z; -PV0f.w = R127f.w; -R126f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + -(intBitsToFloat(uf_remappedPS[1].y))); -PS0f = R126f.z; -// 5 -R6f.x = -(R1f.x) + R5f.z; -R6f.y = R1f.y + R1f.y; -PV1f.y = R6f.y; -R2f.z = PV0f.w; -R6f.w = R1f.z + R1f.z; -PV1f.w = R6f.w; -PS1f = 1.0 / abs(PV0f.z); -// 6 -R123f.x = (mul_nonIEEE(R127f.y,PS1f) + 1.5); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R127f.x,PS1f) + 1.5); -PV0f.y = R123f.y; -R3f.z = -(R1f.y) + PV1f.y; -R5f.w = -(R1f.z) + PV1f.w; -PS0f = 1.0 / R126f.z; -// 7 -R2f.x = PV0f.x; -R2f.y = PV0f.y; -R6f.z = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f; -R10f.w = -(R0f.w) + 1.0; -R3f.w = -(R9f.w) + 1.0; -PS1f = R3f.w; -R4f.x = (texture(textureUnitPS2, R4f.xy).w); -R10f.x = (texture(textureUnitPS4, R10f.xy).x); -R11f.xyzw = (texture(textureUnitPS1, R4f.zw).xyzw); -R2f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R2f.xy,floatBitsToInt(R2f.z)),cubeMapArrayIndex10),R2f.w).xyz); -// 0 -PV0f.x = R11f.z + R4f.x; -PV0f.x /= 2.0; -PV0f.y = -(R11f.z) + 1.0; -R123f.z = (mul_nonIEEE(R10f.x,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x)); -PV0f.z = R123f.z; -R127f.w = R4f.x + R5f.x; -PV0f.w = R127f.w; -R127f.y = mul_nonIEEE(R10f.w, R10f.w); -R127f.y *= 4.0; -PS0f = R127f.y; -// 1 -R123f.x = (-(PV0f.y) * intBitsToFloat(0x40c00000) + PV0f.z); -PV1f.x = R123f.x; -PV1f.y = mul_nonIEEE(R2f.x, R3f.w); -PV1f.z = max(PV0f.w, intBitsToFloat(0x3e4ccccd)); -R125f.w = PV0f.x + intBitsToFloat(0xbecccccd); -R125f.w *= 4.0; -PS1f = mul_nonIEEE(R2f.y, R3f.w); -// 2 -PV0f.x = mul_nonIEEE(R2f.z, R3f.w); -PV0f.y = min(PV1f.z, intBitsToFloat(0x3e99999a)); -R2f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R126f.w = PV1f.x + -(R6f.z); -PV0f.w = R126f.w; -R6f.z = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -PS0f = R6f.z; -// 3 -PV1f.x = PV0f.y + intBitsToFloat(0xbe4ccccd); -R2f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R123f.z = (PV0f.w * intBitsToFloat(0x3d08888a) + intBitsToFloat(0xbe2aaaad)); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV1f.z = R123f.z; -R3f.w = R7f.x + 0.0; -R2f.x = R7f.y + 0.0; -PS1f = R2f.x; -// 4 -R7f.x = R7f.z + 0.0; -PV0f.y = mul_nonIEEE(PV1f.z, PV1f.z); -PV0f.z = mul_nonIEEE(R11f.w, R127f.w); -PV0f.w = PV1f.x * intBitsToFloat(0x411fffff); -R127f.w = R126f.w; -R127f.w *= 2.0; -R127f.w = clamp(R127f.w, 0.0, 1.0); -PS0f = R127f.w; -// 5 -R127f.x = (0.5 * PV0f.y + 0.5); -R126f.y = (mul_nonIEEE(PV0f.w,R125f.w) + -(R127f.y)); -R126f.y = clamp(R126f.y, 0.0, 1.0); -PV1f.z = mul_nonIEEE(R11f.x, PV0f.w); -PV1f.w = mul_nonIEEE(R1f.w, PV0f.z); -PV1f.w = clamp(PV1f.w, 0.0, 1.0); -// 6 -R123f.x = (mul_nonIEEE(R5f.w,PV1f.z) + R1f.z); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R3f.z,PV1f.z) + R1f.y); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(R6f.x,PV1f.z) + R1f.x); -PV0f.z = R123f.z; -PV0f.w = mul_nonIEEE(PV1f.w, R127f.w); -PV0f.w = clamp(PV0f.w, 0.0, 1.0); -// 7 -R123f.y = (mul_nonIEEE(R6f.w,R11f.y) + PV0f.x); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R6f.y,R11f.y) + PV0f.y); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R5f.z,R11f.y) + PV0f.z); -PV1f.w = R123f.w; -R5f.w = mul_nonIEEE(R3f.x, PV0f.w); -PS1f = R5f.w; -// 8 -R127f.y = mul_nonIEEE(PV1f.y, R127f.x); -PV0f.y = R127f.y; -R127f.z = mul_nonIEEE(PV1f.z, R127f.x); -PV0f.z = R127f.z; -R127f.w = mul_nonIEEE(PV1f.w, R127f.x); -PV0f.w = R127f.w; -// 9 -backupReg0f = R0f.y; -PV1f.y = R0f.z + -(PV0f.y); -PV1f.z = backupReg0f + -(PV0f.z); -PV1f.w = R0f.x + -(PV0f.w); -// 10 -backupReg0f = R127f.z; -R127f.x = (mul_nonIEEE(PV1f.w,R126f.y) + R127f.w); -PV0f.x = R127f.x; -R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + R127f.y); -PV0f.z = R127f.z; -R127f.w = (mul_nonIEEE(PV1f.z,R126f.y) + backupReg0f); -PV0f.w = R127f.w; -// 11 -PV1f.x = max(PV0f.x, 0.0); -PV1f.z = max(PV0f.z, 0.0); -PV1f.w = max(PV0f.w, 0.0); -// 12 -R0f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[3].y)); -PV0f.x = R0f.x; -R0f.y = min(PV1f.x, intBitsToFloat(uf_remappedPS[3].y)); -PV0f.y = R0f.y; -R0f.w = min(PV1f.z, intBitsToFloat(uf_remappedPS[3].y)); -PV0f.w = R0f.w; -// 13 -R3f.x = R127f.z + -(PV0f.w); -R3f.y = R127f.w + -(PV0f.x); -R0f.z = R127f.x + -(PV0f.y); -// 0 -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.y) + R7f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.z) + R2f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.z) + R3f.w); -PV0f.w = R123f.w; -// 1 -R127f.x = (mul_nonIEEE(R0f.y,PV0f.w) + R0f.z); -PV1f.x = R127f.x; -R127f.z = (mul_nonIEEE(R0f.w,PV0f.y) + R3f.x); -PV1f.z = R127f.z; -R127f.w = (mul_nonIEEE(R0f.x,PV0f.z) + R3f.y); -PV1f.w = R127f.w; -// 2 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z); -// 3 -backupReg0f = R127f.x; -R127f.x = (mul_nonIEEE(PV0f.w,R9f.y) + R127f.z); -PV1f.x = R127f.x; -R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R127f.w); -PV1f.y = R127f.y; -R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + backupReg0f); -PV1f.z = R127f.z; -// 4 -PV0f.y = R8f.z + -(PV1f.x); -PV0f.z = R8f.y + -(PV1f.y); -PV0f.w = R8f.x + -(PV1f.z); -// 5 -backupReg0f = R127f.x; -R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z); -PV1f.x = R127f.x; -R127f.z = (mul_nonIEEE(PV0f.y,R8f.w) + backupReg0f); -PV1f.z = R127f.z; -R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y); -PV1f.w = R127f.w; -// 6 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[5].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[5].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[5].z); -// 7 -R5f.x = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x); -R5f.y = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w); -R5f.z = (mul_nonIEEE(PV0f.w,R9f.x) + R127f.z); -// export -if( ((vec4(R5f.x, R5f.y, R5f.z, R5f.w)).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); -} diff --git a/Workaround/BreathOfTheWild_SmokeDirection/8146394a1b1f1f28_000000000001c24b_ps.txt b/Workaround/BreathOfTheWild_SmokeDirection/8146394a1b1f1f28_000000000001c24b_ps.txt deleted file mode 100644 index 067fa668..00000000 --- a/Workaround/BreathOfTheWild_SmokeDirection/8146394a1b1f1f28_000000000001c24b_ps.txt +++ /dev/null @@ -1,342 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 8146394a1b1f1f28 // guardian explosion yellow smoke ps -uniform ivec4 uf_remappedPS[5]; -uniform float uf_alphaTestRef; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 -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 0 border: 0 -layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 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 passParameterSem5; -layout(location = 5) in vec4 passParameterSem8; -layout(location = 6) in vec4 passParameterSem9; -layout(location = 7) in vec4 passParameterSem11; -layout(location = 8) in vec4 passParameterSem14; -layout(location = 9) in vec4 passParameterSem15; -layout(location = 10) in vec4 passParameterSem16; -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)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -float cubeMapArrayIndex10 = 0.0; -R0f = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem3; -R3f = passParameterSem4; -R4f = passParameterSem5; -R5f = passParameterSem8; -R6f = passParameterSem9; -R7f = passParameterSem11; -R8f = passParameterSem14; -R9f = passParameterSem15; -R10f = passParameterSem16; -R11f.xw = (texture(textureUnitPS0, R5f.xy).xw); -// 0 -backupReg0f = R7f.z; -R123f.x = (R11f.x * 2.0 + -(1.0)); -PV0f.x = R123f.x; -R127f.y = (1.5 * R4f.x + 0.5); -R7f.z = -(backupReg0f); -R123f.w = (R11f.w * 2.0 + -(1.0)); -PV0f.w = R123f.w; -PS0f = 1.0 / R2f.w; -// 1 -R4f.x = mul_nonIEEE(R2f.x, PS0f); -R126f.y = mul_nonIEEE(R3f.y, PV0f.w); -R127f.z = mul_nonIEEE(R3f.y, PV0f.x); -PV1f.z = R127f.z; -R4f.w = mul_nonIEEE(R2f.y, PS0f); -R11f.w = intBitsToFloat(uf_remappedPS[0].x); -PS1f = R11f.w; -// 2 -redcCUBE(vec4(R7f.z,R7f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,R7f.z,R7f.z),cubeMapSTM,cubeMapFaceId); -R125f.x = cubeMapSTM.x; -R125f.y = cubeMapSTM.y; -R125f.z = cubeMapSTM.z; -R125f.w = intBitsToFloat(cubeMapFaceId); -PV0f.x = R125f.x; -PV0f.y = R125f.y; -PV0f.z = R125f.z; -PV0f.w = R125f.w; -PS0f = mul_nonIEEE(PV1f.z, R127f.y); -// 3 -backupReg0f = R6f.x; -R6f.x = R5f.z + PS0f; -R7f.y = R6f.y + R126f.y; -PV1f.z = mul_nonIEEE(R126f.y, R127f.y); -R7f.w = backupReg0f + R127f.z; -PS1f = 1.0 / abs(PV0f.z); -// 4 -R5f.x = (R0f.x * 1.5 + -(R0f.x)); -R6f.y = R5f.w + PV1f.z; -R123f.z = (mul_nonIEEE(R125f.y,PS1f) + 1.5); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R125f.x,PS1f) + 1.5); -PV0f.w = R123f.w; -R11f.z = R125f.w; -PS0f = R11f.z; -// 5 -R11f.x = PV0f.z; -R11f.y = PV0f.w; -R5f.z = (R0f.y * 1.5 + -(R0f.y)); -R3f.w = (R0f.z * 1.5 + -(R0f.z)); -R5f.w = 1.0 / R2f.w; -PS1f = R5f.w; -R4f.x = (texture(textureUnitPS4, R4f.xw).x); -R6f.xyzw = (texture(textureUnitPS1, R6f.xy).xyzw); -R11f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R11f.xy,floatBitsToInt(R11f.z)),cubeMapArrayIndex10),R11f.w).xyz); -R7f.y = (texture(textureUnitPS2, R7f.wy).w); -// 0 -backupReg0f = R0f.z; -R125f.x = R0f.x; -R125f.x /= 2.0; -R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R4f.x) + intBitsToFloat(uf_remappedPS[1].x)); -PV0f.z = R2f.z * R5f.w; -R125f.w = R0f.y; -R125f.w /= 2.0; -R125f.y = backupReg0f; -R125f.y /= 2.0; -PS0f = R125f.y; -// 1 -R123f.x = (mul_nonIEEE(R5f.x,R6f.x) + R0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y))); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R3f.w,R6f.x) + R0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R5f.z,R6f.x) + R0f.y); -PV1f.w = R123f.w; -R127f.x = R11f.y * 1.0; -PS1f = R127f.x; -// 2 -R123f.x = (mul_nonIEEE(R125f.w,R6f.y) + PV1f.w); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R125f.x,R6f.y) + PV1f.x); -PV0f.y = R123f.y; -R125f.z = R11f.x * 1.0; -R123f.w = (mul_nonIEEE(R125f.y,R6f.y) + PV1f.z); -PV0f.w = R123f.w; -PS0f = 1.0 / PV1f.y; -// 3 -R125f.x = R11f.z * 1.0; -R125f.y = mul_nonIEEE(R1f.y, PV0f.x); -R127f.z = mul_nonIEEE(R1f.x, PV0f.y); -R125f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f; -PV1f.w = R125f.w; -R126f.x = mul_nonIEEE(R1f.z, PV0f.w); -PS1f = R126f.x; -// 4 -backupReg0f = R8f.x; -backupReg1f = R8f.y; -R8f.x = backupReg0f + 0.0; -R8f.y = R8f.z + 0.0; -R11f.z = backupReg1f + 0.0; -PV0f.w = -(PV1f.w) + R127f.y; -R8f.z = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -PS0f = R8f.z; -// 5 -R0f.x = (mul_nonIEEE(R125f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R0f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0); -R123f.z = (PV0f.w * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xbd4ccccd)); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV1f.z = R123f.z; -R123f.w = (R0f.w * 2.0 + -(1.0)); -PV1f.w = R123f.w; -PS1f = -(R6f.z) + 1.0; -// 6 -R123f.x = (intBitsToFloat(0x3ecccccc) * PV1f.z + intBitsToFloat(0x3f19999a)); -PV0f.x = R123f.x; -PV0f.y = R125f.w + PS1f; -PV0f.w = R7f.y + PV1f.w; -// 7 -PV1f.x = mul_nonIEEE(R6f.w, PV0f.w); -R6f.y = mul_nonIEEE(R127f.z, PV0f.x); -R6f.z = mul_nonIEEE(R126f.x, PV0f.x); -R6f.w = mul_nonIEEE(R125f.y, PV0f.x); -PS1f = R127f.y + -(PV0f.y); -PS1f = clamp(PS1f, 0.0, 1.0); -// 8 -PV0f.x = PS1f; -PV0f.x *= 4.0; -PV0f.x = clamp(PV0f.x, 0.0, 1.0); -PV0f.y = mul_nonIEEE(R1f.w, PV1f.x); -PV0f.y = clamp(PV0f.y, 0.0, 1.0); -// 9 -PV1f.x = mul_nonIEEE(PV0f.y, PV0f.x); -PV1f.x = clamp(PV1f.x, 0.0, 1.0); -// 10 -R3f.w = mul_nonIEEE(R3f.x, PV1f.x); -// 0 -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + R8f.y); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + R11f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R8f.z) + R8f.x); -PV0f.w = R123f.w; -// 1 -R126f.x = mul_nonIEEE(R6f.y, PV0f.w); -PV1f.x = R126f.x; -R127f.z = mul_nonIEEE(R6f.z, PV0f.y); -PV1f.z = R127f.z; -R125f.w = mul_nonIEEE(R6f.w, PV0f.z); -PV1f.w = R125f.w; -// 2 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z); -// 3 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R127f.z); -PV1f.x = R126f.x; -R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R125f.w); -PV1f.y = R127f.y; -R127f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f); -PV1f.z = R127f.z; -// 4 -PV0f.y = R9f.z + -(PV1f.x); -PV0f.z = R9f.y + -(PV1f.y); -PV0f.w = R9f.x + -(PV1f.z); -// 5 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R127f.z); -PV1f.x = R126f.x; -R127f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f); -PV1f.z = R127f.z; -R125f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y); -PV1f.w = R125f.w; -// 6 -PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y); -PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x); -PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z); -// 7 -R3f.x = (mul_nonIEEE(PV0f.y,R10f.x) + R126f.x); -R3f.y = (mul_nonIEEE(PV0f.x,R10f.x) + R125f.w); -R3f.z = (mul_nonIEEE(PV0f.w,R10f.x) + R127f.z); -// export -if( ((vec4(R3f.x, R3f.y, R3f.z, R3f.w)).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} diff --git a/Workaround/BreathOfTheWild_SmokeDirection/a4f029f0b16e3776_0000000000000000_vs.txt b/Workaround/BreathOfTheWild_SmokeDirection/a4f029f0b16e3776_0000000000000000_vs.txt new file mode 100644 index 00000000..d0bdfd3b --- /dev/null +++ b/Workaround/BreathOfTheWild_SmokeDirection/a4f029f0b16e3776_0000000000000000_vs.txt @@ -0,0 +1,2259 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader a4f029f0b16e3776 +layout(binding = 6, std140) uniform uniformBlockVS6 +{ +vec4 uf_blockVS6[1024]; +}; + +layout(binding = 7, std140) uniform uniformBlockVS7 +{ +vec4 uf_blockVS7[1024]; +}; + +layout(binding = 8, std140) uniform uniformBlockVS8 +{ +vec4 uf_blockVS8[1024]; +}; + +layout(binding = 11, std140) uniform uniformBlockVS11 +{ +vec4 uf_blockVS11[1024]; +}; + +layout(binding = 13, std140) uniform uniformBlockVS13 +{ +vec4 uf_blockVS13[1024]; +}; + +uniform vec2 uf_windowSpaceToClipSpaceTransform; +uniform float uf_alphaTestRef; +layout(binding = 40) uniform sampler2D textureUnitVS8;// Tex8 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler26 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem4; +layout(location = 5) in uvec4 attrDataSem5; +layout(location = 6) in uvec4 attrDataSem6; +layout(location = 7) in uvec4 attrDataSem7; +layout(location = 8) in uvec4 attrDataSem8; +layout(location = 9) in uvec4 attrDataSem9; +layout(location = 10) in uvec4 attrDataSem10; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem3; +layout(location = 4) out vec4 passParameterSem8; +layout(location = 6) out vec4 passParameterSem11; +layout(location = 7) out vec4 passParameterSem14; +layout(location = 8) out vec4 passParameterSem15; +layout(location = 9) out vec4 passParameterSem16; +layout(location = 3) out vec4 passParameterSem4; +layout(location = 5) out vec4 passParameterSem9; +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)); } +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 R14i = ivec4(0); +ivec4 R15i = ivec4(0); +ivec4 R16i = ivec4(0); +ivec4 R17i = ivec4(0); +ivec4 R18i = ivec4(0); +ivec4 R19i = ivec4(0); +ivec4 R20i = ivec4(0); +ivec4 R21i = ivec4(0); +ivec4 R22i = ivec4(0); +ivec4 R23i = 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); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[3]; +bool activeMaskStackC[4]; +activeMaskStack[0] = false; +activeMaskStack[1] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStackC[2] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder = attrDataSem5; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R5i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xyz = attrDataSem4.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); +attrDecoder = attrDataSem9; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R8i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder = attrDataSem0; +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder = attrDataSem2; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder = attrDataSem3; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder = attrDataSem7; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R7i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder = attrDataSem6; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R6i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R15i.z = floatBitsToInt(-(intBitsToFloat(R8i.y)) + 1.0); +R4i.w = 0; +R5i.w = floatBitsToInt(1.0); +PS0i = R5i.w; +// 1 +R15i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + uf_blockVS8[2].x); +R16i.w = floatBitsToInt(-(intBitsToFloat(R8i.x)) + 1.0); +PS1i = R16i.w; +// 2 +predResult = (0.0 > intBitsToFloat(R15i.w)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R21i.x = 0; +R21i.y = 0; +R21i.z = floatBitsToInt(uf_blockVS6[18].y * intBitsToFloat(0x40a00000)); +R22i.x = 0; +PS0i = R22i.x; +// 1 +R3i.w = R5i.w; +} +activeMaskStack[1] = activeMaskStack[1] == false; +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +// 0 +R3i.w = R4i.w; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +predResult = (R3i.w == 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +activeMaskStack[2] = activeMaskStack[1]; +activeMaskStackC[3] = activeMaskStackC[2]; +// 0 +PS0i = int(intBitsToFloat(R2i.w)); +// 1 +R3i.x = floatBitsToInt(float(PS0i)); +PS1i = R3i.x; +// 2 +predResult = (intBitsToFloat(R15i.w) >= intBitsToFloat(R3i.x)); +activeMaskStack[2] = predResult; +activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; +} +else { +activeMaskStack[2] = false; +activeMaskStackC[3] = false; +} +if( activeMaskStackC[3] == true ) { +// 0 +R21i.x = 0; +R21i.y = 0; +R21i.z = floatBitsToInt(uf_blockVS6[18].y * intBitsToFloat(0x40a00000)); +R22i.x = 0; +PS0i = R22i.x; +// 1 +R4i.w = R5i.w; +} +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +activeMaskStack[2] = activeMaskStack[1]; +activeMaskStackC[3] = activeMaskStackC[2]; +// 0 +predResult = (R4i.w == 0); +activeMaskStack[2] = predResult; +activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; +} +else { +activeMaskStack[2] = false; +activeMaskStackC[3] = false; +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.x = floatBitsToInt((0.0 > uf_blockVS7[9].x)?1.0:0.0); +PV0i.y = floatBitsToInt((uf_blockVS7[9].x > 0.0)?1.0:0.0); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), uf_blockVS7[10].y)); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R6i.x), 0.0)); +PS0i = floatBitsToInt(1.0 / uf_blockVS7[9].x); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS0i)); +R127i.y = floatBitsToInt(-(uf_blockVS7[96].x) + uf_blockVS7[97].x); +PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.w), 0.0)); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.x))); +PV1i.w = R127i.w; +R10i.y = floatBitsToInt(1.0 / intBitsToFloat(R3i.x)); +PS1i = R10i.y; +// 2 +R0i.x = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV1i.z)); +R11i.y = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS1i)); +PV0i.y = R11i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); +PV0i.w = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x)); +R126i.y = floatBitsToInt(-(uf_blockVS7[96].y) + uf_blockVS7[97].y); +PS0i = R126i.y; +// 3 +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z))); +R125i.y = floatBitsToInt(-(uf_blockVS7[96].z) + uf_blockVS7[97].z); +PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt(-(uf_blockVS7[96].w) + uf_blockVS7[97].w); +// 4 +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV1i.z))); +R126i.z = floatBitsToInt(-(uf_blockVS7[97].y) + uf_blockVS7[98].y); +R126i.w = floatBitsToInt(-(uf_blockVS7[97].x) + uf_blockVS7[98].x); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w)); +// 5 +backupReg0i = R127i.x; +backupReg1i = R127i.y; +R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y)); +PV1i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PS0i)); +R127i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +R127i.w = floatBitsToInt(intBitsToFloat(R125i.y) * intBitsToFloat(PS0i)); +R126i.y = floatBitsToInt(-(uf_blockVS7[97].z) + uf_blockVS7[98].z); +PS1i = R126i.y; +// 6 +R126i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + -(uf_blockVS7[97].w)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(uf_blockVS7[96].w)); +// 7 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R127i.w))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R127i.z))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R127i.y))); +PV1i.w = floatBitsToInt(-(uf_blockVS7[97].w) + uf_blockVS7[98].w); +R125i.y = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PS1i = R125i.y; +// 8 +R125i.x = ((intBitsToFloat(R126i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV0i.x = R125i.x; +R127i.yzw = floatBitsToInt(vec3(uf_blockVS7[96].z,uf_blockVS7[96].y,uf_blockVS7[96].x) + vec3(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z))); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w)); +// 9 +PV1i.x = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +PV1i.y = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(PS0i)); +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(PS0i)); +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) + -(uf_blockVS7[98].w)); +PS1i = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0); +// 10 +backupReg0i = R126i.x; +backupReg0i = R126i.x; +backupReg0i = R126i.x; +R126i.x = ((intBitsToFloat(PV1i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV0i.x = R126i.x; +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.z))); +R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i))); +PS0i = R124i.x; +// 11 +backupReg0i = R127i.w; +R127i.x = floatBitsToInt(uf_blockVS7[97].x + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0); +R126i.z = floatBitsToInt(uf_blockVS7[97].z + intBitsToFloat(PV0i.y)); +R127i.w = floatBitsToInt(uf_blockVS7[97].y + intBitsToFloat(PV0i.z)); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i))); +PS1i = R126i.w; +// 12 +backupReg0i = R126i.x; +backupReg0i = R126i.x; +backupReg0i = R126i.x; +backupReg1i = R127i.z; +R126i.x = floatBitsToInt(mul_nonIEEE(uf_blockVS7[98].x, intBitsToFloat(backupReg0i))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV1i.y))); +R125i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[98].y, intBitsToFloat(backupReg0i))); +R125i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[98].z, intBitsToFloat(backupReg0i))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R124i.x))); +PS0i = R127i.z; +// 13 +backupReg0i = R127i.x; +backupReg1i = R127i.y; +backupReg2i = R126i.z; +backupReg3i = R127i.w; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R124i.x))); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PV0i.y))); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(PV0i.y))); +PS1i = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0); +// 14 +PV0i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[96].z, intBitsToFloat(PS1i))); +PV0i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[96].y, intBitsToFloat(PS1i))); +PV0i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[96].x, intBitsToFloat(PS1i))); +R2i.w = 0x3f800000; +PS0i = R2i.w; +// 15 +PV1i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(uf_blockVS7[13].x); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV0i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.z)); +PS1i = floatBitsToInt(uf_blockVS7[13].y); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); +// 16 +PV0i.x = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.w)); +PV0i.y = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV1i.x)); +R10i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.y)); +PV0i.w = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.z)); +R4i.w = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(PS1i)); +PS0i = R4i.w; +// 17 +PV1i.x = floatBitsToInt(intBitsToFloat(R125i.w) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(intBitsToFloat(R125i.z) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV0i.y)); +// 18 +backupReg0i = R7i.y; +R7i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV1i.x))); +R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y))); +R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV1i.z))); +} +if( activeMaskStackC[3] == true ) { +// 0 +R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), uf_blockVS8[3].y)); +R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), uf_blockVS8[3].w)); +R9i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), uf_blockVS8[3].z)); +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R2i.w)),vec4(uf_blockVS8[4].x,uf_blockVS8[4].y,uf_blockVS8[4].z,uf_blockVS8[4].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R7i.w = tempi.x; +// 2 +R12i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R2i.w)),vec4(uf_blockVS8[5].x,uf_blockVS8[5].y,uf_blockVS8[5].z,uf_blockVS8[5].w))); +PV0i.x = R12i.x; +PV0i.y = R12i.x; +PV0i.z = R12i.x; +PV0i.w = R12i.x; +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R2i.w)),vec4(uf_blockVS8[6].x,uf_blockVS8[6].y,uf_blockVS8[6].z,uf_blockVS8[6].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R9i.w = tempi.x; +// 4 +R0i.x = floatBitsToInt(intBitsToFloat(R7i.w) + -(uf_blockVS6[17].x)); +PV0i.x = R0i.x; +R7i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(uf_blockVS6[17].y)); +PV0i.y = R7i.y; +R0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(uf_blockVS6[17].z)); +PV0i.z = R0i.z; +R125i.w = floatBitsToInt(-(intBitsToFloat(R7i.w)) + uf_blockVS6[17].x); +R127i.y = floatBitsToInt(-(intBitsToFloat(R12i.x)) + uf_blockVS6[17].y); +PS0i = R127i.y; +// 5 +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; +R125i.z = floatBitsToInt(-(intBitsToFloat(R9i.w)) + uf_blockVS6[17].z); +PS1i = R125i.z; +// 6 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +backupReg1i = R0i.z; +backupReg1i = R0i.z; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R7i.y),intBitsToFloat(backupReg1i),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R7i.y),intBitsToFloat(backupReg1i),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x)); +PS0i = floatBitsToInt(tempResultf); +// 7 +R7i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.x)), intBitsToFloat(PS0i))); +R7i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.z)), intBitsToFloat(PS0i))); +R0i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R7i.y)), intBitsToFloat(PS0i))); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x))); +// 8 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R125i.w),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R8i.z = floatBitsToInt(1.0 / intBitsToFloat(PS1i)); +PS0i = R8i.z; +// 9 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 10 +backupReg0i = R125i.w; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i))); +PV0i.x = R127i.x; +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i))); +PV0i.z = R126i.z; +R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i))); +PV0i.w = R125i.w; +// 11 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), -(uf_blockVS6[1].y))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), -(uf_blockVS6[1].z))); +R11i.z = PV0i.w; +PV1i.z = R11i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), -(uf_blockVS6[1].x))); +R12i.z = PV0i.x; +PS1i = R12i.z; +// 12 +R126i.x = floatBitsToInt((mul_nonIEEE(uf_blockVS6[1].y,intBitsToFloat(R126i.z)) + intBitsToFloat(PV1i.y))); +PV0i.x = R126i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS6[1].z,intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.w))); +PV0i.y = R127i.y; +R125i.z = floatBitsToInt((mul_nonIEEE(uf_blockVS6[1].x,intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.x))); +PV0i.z = R125i.z; +R8i.w = R126i.z; +R2i.x = PV1i.z; +PS0i = R2i.x; +// 13 +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; +R3i.z = R12i.z; +PS1i = R3i.z; +// 14 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x)); +PS0i = floatBitsToInt(tempResultf); +// 15 +R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i))); +PV1i.x = R9i.x; +R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); +PV1i.y = R2i.y; +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i))); +PV1i.w = R3i.w; +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.x))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.w))); +R5i.w = PV1i.y; +R11i.x = PV1i.w; +PS0i = R11i.x; +// 17 +R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R126i.z)) + intBitsToFloat(PV0i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R125i.w)) + intBitsToFloat(PV0i.y))); +PV1i.y = R123i.y; +R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R9i.x)),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.x))); +PV1i.w = R123i.w; +// 18 +R10i.x = PV1i.y; +PV0i.x = R10i.x; +R9i.y = PV1i.x; +PV0i.y = R9i.y; +R13i.z = PV1i.w; +PV0i.z = R13i.z; +// 19 +R0i.y = PV0i.x; +R2i.z = PV0i.y; +R2i.w = PV0i.z; +} +if( activeMaskStackC[3] == true ) { +// 0 +R126i.x = floatBitsToInt(mul_nonIEEE(uf_blockVS7[13].z, intBitsToFloat(R0i.w))); +PV0i.x = R126i.x; +R125i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[13].z, intBitsToFloat(R7i.x))); +PV0i.y = R125i.y; +R127i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[13].z, intBitsToFloat(R7i.z))); +PV0i.w = R127i.w; +// 1 +backupReg0i = R0i.x; +backupReg1i = R0i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(R7i.y) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w)); +R125i.w = R8i.w; +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R2i.x))); +// 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; +R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R2i.z)) + intBitsToFloat(PS1i))); +PS0i = R122i.x; +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R3i.z))); +R12i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R9i.x)) + intBitsToFloat(PS0i))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R125i.w))); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x))); +// 4 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.z))); +PV0i.x = R123i.x; +R126i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(R8i.z)); +PV0i.y = R126i.y; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(PV1i.x))); +PV0i.w = R123i.w; +// 5 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PV0i.y))); +R14i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R2i.y)) + intBitsToFloat(PV0i.w))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(PV0i.y))); +R12i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R3i.w)) + intBitsToFloat(PV0i.x))); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(PV0i.y))); +// 6 +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R10i.z))); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R4i.w))); +PV0i.y = R127i.y; +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PS1i))); +PV0i.z = R126i.z; +R4i.w = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(R125i.y)); +R0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + intBitsToFloat(R126i.x)); +PS0i = R0i.y; +// 7 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R11i.z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R11i.z = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(R127i.w)); +PS1i = R11i.z; +// 8 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R5i.w),intBitsToFloat(R10i.x),intBitsToFloat(R12i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R125i.w = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(PV1i.x)); +PS0i = R125i.w; +// 9 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R11i.x),intBitsToFloat(R13i.z),intBitsToFloat(R8i.w),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +PS1i = floatBitsToInt(intBitsToFloat(R12i.x) + intBitsToFloat(PV0i.x)); +// 10 +R12i.x = 0x3f800000; +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PS1i)); +PV0i.z = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R125i.w)); +PV0i.w = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(PV1i.x)); +R126i.x = floatBitsToInt(-(uf_blockVS6[17].x) + intBitsToFloat(R4i.w)); +PS0i = R126i.x; +// 11 +backupReg0i = R0i.y; +backupReg0i = R0i.y; +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(-(uf_blockVS6[17].y) + intBitsToFloat(backupReg0i)); +PV1i.z = floatBitsToInt(-(uf_blockVS6[17].z) + intBitsToFloat(R11i.z)); +R127i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(PV0i.z)); +R127i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.y)); +PS1i = R127i.x; +// 12 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(R126i.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; +R125i.w = floatBitsToInt(-(intBitsToFloat(R11i.z)) + intBitsToFloat(PV1i.x)); +PS0i = R125i.w; +// 13 +PV1i.y = floatBitsToInt((0.0 > uf_blockVS7[8].x)?1.0:0.0); +PV1i.z = floatBitsToInt((uf_blockVS7[8].x > 0.0)?1.0:0.0); +R126i.w = 0x3f800000; +R13i.z = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x))); +PS1i = R13i.z; +// 14 +R126i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(PV1i.y))); +PV0i.x = R126i.x; +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.y)); +// 15 +R11i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i)); +R9i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); +R125i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0); +R9i.w = floatBitsToInt(intBitsToFloat(R125i.w) * intBitsToFloat(PS0i)); +PS1i = floatBitsToInt(1.0 / uf_blockVS7[8].x); +// 16 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.w),intBitsToFloat(R0i.y),intBitsToFloat(R11i.z),intBitsToFloat(R126i.w)),vec4(uf_blockVS6[10].x,uf_blockVS6[10].y,uf_blockVS6[10].z,uf_blockVS6[10].w))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R126i.y = tempi.x; +R126i.z = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS1i)); +PS0i = R126i.z; +// 17 +backupReg0i = R0i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.w),intBitsToFloat(backupReg0i),intBitsToFloat(R11i.z),intBitsToFloat(R126i.w)),vec4(uf_blockVS6[11].x,uf_blockVS6[11].y,uf_blockVS6[11].z,uf_blockVS6[11].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +// 18 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),uf_blockVS7[9].y) + intBitsToFloat(R126i.z))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * 0.0 + intBitsToFloat(PV1i.x))); +PV0i.y = R123i.y; +PV0i.w = PV1i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +// 19 +PV1i.x = floatBitsToInt(fract(intBitsToFloat(PV0i.x))); +R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * 0.5 + intBitsToFloat(PV0i.w))); +PV1i.z = R123i.z; +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); +// 20 +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(PS1i)); +// 21 +R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.z))); +PV1i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS6[18].w, intBitsToFloat(PV0i.w))); +// 22 +PV0i.y = floatBitsToInt(-(uf_blockVS6[18].y) + intBitsToFloat(PV1i.z)); +// 23 +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); +// 24 +R3i.w = floatBitsToInt(-(uf_blockVS6[18].z) * intBitsToFloat(PS1i)); +} +if( activeMaskStackC[3] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R5i.y) + -(uf_blockVS7[60].w)); +PV0i.z = floatBitsToInt(min(intBitsToFloat(R13i.z), uf_blockVS7[116].x)); +PS0i = floatBitsToInt(1.0 / uf_blockVS7[116].x); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(PS0i)); +R125i.z = floatBitsToInt(-(uf_blockVS7[60].y) + uf_blockVS7[61].y); +R126i.w = floatBitsToInt(-(uf_blockVS7[60].x) + uf_blockVS7[61].x); +// 2 +R126i.x = floatBitsToInt(-(uf_blockVS7[60].z) + uf_blockVS7[61].z); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.w), intBitsToFloat(PV1i.x))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.x), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PV1i.x))); +PS0i = floatBitsToInt(-(uf_blockVS7[60].w) + uf_blockVS7[61].w); +// 3 +R0i.x = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV0i.w)); +R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.z)); +R8i.z = floatBitsToInt(intBitsToFloat(R11i.z) + intBitsToFloat(PV0i.y)); +R4i.w = ((intBitsToFloat(R127i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i)); +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(PS1i)); +PV0i.y = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS1i)); +PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(PS1i)); +PV0i.w = floatBitsToInt(intBitsToFloat(R5i.y) + -(uf_blockVS7[61].w)); +// 5 +R10i.x = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R10i.x; +R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.x)) + uf_blockVS7[60].z)); +R11i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.y)) + uf_blockVS7[60].y)); +R9i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.z)) + uf_blockVS7[60].x)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +// 7 +R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PV0i.y))); +} +if( activeMaskStackC[3] == true ) { +// 0 +backupReg0i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R4i.y),intBitsToFloat(R8i.z),intBitsToFloat(R12i.x)),vec4(uf_blockVS6[8].x,uf_blockVS6[8].y,uf_blockVS6[8].z,uf_blockVS6[8].w))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R0i.w = tempi.x; +// 1 +R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(R4i.y),intBitsToFloat(R8i.z),intBitsToFloat(R12i.x)),vec4(uf_blockVS6[9].x,uf_blockVS6[9].y,uf_blockVS6[9].z,uf_blockVS6[9].w))); +PV1i.x = R4i.x; +PV1i.y = R4i.x; +PV1i.z = R4i.x; +PV1i.w = R4i.x; +R126i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0); +PS1i = R126i.w; +// 2 +backupReg0i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R4i.y),intBitsToFloat(R8i.z),intBitsToFloat(R12i.x)),vec4(uf_blockVS6[10].x,uf_blockVS6[10].y,uf_blockVS6[10].z,uf_blockVS6[10].w))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R9i.z = tempi.x; +// 3 +backupReg0i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R4i.y),intBitsToFloat(R8i.z),intBitsToFloat(R12i.x)),vec4(uf_blockVS6[11].x,uf_blockVS6[11].y,uf_blockVS6[11].z,uf_blockVS6[11].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R13i.y = tempi.x; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(uf_blockVS7[60].y, intBitsToFloat(R126i.w))); +R15i.y = floatBitsToInt((intBitsToFloat(R9i.z) * 0.0 + intBitsToFloat(PV1i.x))); +PV0i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[60].x, intBitsToFloat(R126i.w))); +PV0i.w = PV1i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +PS0i = floatBitsToInt(mul_nonIEEE(uf_blockVS7[60].z, intBitsToFloat(R126i.w))); +// 5 +R123i.x = floatBitsToInt((intBitsToFloat(R9i.z) * 0.0 + intBitsToFloat(PV0i.w))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R11i.x)) + intBitsToFloat(PS0i))); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.z),intBitsToFloat(R11i.x)) + intBitsToFloat(PV0i.x))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.w),intBitsToFloat(R11i.x)) + intBitsToFloat(PV0i.z))); +PV1i.w = R123i.w; +R14i.z = floatBitsToInt((intBitsToFloat(R9i.z) * 0.5 + intBitsToFloat(PV0i.w))); +PS1i = R14i.z; +// 6 +R13i.x = floatBitsToInt((intBitsToFloat(R0i.w) * 0.5 + intBitsToFloat(PV1i.x))); +R5i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS7[61].x,intBitsToFloat(R10i.x)) + intBitsToFloat(PV1i.w))); +R11i.z = floatBitsToInt((mul_nonIEEE(uf_blockVS7[61].y,intBitsToFloat(R10i.x)) + intBitsToFloat(PV1i.z))); +R13i.w = floatBitsToInt((intBitsToFloat(R4i.x) * -(0.5) + intBitsToFloat(PV1i.x))); +R3i.z = floatBitsToInt(1.0 / intBitsToFloat(R15i.y)); +PS0i = R3i.z; +// 7 +PV1i.y = floatBitsToInt(intBitsToFloat(R14i.z) * intBitsToFloat(PS0i)); +R13i.z = floatBitsToInt((mul_nonIEEE(uf_blockVS7[61].z,intBitsToFloat(R10i.x)) + intBitsToFloat(R126i.y))); +// 8 +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),uf_blockVS6[18].w) + -(uf_blockVS6[18].y))); +PV0i.w = R123i.w; +// 9 +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); +// 10 +R2i.z = floatBitsToInt(-(uf_blockVS6[18].z) * intBitsToFloat(PS1i)); +// 11 +R125i.z = floatBitsToInt(-(uf_blockVS7[68].x) + uf_blockVS7[69].x); +// 12 +PV0i.y = floatBitsToInt(-(uf_blockVS7[68].w) + uf_blockVS7[69].w); +// 13 +R126i.y = floatBitsToInt(-(uf_blockVS7[76].y) + uf_blockVS7[77].y); +R126i.z = floatBitsToInt(-(uf_blockVS7[76].x) + uf_blockVS7[77].x); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); +// 14 +R127i.x = floatBitsToInt(-(uf_blockVS7[76].z) + uf_blockVS7[77].z); +PV0i.y = floatBitsToInt(-(uf_blockVS7[76].w) + uf_blockVS7[77].w); +R9i.w = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS1i)); +// 15 +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); +// 16 +R11i.x = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS1i)); +R9i.y = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(PS1i)); +R8i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS1i)); +} +if( activeMaskStackC[3] == true ) { +// 0 +backupReg0i = R11i.z; +PV0i.x = floatBitsToInt((0.0 > uf_blockVS7[8].y)?1.0:0.0); +PV0i.y = floatBitsToInt((uf_blockVS7[8].y > 0.0)?1.0:0.0); +R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), uf_blockVS8[0].x)); +R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), uf_blockVS8[0].y)); +PS0i = floatBitsToInt(1.0 / uf_blockVS7[8].y); +// 1 +backupReg0i = R13i.z; +PV1i.x = floatBitsToInt((uf_blockVS7[8].z > 0.0)?1.0:0.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS0i)); +R13i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), uf_blockVS8[0].z)); +R126i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.x))); +PV1i.w = R126i.w; +PS1i = floatBitsToInt((0.0 > uf_blockVS7[8].z)?1.0:0.0); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),uf_blockVS7[9].z) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R126i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(PS1i))); +PV0i.w = R127i.w; +PS0i = floatBitsToInt(1.0 / uf_blockVS7[8].z); +// 3 +PV1i.y = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS0i)); +R125i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0); +PV1i.w = floatBitsToInt(fract(intBitsToFloat(PV0i.x))); +// 4 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),uf_blockVS7[9].w) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV1i.w))); +// 5 +R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R126i.z)) + intBitsToFloat(PV0i.y))); +PV1i.w = floatBitsToInt(fract(intBitsToFloat(PV0i.x))); +// 6 +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV1i.w))); +// 7 +R12i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.y))); +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R10i.x) + -(uf_blockVS7[69].w)); +PV0i.w = floatBitsToInt(intBitsToFloat(R10i.x) + -(uf_blockVS7[68].w)); +// 1 +R14i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.z), uf_blockVS7[59].x)); +R126i.y = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R126i.y; +R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R9i.w)) + uf_blockVS7[68].x)); +R126i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R126i.w; +R14i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), uf_blockVS7[59].x)); +PS1i = R14i.w; +// 2 +PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0); +R16i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), uf_blockVS7[59].x)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); +R127i.w = floatBitsToInt(intBitsToFloat(R12i.x) + -(uf_blockVS7[76].w)); +PV0i.w = R127i.w; +// 3 +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R11i.x)) + uf_blockVS7[76].y)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.z))); +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R9i.y)) + uf_blockVS7[76].x)); +PV1i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[68].x, intBitsToFloat(PV0i.x))); +R125i.w = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PS1i = R125i.w; +// 4 +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(R8i.w)) + uf_blockVS7[76].z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(uf_blockVS7[77].w)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R127i.w = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0); +PV0i.w = R127i.w; +// 5 +R124i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R124i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS7[69].x,intBitsToFloat(R126i.w)) + intBitsToFloat(PV0i.z))); +PV1i.y = R123i.y; +R125i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[76].x, intBitsToFloat(PV0i.w))); +R126i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[76].y, intBitsToFloat(PV0i.w))); +// 6 +backupReg0i = R127i.w; +PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +R17i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), uf_blockVS8[0].w)); +PV0i.z = ((intBitsToFloat(R6i.x) > 0.5)?int(0xFFFFFFFF):int(0x0)); +R127i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[76].z, intBitsToFloat(backupReg0i))); +// 7 +PV1i.x = ((intBitsToFloat(R6i.y) > 0.5)?int(0xFFFFFFFF):int(0x0)); +R9i.y = ((PV0i.z == 0)?(R8i.x):(R16i.w)); +PV1i.z = ((intBitsToFloat(R6i.z) > 0.5)?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.x))); +R125i.w = ((intBitsToFloat(R6i.w) > 0.5)?int(0xFFFFFFFF):int(0x0)); +PS1i = R125i.w; +// 8 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(R127i.w))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(R126i.w))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R125i.z))); +PV0i.z = R123i.z; +R8i.w = ((PV1i.x == 0)?(R8i.y):(R15i.z)); +R4i.w = ((PV1i.z == 0)?(R8i.x):(R16i.w)); +PS0i = R4i.w; +// 9 +R12i.x = ((R125i.w == 0)?(R8i.y):(R15i.z)); +R123i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS7[77].z,intBitsToFloat(R124i.x)) + intBitsToFloat(PV0i.x))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(uf_blockVS7[77].y,intBitsToFloat(R124i.x)) + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(uf_blockVS7[77].x,intBitsToFloat(R124i.x)) + intBitsToFloat(PV0i.z))); +PV1i.w = R123i.w; +PS1i = ((intBitsToFloat(R6i.y) > 0.5)?int(0xFFFFFFFF):int(0x0)); +// 10 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), uf_blockVS8[1].z)); +R5i.y = ((PS1i == 0)?(R8i.x):(R16i.w)); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), uf_blockVS8[1].y)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), uf_blockVS8[1].x)); +PS0i = ((intBitsToFloat(R6i.z) > 0.5)?int(0xFFFFFFFF):int(0x0)); +// 11 +R11i.x = ((PS0i == 0)?(R8i.y):(R15i.z)); +R7i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[59].x, intBitsToFloat(PV0i.x))); +R7i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[59].x, intBitsToFloat(PV0i.z))); +R11i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[59].x, intBitsToFloat(PV0i.w))); +} +if( activeMaskStackC[3] == true ) { +// 0 +R10i.x = floatBitsToInt(uf_blockVS7[84].x); +PV0i.y = floatBitsToInt(uf_blockVS7[5].x) & 0x00080000; +PV0i.z = floatBitsToInt(uf_blockVS7[5].x) & 0x00200000; +PV0i.w = floatBitsToInt(uf_blockVS7[5].x) & 0x00100000; +PS0i = floatBitsToInt(uf_blockVS7[5].x) & 0x00400000; +// 1 +PV1i.x = (PS0i == 0x00400000)?int(0xFFFFFFFF):int(0x0); +PV1i.y = (PV0i.z == 0x00200000)?int(0xFFFFFFFF):int(0x0); +PV1i.z = (PV0i.w == 0x00100000)?int(0xFFFFFFFF):int(0x0); +PV1i.w = (PV0i.y == 0x00080000)?int(0xFFFFFFFF):int(0x0); +R126i.z = floatBitsToInt(uf_blockVS7[5].y) & int(1); +PS1i = R126i.z; +// 2 +R9i.x = ((PV1i.w == 0)?(R8i.x):(R9i.y)); +R3i.y = ((PV1i.x == 0)?(R8i.y):(R12i.x)); +R4i.z = ((PV1i.y == 0)?(R8i.x):(R4i.w)); +R7i.w = ((PV1i.z == 0)?(R8i.y):(R8i.w)); +PS0i = floatBitsToInt(uf_blockVS7[5].x) & 0x00800000; +// 3 +PV1i.x = floatBitsToInt(uf_blockVS7[5].x) & 0x01000000; +R2i.y = (int(1) != R126i.z)?int(0xFFFFFFFF):int(0x0); +R126i.z = floatBitsToInt(uf_blockVS7[5].x) & 0x00000010; +PV1i.w = (PS0i == 0x00800000)?int(0xFFFFFFFF):int(0x0); +R12i.x = int(uf_blockVS7[17].x); +PS1i = R12i.x; +// 4 +R3i.x = ((PV1i.w == 0)?(R8i.x):(R5i.y)); +R126i.y = floatBitsToInt(uf_blockVS7[5].x) & 0x00000020; +PV0i.z = (PV1i.x == 0x01000000)?int(0xFFFFFFFF):int(0x0); +R125i.w = floatBitsToInt(uf_blockVS7[5].x) & 0x00000040; +R4i.w = int(uf_blockVS7[17].y); +PS0i = R4i.w; +// 5 +R2i.w = ((PV0i.z == 0)?(R8i.y):(R11i.x)); +PS1i = floatBitsToInt(float(R126i.z)); +// 6 +PV0i.x = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PV0i.w = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +PS0i = floatBitsToInt(float(R126i.y)); +// 7 +PV1i.x = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +PS1i = floatBitsToInt(float(R125i.w)); +// 8 +PV0i.x = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +R126i.y = int(intBitsToFloat(PV1i.z)); +PS0i = R126i.y; +// 9 +PV1i.x = 0 - PS0i; +R13i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); +R125i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R125i.y; +// 10 +PV0i.x = 0 - PS1i; +R8i.w = max(R126i.y, PV1i.x); +// 11 +R5i.w = max(R125i.y, PV0i.x); +} +if( activeMaskStackC[3] == true ) { +// 0 +R7i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), uf_blockVS8[1].w)); +// 1 +R124i.x = int(-1) + R12i.x; +R126i.y = floatBitsToInt(uf_blockVS7[5].x) & 0x02000000; +PV1i.z = floatBitsToInt(uf_blockVS7[5].x) & 0x00000080; +R125i.y = int(intBitsToFloat(R13i.z)); +PS1i = R125i.y; +// 2 +PV0i.x = 0 - PS1i; +PS0i = floatBitsToInt(float(PV1i.z)); +// 3 +PV1i.x = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.y = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +R9i.w = max(R125i.y, PV0i.x); +R125i.z = floatBitsToInt(float(R12i.x)); +PS1i = R125i.z; +// 4 +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS1i))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R15i.w), intBitsToFloat(PS1i))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(PV1i.y))); +R126i.z = floatBitsToInt(float(R4i.w)); +PS0i = R126i.z; +// 5 +PV1i.x = floatBitsToInt(intBitsToFloat(R10i.y) * intBitsToFloat(PV0i.y)); +R125i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R125i.y; +// 6 +PV0i.x = 0 - PS1i; +PS0i = int(intBitsToFloat(PV1i.x)); +// 7 +R127i.w = max(R125i.y, PV0i.x); +R127i.z = R8i.w * PS0i; +PS1i = R127i.z; +// 8 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.z)); +// 9 +PV1i.x = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS0i)); +R125i.y = floatBitsToInt(float(R12i.x)); +PS1i = R125i.y; +// 10 +R12i.x = floatBitsToInt(abs(intBitsToFloat(PS1i))); +R126i.w = int(intBitsToFloat(PV1i.x)); +PS0i = R126i.w; +// 11 +PS1i = floatBitsToInt(float(PS0i)); +// 12 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R125i.z)) + intBitsToFloat(PS1i)); +R126i.x = floatBitsToInt(float(R126i.w)); +PS0i = R126i.x; +// 13 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R125i.w = floatBitsToInt(abs(intBitsToFloat(PS0i))); +R8i.w = floatBitsToInt(1.0 / abs(intBitsToFloat(R125i.y))); +PS1i = R8i.w; +// 14 +PV0i.z = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R126i.x)), intBitsToFloat(PS1i))); +PS0i = int(intBitsToFloat(PV1i.x)); +// 15 +R125i.x = int(1) - PS0i; +PV1i.y = floatBitsToInt(trunc(intBitsToFloat(PV0i.z))); +R124i.w = PS0i * R124i.x; +PS1i = R124i.w; +// 16 +R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(R12i.x)) + intBitsToFloat(R125i.w))); +PV0i.z = R125i.z; +PS0i = floatBitsToInt(float(R126i.y)); +// 17 +PV1i.x = floatBitsToInt((intBitsToFloat(PV0i.z) >= abs(intBitsToFloat(R125i.y)))?1.0:0.0); +PV1i.y = floatBitsToInt(-(abs(intBitsToFloat(R125i.y))) + intBitsToFloat(PV0i.z)); +PV1i.z = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +PV1i.w = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +R124i.x = int(intBitsToFloat(R127i.x)); +PS1i = R124i.x; +// 18 +backupReg0i = R127i.w; +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(intBitsToFloat(PV1i.z))); +R127i.w = ((intBitsToFloat(PV1i.x) == 0.0)?(R125i.z):(PV1i.y)); +PV0i.w = R127i.w; +R126i.y = backupReg0i * PS1i; +PS0i = R126i.y; +// 19 +PV1i.z = floatBitsToInt(abs(intBitsToFloat(R125i.y)) + intBitsToFloat(PV0i.w)); +R127i.x = int(intBitsToFloat(PV0i.y)); +PS1i = R127i.x; +// 20 +R123i.y = ((-(intBitsToFloat(R127i.w)) > 0.0)?(PV1i.z):(R127i.w)); +PV0i.y = R123i.y; +PV0i.w = 0 - PS1i; +// 21 +R123i.x = ((-(intBitsToFloat(R126i.x)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV0i.y)))):(PV0i.y)); +PV1i.x = R123i.x; +PV1i.z = max(R127i.x, PV0i.w); +// 22 +R123i.w = ((intBitsToFloat(R125i.y) == 0.0)?(R126i.x):(PV1i.x)); +PV0i.w = R123i.w; +PS0i = PV1i.z * R124i.x; +// 23 +R125i.z = R126i.w + PS0i; +PS1i = int(intBitsToFloat(PV0i.w)); +// 24 +PS0i = R125i.x * PS1i; +// 25 +PV1i.z = PS0i + R124i.w; +R125i.x = R9i.w * R125i.z; +PS1i = R125i.x; +// 26 +PS0i = R5i.w * PV1i.z; +// 27 +PV1i.y = PS0i + R127i.z; +// 28 +PV0i.x = R125i.x + PV1i.y; +// 29 +PV1i.w = R126i.y + PV0i.x; +// 30 +R125i.z = floatBitsToInt(float(PV1i.w)); +PS0i = R125i.z; +// 31 +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.w), abs(intBitsToFloat(PS0i)))); +R124i.w = floatBitsToInt(abs(intBitsToFloat(PS0i))); +// 32 +PV0i.x = floatBitsToInt(trunc(intBitsToFloat(PV1i.y))); +// 33 +R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R12i.x)) + intBitsToFloat(R124i.w))); +PV1i.z = R127i.z; +// 34 +PV0i.x = floatBitsToInt((intBitsToFloat(PV1i.z) >= abs(intBitsToFloat(R125i.y)))?1.0:0.0); +PV0i.y = floatBitsToInt(-(abs(intBitsToFloat(R125i.y))) + intBitsToFloat(PV1i.z)); +// 35 +R124i.w = ((intBitsToFloat(PV0i.x) == 0.0)?(R127i.z):(PV0i.y)); +PV1i.w = R124i.w; +// 36 +PV0i.z = floatBitsToInt(abs(intBitsToFloat(R125i.y)) + intBitsToFloat(PV1i.w)); +// 37 +R123i.y = ((-(intBitsToFloat(R124i.w)) > 0.0)?(PV0i.z):(R124i.w)); +PV1i.y = R123i.y; +// 38 +R123i.x = ((-(intBitsToFloat(R125i.z)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.y)))):(PV1i.y)); +PV0i.x = R123i.x; +// 39 +R123i.w = ((intBitsToFloat(R125i.y) == 0.0)?(R125i.z):(PV0i.x)); +PV1i.w = R123i.w; +// 40 +R125i.z = int(intBitsToFloat(PV1i.w)); +PS0i = R125i.z; +// 41 +R125i.y = floatBitsToInt(float(PS0i)); +PS1i = R125i.y; +// 42 +PV0i.x = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PV0i.w = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +R12i.x = floatBitsToInt(float(R125i.z)); +PS0i = R12i.x; +// 43 +R126i.y = floatBitsToInt(abs(intBitsToFloat(PS0i))); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt(abs(intBitsToFloat(PS0i)) * 0.25); +// 44 +R123i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R125i.y))); +PV0i.y = R123i.y; +PV0i.z = floatBitsToInt(trunc(intBitsToFloat(PV1i.w))); +// 45 +R125i.x = floatBitsToInt((-(intBitsToFloat(PV0i.z)) * 4.0 + intBitsToFloat(R126i.y))); +PV1i.x = R125i.x; +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); +R12i.z = ((R2i.y == 0)?(R6i.x):(R6i.y)); +// 46 +PV0i.x = floatBitsToInt(trunc(intBitsToFloat(PV1i.y))); +PV0i.z = floatBitsToInt((intBitsToFloat(PV1i.x) >= 4.0)?1.0:0.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(0xc0800000)); +R9i.y = int(uf_blockVS7[26].x); +PS0i = R9i.y; +// 47 +R8i.y = ((intBitsToFloat(PV0i.z) == 0.0)?(R125i.x):(PV0i.w)); +R8i.w = floatBitsToInt(uf_blockVS7[5].x) & 0x00000100; +R13i.z = int(intBitsToFloat(PV0i.x)); +PS1i = R13i.z; +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R8i.y) + 4.0); +R5i.y = R13i.z + 0x00000012; +R8i.x = int(uf_blockVS7[26].y); +PS0i = R8i.x; +// 1 +R123i.w = ((-(intBitsToFloat(R8i.y)) > 0.0)?(PV0i.x):(R8i.y)); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(float(R8i.w)); +// 2 +PV0i.x = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +PV0i.y = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +R123i.z = ((-(intBitsToFloat(R12i.x)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.w)))):(PV1i.w)); +PV0i.z = R123i.z; +// 3 +R126i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.x))); +PS1i = int(intBitsToFloat(PV0i.z)); +// 4 +PV0i.x = int(-1) + PS1i; +R126i.y = floatBitsToInt(uf_blockVS7[5].x) & 0x00000200; +R125i.z = 0xfffffffd + PS1i; +R124i.w = 0xfffffffe + PS1i; +PS0i = floatBitsToInt(float(PS1i)); +// 5 +PV1i.z = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +PV1i.w = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PS1i = floatBitsToInt(float(PV0i.x)); +// 6 +PV0i.x = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PS0i = floatBitsToInt(float(R124i.w)); +// 7 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(intBitsToFloat(PV0i.x))); +PV1i.y = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.z = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +R125i.x = int(intBitsToFloat(PV0i.y)); +PS1i = R125i.x; +// 8 +PV0i.x = 0 - PS1i; +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(PV1i.z))); +R124i.w = int(intBitsToFloat(PV1i.x)); +PS0i = R124i.w; +// 9 +PV1i.x = 0 - PS0i; +PV1i.z = max(R125i.x, PV0i.x); +R127i.z = int(intBitsToFloat(PV0i.w)); +PS1i = R127i.z; +// 10 +R12i.x = int(1) - PV1i.z; +PV0i.y = max(R124i.w, PV1i.x); +PV0i.z = 0 - PS1i; +PS0i = floatBitsToInt(float(R125i.z)); +// 11 +PV1i.x = max(R127i.z, PV0i.z); +R8i.y = int(1) - PV0i.y; +PV1i.z = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.w = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +R127i.z = int(intBitsToFloat(R126i.w)); +PS1i = R127i.z; +// 12 +PV0i.y = 0 - PS1i; +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(PV1i.w))); +R8i.w = int(1) - PV1i.x; +PS0i = floatBitsToInt(float(R126i.y)); +// 13 +R10i.x = max(R127i.z, PV0i.y); +PV1i.y = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.z = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +R126i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R126i.y; +// 14 +PV0i.x = 0 - PS1i; +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(PV1i.z))); +// 15 +PV1i.w = max(R126i.y, PV0i.x); +R11i.z = int(intBitsToFloat(PV0i.w)); +PS1i = R11i.z; +// 16 +R13i.z = int(1) - PV1i.w; +} +if( activeMaskStackC[3] == true ) { +R5i.xyzw = floatBitsToInt(uf_blockVS7[R5i.y].xyzw); +} +if( activeMaskStackC[3] == true ) { +// 0 +R126i.x = floatBitsToInt(uf_blockVS7[5].x) & 0x00000800; +PV0i.y = 0 - R11i.z; +R126i.z = int(-1) + R9i.y; +R124i.w = floatBitsToInt(uf_blockVS7[5].x) & 0x00000400; +R126i.y = R13i.z * R5i.w; +PS0i = R126i.y; +// 1 +R11i.x = max(R11i.z, PV0i.y); +R125i.x = R8i.w * R5i.z; +PS1i = R125i.x; +// 2 +R126i.w = R8i.y * R5i.y; +PS0i = R126i.w; +// 3 +PS1i = R12i.x * R5i.x; +// 4 +PV0i.y = R126i.w + PS1i; +PS0i = floatBitsToInt(float(R124i.w)); +// 5 +PV1i.x = R125i.x + PV0i.y; +PV1i.y = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.z = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +PS1i = floatBitsToInt(float(R126i.x)); +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PV0i.z = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +R8i.w = R126i.y + PV1i.x; +R126i.w = floatBitsToInt(float(R9i.y)); +PS0i = R126i.w; +// 7 +R125i.x = floatBitsToInt(uf_blockVS7[5].x) & 0x04000000; +R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(PS0i))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R15i.w), intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.z))); +R127i.z = int(intBitsToFloat(PV0i.x)); +PS1i = R127i.z; +// 8 +PV0i.x = 0 - PS1i; +PV0i.y = floatBitsToInt(intBitsToFloat(R10i.y) * intBitsToFloat(PV1i.z)); +R125i.z = int(intBitsToFloat(PV1i.w)); +PS0i = R125i.z; +// 9 +R5i.x = max(R127i.z, PV0i.x); +PV1i.y = 0 - PS0i; +PS1i = int(intBitsToFloat(PV0i.y)); +// 10 +R124i.x = max(R125i.z, PV1i.y); +R124i.w = R10i.x * PS1i; +PS0i = R124i.w; +// 11 +PS1i = floatBitsToInt(float(R8i.x)); +// 12 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i)); +// 13 +PV1i.y = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(PS0i)); +R125i.z = floatBitsToInt(float(R9i.y)); +PS1i = R125i.z; +// 14 +R124i.y = floatBitsToInt(abs(intBitsToFloat(PS1i))); +R127i.x = int(intBitsToFloat(PV1i.y)); +PS0i = R127i.x; +// 15 +PS1i = floatBitsToInt(float(PS0i)); +// 16 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(PS1i)); +R125i.y = floatBitsToInt(float(R127i.x)); +PS0i = R125i.y; +// 17 +R126i.x = floatBitsToInt(abs(intBitsToFloat(PS0i))); +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R12i.x = floatBitsToInt(1.0 / abs(intBitsToFloat(R125i.z))); +PS1i = R12i.x; +// 18 +PV0i.w = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R125i.y)), intBitsToFloat(PS1i))); +PS0i = int(intBitsToFloat(PV1i.y)); +// 19 +R8i.x = int(1) - PS0i; +PV1i.z = floatBitsToInt(trunc(intBitsToFloat(PV0i.w))); +R10i.x = PS0i * R126i.z; +PS1i = R10i.x; +// 20 +R126i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.z)),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.x))); +PV0i.w = R126i.w; +PS0i = floatBitsToInt(float(R125i.x)); +// 21 +PV1i.x = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PV1i.y = floatBitsToInt((intBitsToFloat(PV0i.w) >= abs(intBitsToFloat(R125i.z)))?1.0:0.0); +PV1i.z = floatBitsToInt(-(abs(intBitsToFloat(R125i.z))) + intBitsToFloat(PV0i.w)); +PV1i.w = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +R127i.y = int(intBitsToFloat(R126i.y)); +PS1i = R127i.y; +// 22 +backupReg0i = R124i.x; +R124i.x = ((intBitsToFloat(PV1i.y) == 0.0)?(R126i.w):(PV1i.z)); +PV0i.x = R124i.x; +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(PV1i.w))); +R126i.z = backupReg0i * PS1i; +PS0i = R126i.z; +// 23 +PV1i.w = floatBitsToInt(abs(intBitsToFloat(R125i.z)) + intBitsToFloat(PV0i.x)); +R126i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R126i.y; +// 24 +PV0i.x = 0 - PS1i; +R123i.z = ((-(intBitsToFloat(R124i.x)) > 0.0)?(PV1i.w):(R124i.x)); +PV0i.z = R123i.z; +// 25 +R123i.y = ((-(intBitsToFloat(R125i.y)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV0i.z)))):(PV0i.z)); +PV1i.y = R123i.y; +PV1i.w = max(R126i.y, PV0i.x); +// 26 +R123i.x = ((intBitsToFloat(R125i.z) == 0.0)?(R125i.y):(PV1i.y)); +PV0i.x = R123i.x; +PS0i = PV1i.w * R127i.y; +// 27 +R126i.w = R127i.x + PS0i; +PS1i = int(intBitsToFloat(PV0i.x)); +// 28 +PS0i = R8i.x * PS1i; +// 29 +PV1i.w = PS0i + R10i.x; +R127i.y = R5i.x * R126i.w; +PS1i = R127i.y; +// 30 +PS0i = R11i.x * PV1i.w; +// 31 +PV1i.z = PS0i + R124i.w; +// 32 +PV0i.y = R127i.y + PV1i.z; +// 33 +PV1i.x = R126i.z + PV0i.y; +// 34 +R126i.w = floatBitsToInt(float(PV1i.x)); +PS0i = R126i.w; +// 35 +R127i.x = floatBitsToInt(abs(intBitsToFloat(PS0i))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), abs(intBitsToFloat(PS0i)))); +// 36 +PV0i.y = floatBitsToInt(trunc(intBitsToFloat(PV1i.z))); +// 37 +R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(R124i.y)) + intBitsToFloat(R127i.x))); +PV1i.w = R124i.w; +// 38 +PV0i.y = floatBitsToInt((intBitsToFloat(PV1i.w) >= abs(intBitsToFloat(R125i.z)))?1.0:0.0); +PV0i.z = floatBitsToInt(-(abs(intBitsToFloat(R125i.z))) + intBitsToFloat(PV1i.w)); +// 39 +R127i.x = ((intBitsToFloat(PV0i.y) == 0.0)?(R124i.w):(PV0i.z)); +PV1i.x = R127i.x; +// 40 +PV0i.w = floatBitsToInt(abs(intBitsToFloat(R125i.z)) + intBitsToFloat(PV1i.x)); +// 41 +R123i.z = ((-(intBitsToFloat(R127i.x)) > 0.0)?(PV0i.w):(R127i.x)); +PV1i.z = R123i.z; +// 42 +R123i.y = ((-(intBitsToFloat(R126i.w)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.z)))):(PV1i.z)); +PV0i.y = R123i.y; +// 43 +R123i.x = ((intBitsToFloat(R125i.z) == 0.0)?(R126i.w):(PV0i.y)); +PV1i.x = R123i.x; +// 44 +R126i.w = int(intBitsToFloat(PV1i.x)); +PS0i = R126i.w; +// 45 +R125i.z = floatBitsToInt(float(PS0i)); +PS1i = R125i.z; +// 46 +PV0i.x = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +PV0i.y = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +R9i.y = floatBitsToInt(float(R126i.w)); +PS0i = R9i.y; +// 47 +PV1i.x = floatBitsToInt(abs(intBitsToFloat(PS0i)) * 0.25); +R12i.z = floatBitsToInt(abs(intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.x))); +// 48 +R5i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.5 + intBitsToFloat(R125i.z))); +R5i.w = floatBitsToInt(trunc(intBitsToFloat(PV1i.x))); +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R5i.z) * 0.25); +R124i.y = floatBitsToInt((-(intBitsToFloat(R5i.w)) * 4.0 + intBitsToFloat(R12i.z))); +PV0i.y = R124i.y; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xc0800000)); +PV1i.y = floatBitsToInt(trunc(intBitsToFloat(PV0i.x))); +PV1i.w = floatBitsToInt((intBitsToFloat(PV0i.y) >= 4.0)?1.0:0.0); +// 2 +R125i.z = ((intBitsToFloat(PV1i.w) == 0.0)?(R124i.y):(PV1i.x)); +PV0i.z = R125i.z; +PS0i = int(intBitsToFloat(PV1i.y)); +// 3 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 4.0); +R5i.z = PS0i + 0x0000001b; +PS1i = int(uf_blockVS7[48].z); +// 4 +R123i.x = ((-(intBitsToFloat(R125i.z)) > 0.0)?(PV1i.y):(R125i.z)); +PV0i.x = R123i.x; +R11i.z = floatBitsToInt(float(PS1i)); +PS0i = R11i.z; +// 5 +R123i.w = ((-(intBitsToFloat(R9i.y)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV0i.x)))):(PV0i.x)); +PV1i.w = R123i.w; +R9i.y = floatBitsToInt(float(R8i.w)); +PS1i = R9i.y; +// 6 +PS0i = int(intBitsToFloat(PV1i.w)); +// 7 +R127i.x = 0xfffffffe + PS0i; +PV1i.y = int(-1) + PS0i; +R125i.z = floatBitsToInt(abs(intBitsToFloat(R11i.z))); +R126i.w = 0xfffffffd + PS0i; +PS1i = floatBitsToInt(float(PS0i)); +// 8 +PV0i.x = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PV0i.w = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +PS0i = floatBitsToInt(float(PV1i.y)); +// 9 +PV1i.x = floatBitsToInt((0.0 > intBitsToFloat(PS0i))?1.0:0.0); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt((intBitsToFloat(PS0i) > 0.0)?1.0:0.0); +PS1i = floatBitsToInt(float(R127i.x)); +// 10 +PV0i.x = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(intBitsToFloat(PV1i.x))); +PV0i.z = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +R124i.y = int(intBitsToFloat(PV1i.z)); +PS0i = R124i.y; +// 11 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(intBitsToFloat(PV0i.x))); +PV1i.y = 0 - PS0i; +R127i.x = int(intBitsToFloat(PV0i.y)); +PS1i = R127i.x; +// 12 +PV0i.x = 0 - PS1i; +PV0i.w = max(R124i.y, PV1i.y); +R124i.w = int(intBitsToFloat(PV1i.x)); +PS0i = R124i.w; +// 13 +R5i.x = int(1) - PV0i.w; +PV1i.y = 0 - PS0i; +PV1i.z = max(R127i.x, PV0i.x); +PS1i = floatBitsToInt(float(R126i.w)); +// 14 +R11i.x = int(1) - PV1i.z; +PV0i.y = max(R124i.w, PV1i.y); +PV0i.z = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +PV0i.w = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +R8i.x = floatBitsToInt(float(R8i.w)); +PS0i = R8i.x; +// 15 +R12i.x = int(1) - PV0i.y; +R124i.y = floatBitsToInt(abs(intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + -(intBitsToFloat(PV0i.w))); +PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(R11i.z))); +// 16 +PV0i.z = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R8i.x)), intBitsToFloat(PS1i))); +R126i.z = int(intBitsToFloat(PV1i.w)); +PS0i = R126i.z; +// 17 +PV1i.x = floatBitsToInt(trunc(intBitsToFloat(PV0i.z))); +PV1i.y = 0 - PS0i; +// 18 +PV0i.x = max(R126i.z, PV1i.y); +R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R125i.z)) + intBitsToFloat(R124i.y))); +PV0i.z = R126i.z; +// 19 +PV1i.x = floatBitsToInt((intBitsToFloat(PV0i.z) >= abs(intBitsToFloat(R11i.z)))?1.0:0.0); +PV1i.y = floatBitsToInt(-(abs(intBitsToFloat(R11i.z))) + intBitsToFloat(PV0i.z)); +R8i.w = int(1) - PV0i.x; +// 20 +R5i.w = ((intBitsToFloat(PV1i.x) == 0.0)?(R126i.z):(PV1i.y)); +PV0i.w = R5i.w; +// 21 +R12i.z = floatBitsToInt(abs(intBitsToFloat(R11i.z)) + intBitsToFloat(PV0i.w)); +} +if( activeMaskStackC[3] == true ) { +R10i.xyzw = floatBitsToInt(uf_blockVS7[R5i.z].xyzw); +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.x = floatBitsToInt((0.0 > intBitsToFloat(R9i.y))?1.0:0.0); +PV0i.y = floatBitsToInt((intBitsToFloat(R9i.y) > 0.0)?1.0:0.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), uf_blockVS7[45].x)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(uf_blockVS7[44].z + uf_blockVS7[45].x); +R125i.z = R8i.w * R10i.w; +PS0i = R125i.z; +// 1 +R124i.x = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.w)); +R123i.y = ((-(intBitsToFloat(R5i.w)) > 0.0)?(R12i.z):(R5i.w)); +PV1i.y = R123i.y; +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), uf_blockVS7[45].y)); +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) * 2.0); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.x))); +R124i.y = R12i.x * R10i.z; +PS1i = R124i.y; +// 2 +R123i.x = ((-(intBitsToFloat(R8i.x)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.y)))):(PV1i.y)); +PV0i.x = R123i.x; +PV0i.y = floatBitsToInt(uf_blockVS7[44].w + uf_blockVS7[45].y); +R127i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.5 + intBitsToFloat(R9i.y))); +R127i.x = R11i.x * R10i.y; +PS0i = R127i.x; +// 3 +R126i.x = floatBitsToInt(-(intBitsToFloat(R126i.z)) + intBitsToFloat(PV0i.y)); +PV1i.y = floatBitsToInt(uf_blockVS7[46].x + uf_blockVS7[46].z); +PV1i.z = floatBitsToInt(uf_blockVS7[46].y + uf_blockVS7[46].w); +R123i.w = ((intBitsToFloat(R11i.z) == 0.0)?(R8i.x):(PV0i.x)); +PV1i.w = R123i.w; +PS1i = R5i.x * R10i.x; +// 4 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),uf_blockVS7[46].z) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),uf_blockVS7[46].w) + intBitsToFloat(PV1i.z))); +PV0i.y = R123i.y; +PV0i.z = R127i.x + PS1i; +R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R15i.w)),uf_blockVS7[44].x) + -(intBitsToFloat(R124i.x)))); +R126i.z = int(intBitsToFloat(PV1i.w)); +PS0i = R126i.z; +// 5 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[45].z) + intBitsToFloat(PV0i.x))); +PV1i.y = R124i.y + PV0i.z; +R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[45].w) + intBitsToFloat(PV0i.y))); +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[44].y) + intBitsToFloat(R126i.x))); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(R11i.z)); +// 6 +R125i.x = R125i.z + PV1i.y; +PV0i.y = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS1i)); +PS0i = floatBitsToInt(1.0 / uf_blockVS7[48].z); +// 7 +R126i.x = floatBitsToInt(mul_nonIEEE(uf_blockVS7[48].x, intBitsToFloat(PS0i))); +PV1i.x = R126i.x; +R123i.y = ((R2i.y == 0)?(0):(int(1))); +PV1i.y = R123i.y; +PV1i.w = floatBitsToInt(trunc(intBitsToFloat(PV0i.y))); +PS1i = floatBitsToInt(1.0 / uf_blockVS7[48].w); +// 8 +R127i.x = (PV1i.y == int(1))?int(0xFFFFFFFF):int(0x0); +PV0i.x = R127i.x; +PV0i.y = (PV1i.y == 0x00000002)?int(0xFFFFFFFF):int(0x0); +R125i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[48].y, intBitsToFloat(PS1i))); +PV0i.z = R125i.z; +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(PV1i.x)) + -(0.5))); +R127i.z = int(intBitsToFloat(PV1i.w)); +PS0i = R127i.z; +// 9 +backupReg0i = R126i.z; +R123i.x = ((PV0i.y == 0)?(R6i.x):(R6i.z)); +PV1i.x = R123i.x; +R124i.y = ((PV0i.x == 0)?(R6i.x):(R6i.y)); +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(PV0i.z)) + -(0.5))); +R123i.w = ((PV0i.y == 0)?(R6i.y):(R6i.x)); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(float(backupReg0i)); +// 10 +R123i.x = ((R127i.x == 0)?(PV1i.w):(R6i.z)); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS1i)) + intBitsToFloat(R124i.w))); +PV0i.y = R123i.y; +R123i.z = ((R127i.x == 0)?(PV1i.x):(R6i.y)); +PV0i.z = R123i.z; +R124i.w = ((R127i.x == 0)?(R6i.y):(R6i.z)); +PS0i = floatBitsToInt(float(R127i.z)); +// 11 +backupReg0i = R124i.x; +R124i.x = floatBitsToInt(mul_nonIEEE(uf_blockVS7[50].x, intBitsToFloat(PV0i.z))); +R124i.x = floatBitsToInt(intBitsToFloat(R124i.x) * 2.0); +R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.y))); +R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PS0i)) + intBitsToFloat(R126i.w))); +PV1i.z = R123i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[50].y, intBitsToFloat(PV0i.x))); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0); +PS1i = int(uf_blockVS7[53].z); +// 12 +R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.z),intBitsToFloat(R126i.z)) + -(intBitsToFloat(PV1i.z)))); +PV0i.y = floatBitsToInt(uf_blockVS7[49].w + uf_blockVS7[50].y); +PV0i.w = floatBitsToInt(uf_blockVS7[49].z + uf_blockVS7[50].x); +R126i.y = floatBitsToInt(float(PS1i)); +PS0i = R126i.y; +// 13 +backupReg0i = R127i.w; +R127i.x = floatBitsToInt(abs(intBitsToFloat(PS0i))); +PV1i.y = floatBitsToInt(uf_blockVS7[51].x + uf_blockVS7[51].z); +R126i.z = floatBitsToInt(-(intBitsToFloat(R124i.x)) + intBitsToFloat(PV0i.w)); +R127i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.y)); +R124i.x = floatBitsToInt(float(R125i.x)); +PS1i = R124i.x; +// 14 +backupReg0i = R124i.y; +PV0i.x = floatBitsToInt((intBitsToFloat(PS1i) > 0.0)?1.0:0.0); +R124i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS7[51].z,intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.y))); +PV0i.z = floatBitsToInt(uf_blockVS7[51].y + uf_blockVS7[51].w); +PV0i.w = floatBitsToInt((0.0 > intBitsToFloat(PS1i))?1.0:0.0); +R126i.w = floatBitsToInt(float(R125i.x)); +PS0i = R126i.w; +// 15 +backupReg0i = R124i.w; +R125i.x = floatBitsToInt(abs(intBitsToFloat(PS0i))); +R10i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R15i.w)),uf_blockVS7[49].x) + -(intBitsToFloat(R126i.z)))); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); +R124i.w = floatBitsToInt((mul_nonIEEE(uf_blockVS7[51].w,intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.z))); +PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(R126i.y))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R126i.w)), intBitsToFloat(PS1i))); +R123i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R124i.x))); +PV0i.y = R123i.y; +R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[49].y) + intBitsToFloat(R127i.w))); +R10i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[50].z) + intBitsToFloat(R124i.y))); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.y)); +// 17 +PV1i.x = floatBitsToInt(trunc(intBitsToFloat(PV0i.x))); +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[50].w) + intBitsToFloat(R124i.w))); +R126i.z = ((R2i.y == 0)?(0):(0x00000002)); +PV1i.z = R126i.z; +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(PS0i)); +PS1i = floatBitsToInt(1.0 / uf_blockVS7[53].z); +// 18 +backupReg0i = R127i.x; +R127i.x = (PV1i.z == int(1))?int(0xFFFFFFFF):int(0x0); +R124i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(backupReg0i)) + intBitsToFloat(R125i.x))); +PV0i.y = R124i.y; +PV0i.z = floatBitsToInt(trunc(intBitsToFloat(PV1i.w))); +R7i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[53].x, intBitsToFloat(PS1i))); +PV0i.w = R7i.w; +PS0i = floatBitsToInt(1.0 / uf_blockVS7[53].w); +// 19 +backupReg0i = R4i.z; +PV1i.x = floatBitsToInt(-(abs(intBitsToFloat(R126i.y))) + intBitsToFloat(PV0i.y)); +R127i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[53].y, intBitsToFloat(PS0i))); +PV1i.y = R127i.y; +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.w)) + -(0.5))); +PV1i.w = floatBitsToInt((intBitsToFloat(PV0i.y) >= abs(intBitsToFloat(R126i.y)))?1.0:0.0); +PS1i = int(intBitsToFloat(PV0i.z)); +// 20 +backupReg0i = R124i.y; +PV0i.x = (R126i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0); +R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PV1i.y)) + -(0.5))); +R126i.z = ((intBitsToFloat(PV1i.w) == 0.0)?(backupReg0i):(PV1i.x)); +PV0i.z = R126i.z; +R8i.w = ((R127i.x == 0)?(R6i.x):(R6i.y)); +PS0i = floatBitsToInt(float(PS1i)); +// 21 +PV1i.x = floatBitsToInt(abs(intBitsToFloat(R126i.y)) + intBitsToFloat(PV0i.z)); +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(PS0i)) + intBitsToFloat(R124i.z))); +PV1i.y = R123i.y; +R123i.z = ((PV0i.x == 0)?(R6i.y):(R6i.x)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.x == 0)?(R6i.x):(R6i.z)); +PV1i.w = R123i.w; +R11i.z = ((R127i.x == 0)?(R6i.y):(R6i.z)); +PS1i = R11i.z; +// 22 +backupReg0i = R6i.z; +R123i.x = ((-(intBitsToFloat(R126i.z)) > 0.0)?(PV1i.x):(R126i.z)); +PV0i.x = R123i.x; +R3i.y = ((R127i.x == 0)?(PV1i.w):(R6i.y)); +R6i.z = ((R127i.x == 0)?(PV1i.z):(backupReg0i)); +R5i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.y)) + -(intBitsToFloat(PV1i.y)))); +PS0i = int(uf_blockVS7[58].z); +// 23 +R123i.w = ((-(intBitsToFloat(R126i.w)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV0i.x)))):(PV0i.x)); +PV1i.w = R123i.w; +R6i.x = floatBitsToInt(float(PS0i)); +PS1i = R6i.x; +// 24 +PV0i.x = floatBitsToInt((0.0 >= abs(intBitsToFloat(PS1i)))?1.0:0.0); +R123i.z = ((intBitsToFloat(R126i.y) == 0.0)?(R126i.w):(PV1i.w)); +PV0i.z = R123i.z; +PV0i.w = floatBitsToInt(-(abs(intBitsToFloat(PS1i))) + 0.0); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i)); +// 25 +R2i.y = ((intBitsToFloat(PV0i.x) == 0.0)?(0):(PV0i.w)); +R6i.w = floatBitsToInt(intBitsToFloat(PS0i) * 0.0); +R6i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R6i.y; +} +if( activeMaskStackC[3] == true ) { +// 0 +PV0i.x = floatBitsToInt(abs(intBitsToFloat(R6i.x)) + intBitsToFloat(R2i.y)); +PV0i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[55].x, intBitsToFloat(R3i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(trunc(intBitsToFloat(R6i.w))); +PV0i.w = floatBitsToInt(uf_blockVS7[54].z + uf_blockVS7[55].x); +PS0i = floatBitsToInt(float(R6i.y)); +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(PS0i)) + intBitsToFloat(R10i.y))); +PV1i.x = R123i.x; +R127i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[55].y, intBitsToFloat(R6i.z))); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.w)); +R123i.w = ((-(intBitsToFloat(R2i.y)) > 0.0)?(PV0i.x):(R2i.y)); +PV1i.w = R123i.w; +R124i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R124i.y; +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.w),intBitsToFloat(R4i.z)) + intBitsToFloat(PV1i.x))); +PV0i.x = R123i.x; +R125i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R15i.w)),uf_blockVS7[54].x) + -(intBitsToFloat(PV1i.z)))); +R123i.z = ((intBitsToFloat(R6i.x) == 0.0)?(0):(PV1i.w)); +PV0i.z = R123i.z; +R10i.w = floatBitsToInt(intBitsToFloat(R9i.y) + 0.5); +PS0i = floatBitsToInt(1.0 / uf_blockVS7[58].z); +// 3 +R6i.xyz = floatBitsToInt(vec3(intBitsToFloat(PV0i.x),intBitsToFloat(R9i.x),intBitsToFloat(R5i.w)) + vec3(0.5,0.5,0.5)); +R126i.w = floatBitsToInt(mul_nonIEEE(uf_blockVS7[58].x, intBitsToFloat(PS0i))); +PV1i.w = R126i.w; +R126i.y = int(intBitsToFloat(PV0i.z)); +PS1i = R126i.y; +// 4 +backupReg0i = R11i.y; +R127i.x = floatBitsToInt(intBitsToFloat(R3i.w) + -(uf_blockVS7[93].x)); +R11i.y = floatBitsToInt(-(uf_blockVS7[93].x) + uf_blockVS7[93].y); +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PV1i.w)) + -(0.5))); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 0.0); +PV0i.w = R127i.w; +PS0i = floatBitsToInt(1.0 / uf_blockVS7[58].w); +// 5 +backupReg0i = R126i.y; +R124i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(uf_blockVS7[104].w)); +R126i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS7[58].y, intBitsToFloat(PS0i))); +PV1i.y = R126i.y; +PS1i = floatBitsToInt(float(backupReg0i)); +// 6 +R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PS1i)) + intBitsToFloat(R125i.y))); +PV0i.y = floatBitsToInt(uf_blockVS7[54].w + uf_blockVS7[55].y); +R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(PV1i.y)) + -(0.5))); +R126i.w = floatBitsToInt(float(R124i.y)); +PS0i = R126i.w; +// 7 +PV1i.x = floatBitsToInt(uf_blockVS7[56].y + uf_blockVS7[56].w); +PV1i.z = floatBitsToInt(uf_blockVS7[56].x + uf_blockVS7[56].z); +PV1i.w = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(PV0i.y)); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(R11i.y)); +// 8 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[54].y) + intBitsToFloat(PV1i.w))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS7[56].z,intBitsToFloat(R8i.w)) + intBitsToFloat(PV1i.z))); +PV0i.y = R123i.y; +R4i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS1i)); +R4i.z = clampFI32(R4i.z); +R123i.w = floatBitsToInt((mul_nonIEEE(uf_blockVS7[56].w,intBitsToFloat(R11i.z)) + intBitsToFloat(PV1i.x))); +PV0i.w = R123i.w; +// 9 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[55].z) + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.y)),intBitsToFloat(R126i.w)) + intBitsToFloat(PV0i.x))); +PV1i.y = R123i.y; +R125i.z = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[105].w)); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.w),uf_blockVS7[55].w) + intBitsToFloat(PV0i.w))); +PV1i.w = R123i.w; +// 10 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R126i.z)) + intBitsToFloat(R125i.x))); +PV0i.x = R123i.x; +R126i.y = floatBitsToInt(-(uf_blockVS7[104].x) + uf_blockVS7[105].x); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R124i.z)) + -(intBitsToFloat(PV1i.y)))); +PV0i.w = R123i.w; +// 11 +R5i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5); +R5i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5); +PV1i.z = floatBitsToInt(-(uf_blockVS7[104].w) + uf_blockVS7[105].w); +R126i.w = ((intBitsToFloat(R124i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +R127i.x = ((intBitsToFloat(R125i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PS1i = R127i.x; +// 12 +R125i.x = floatBitsToInt(-(uf_blockVS7[105].x) + uf_blockVS7[106].x); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 13 +PV1i.x = floatBitsToInt(-(uf_blockVS7[105].w) + uf_blockVS7[106].w); +PV1i.y = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +R126i.z = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[106].w)); +PV1i.z = R126i.z; +// 14 +R126i.y = ((intBitsToFloat(PV1i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV0i.y = R126i.y; +R124i.z = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[107].w)); +PV0i.z = R124i.z; +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PV1i.y)) + uf_blockVS7[104].x)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 15 +backupReg0i = R125i.x; +R125i.x = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R125i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0); +PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS0i)); +R124i.w = floatBitsToInt(-(uf_blockVS7[106].x) + uf_blockVS7[107].x); +PS1i = floatBitsToInt(-(intBitsToFloat(R127i.x)) + 1.0); +// 16 +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PV1i.z)) + uf_blockVS7[105].x)); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[108].w)); +PV0i.y = R127i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +R8i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PS1i))); +PS0i = R125i.y; +// 17 +backupReg0i = R126i.w; +R124i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R124i.x; +R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.z))); +PV1i.z = floatBitsToInt(-(uf_blockVS7[106].w) + uf_blockVS7[107].w); +R126i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + 1.0); +// 18 +R127i.x = floatBitsToInt(-(uf_blockVS7[107].x) + uf_blockVS7[108].x); +PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 19 +PV1i.x = floatBitsToInt(-(uf_blockVS7[107].w) + uf_blockVS7[108].w); +PV1i.y = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(PS0i)); +R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.w))); +// 20 +backupReg0i = R126i.z; +R126i.z = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[109].w)); +PV0i.z = R126i.z; +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.y)) + uf_blockVS7[106].x)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 21 +R125i.x = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R125i.x; +R9i.y = floatBitsToInt(fract(intBitsToFloat(R1i.w))); +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i)); +R124i.w = floatBitsToInt(-(uf_blockVS7[108].x) + uf_blockVS7[109].x); +R127i.x = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(0x42c80000)); +R127i.x = clampFI32(R127i.x); +PS1i = R127i.x; +// 22 +R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.z),intBitsToFloat(PV1i.z)) + uf_blockVS7[107].x)); +R10i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[110].w)); +PV0i.y = R10i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PS1i))); +R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PS1i))); +PS0i = R1i.z; +// 23 +backupReg0i = R124i.x; +R124i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R124i.x; +R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); +PV1i.z = floatBitsToInt(-(uf_blockVS7[108].w) + uf_blockVS7[109].w); +R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(R127i.x))); +// 24 +R127i.x = floatBitsToInt(-(uf_blockVS7[109].x) + uf_blockVS7[110].x); +PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 25 +PV1i.x = floatBitsToInt(-(uf_blockVS7[109].w) + uf_blockVS7[110].w); +PV1i.y = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(PS0i)); +R9i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.w))); +// 26 +PV0i.x = floatBitsToInt(intBitsToFloat(R127i.w) + -(uf_blockVS7[111].w)); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV1i.y)) + uf_blockVS7[108].x)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 27 +R9i.x = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R9i.x; +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i)); +R0i.w = floatBitsToInt(-(uf_blockVS7[110].x) + uf_blockVS7[111].x); +// 28 +R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.z)) + uf_blockVS7[109].x)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS7[104].x, intBitsToFloat(R126i.w))); +// 29 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.y)) + intBitsToFloat(PV0i.z))); +PV1i.x = R123i.x; +R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PV0i.y))); +PV1i.z = floatBitsToInt(-(uf_blockVS7[110].w) + uf_blockVS7[111].w); +// 30 +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(R8i.w)) + intBitsToFloat(PV1i.x))); +R4i.x = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +PS0i = R4i.x; +} +if( activeMaskStackC[3] == true ) { +// 0 +backupReg0i = R4i.x; +backupReg1i = R1i.y; +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), uf_blockVS11[5].z)); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(backupReg0i)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),uf_blockVS13[24].x) + -(uf_blockVS13[24].y))); +R123i.z = clampFI32(R123i.z); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(R11i.y)) + intBitsToFloat(backupReg1i))); +PV0i.w = R123i.w; +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R11i.z)) + intBitsToFloat(PV0i.w))); +PV1i.z = R123i.z; +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R2i.y)) + intBitsToFloat(PV1i.z))); +PV0i.x = R123i.x; +tempResultf = log2(intBitsToFloat(PV1i.x)); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0i = floatBitsToInt(tempResultf); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(uf_blockVS13[24].w, intBitsToFloat(PS0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(R9i.z)) + intBitsToFloat(PV0i.x))); +// 4 +PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x))); +// 5 +R9i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS0i)),uf_blockVS13[25].w) + uf_blockVS13[25].w)); +} +if( activeMaskStackC[3] == true ) { +// 0 +R126i.x = floatBitsToInt(uf_blockVS6[17].x + -(intBitsToFloat(R0i.x))); +R125i.y = floatBitsToInt(uf_blockVS6[17].y + -(intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(R1i.y)) + uf_blockVS7[110].x)); +PV0i.w = R123i.w; +// 1 +R124i.x = floatBitsToInt(uf_blockVS6[17].z + -(intBitsToFloat(R8i.z))); +PV1i.x = R124i.x; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w))); +PV1i.z = R123i.z; +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x)); +R1i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS7[111].x,intBitsToFloat(R9i.x)) + intBitsToFloat(PV1i.z))); +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),1.0,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +PS1i = floatBitsToInt(intBitsToFloat(R13i.w) * intBitsToFloat(R3i.z)); +// 4 +PV0i.w = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0); +tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x)); +PS0i = floatBitsToInt(tempResultf); +// 5 +R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i))); +R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS0i))); +R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f333333) + intBitsToFloat(0x3e19999a))); +R1i.w = clampFI32(R1i.w); +} +if( activeMaskStackC[3] == true ) { +// 0 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R9i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),-0.0),vec4(uf_blockVS13[28].x,uf_blockVS13[28].y,uf_blockVS13[28].z,0.0))); +tempi.x = floatBitsToInt(intBitsToFloat(tempi.x) / 2.0); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +PS0i = floatBitsToInt(uf_blockVS13[28].y + 1.0); +// 1 +R126i.x = floatBitsToInt(intBitsToFloat(PS0i) * 1.5); +R126i.x = clampFI32(R126i.x); +R126i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5); +PV1i.z = R126i.z; +PV1i.w = floatBitsToInt(min(uf_blockVS6[17].y, uf_blockVS13[27].z)); +// 2 +backupReg0i = R0i.y; +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),uf_blockVS13[22].x) + -(uf_blockVS13[22].y))); +R123i.x = clampFI32(R123i.x); +PV0i.x = R123i.x; +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); +PV0i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.w)); +R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626))); +PV0i.w = R123i.w; +R125i.z = floatBitsToInt((uf_blockVS13[28].y * 1.0 + intBitsToFloat(R2i.z))); +PS0i = R125i.z; +// 3 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(0xbe593484))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(uf_blockVS13[27].y,intBitsToFloat(PV0i.z)) + uf_blockVS13[27].x)); +R123i.y = clampFI32(R123i.y); +PV1i.y = R123i.y; +R124i.z = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x41700000)); +PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.y))); +// 4 +R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), uf_blockVS13[26].w)); +PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(0x3fc90da4))); +PV0i.w = R123i.w; +tempResultf = log2(intBitsToFloat(PV1i.w)); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0i = floatBitsToInt(tempResultf); +// 5 +backupReg0i = R124i.z; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),-(intBitsToFloat(PV0i.w))) + 1.0)); +PV1i.y = floatBitsToInt(mul_nonIEEE(uf_blockVS13[23].y, intBitsToFloat(PS0i))); +R124i.z = floatBitsToInt(mul_nonIEEE(uf_blockVS13[23].x, intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0x41080000)); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i)); +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS1i)); +R2i.y = 0; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3daaaaab)); +R0i.w = ((0.0 >= intBitsToFloat(R4i.z))?int(0xFFFFFFFF):int(0x0)); +PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y))); +PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0); +// 7 +R3i.x = floatBitsToInt(uf_blockVS6[18].y * intBitsToFloat(0x40a00000)); +R0i.y = floatBitsToInt(intBitsToFloat(PS0i) + 0.5); +R8i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3e4ccccd))); +R1i.w = 0; +R3i.z = floatBitsToInt(exp2(intBitsToFloat(R124i.z))); +PS1i = R3i.z; +} +if( activeMaskStackC[3] == true ) { +R0i.xyz = floatBitsToInt(texture(textureUnitVS8, intBitsToFloat(R0i.xy)).xyz); +R2i.xyzw = floatBitsToInt(texture(textureUnitVS13, intBitsToFloat(R2i.zy)).xyzw); +} +if( activeMaskStackC[3] == true ) { +// 0 +backupReg0i = R3i.z; +PV0i.x = floatBitsToInt(min(intBitsToFloat(R8i.z), 1.0)); +R126i.y = 0; +R3i.z = ((R0i.w == 0)?(R3i.w):(R1i.w)); +R123i.w = floatBitsToInt((mul_nonIEEE(-(uf_blockVS13[23].z),intBitsToFloat(backupReg0i)) + uf_blockVS13[23].z)); +R123i.w = clampFI32(R123i.w); +PV0i.w = R123i.w; +R8i.x = floatBitsToInt((mul_nonIEEE(uf_blockVS8[3].x,intBitsToFloat(R4i.z)) + 0.0)); +PS0i = R8i.x; +// 1 +R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.x))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.x))); +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV0i.x))); +PV1i.w = floatBitsToInt(-(intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.w)); +PV1i.w = clampFI32(PV1i.w); +R1i.x = 0; +PS1i = R1i.x; +// 2 +R10i.x = R12i.y; +R125i.y = PV1i.w; +R126i.z = PV1i.w; +R124i.w = ((R0i.w == 0)?(R1i.z):(R126i.y)); +R0i.y = R14i.y; +PS0i = R0i.y; +// 3 +R125i.x = ((R0i.w == 0)?(R13i.y):(R13i.y)); +R124i.y = ((R0i.w == 0)?(R5i.w):(R3i.x)); +R0i.z = R12i.w; +R127i.w = ((R0i.w == 0)?(R22i.z):(R22i.z)); +R125i.w = ((R0i.w == 0)?(R8i.x):(R1i.x)); +PS1i = R125i.w; +// 4 +R0i.x = ((R0i.w == 0)?(0):(0x3f800000)); +PV0i.x = R0i.x; +R123i.y = ((R0i.w == 0)?(0):(R9i.x)); +PV0i.y = R123i.y; +R127i.z = ((R0i.w == 0)?(R1i.y):(R1i.y)); +R123i.w = ((R0i.w == 0)?(0):(R9i.z)); +PV0i.w = R123i.w; +R126i.x = ((R0i.w == 0)?(0):(R4i.x)); +PS0i = R126i.x; +// 5 +R18i.x = ((PV0i.x == 0)?(R9i.z):(PV0i.w)); +R18i.y = ((PV0i.x == 0)?(R9i.x):(PV0i.y)); +R123i.z = ((R0i.w == 0)?(0):(R125i.y)); +PV1i.z = R123i.z; +R123i.w = ((R0i.w == 0)?(0):(R127i.y)); +PV1i.w = R123i.w; +R124i.z = ((R0i.w == 0)?(0):(R124i.x)); +PS1i = R124i.z; +// 6 +R19i.x = ((R0i.x == 0)?(R127i.y):(PV1i.w)); +R123i.y = ((R0i.w == 0)?(0):(R125i.z)); +PV0i.y = R123i.y; +R18i.z = ((R0i.x == 0)?(R125i.y):(PV1i.z)); +R18i.w = ((R0i.x == 0)?(R4i.x):(R126i.x)); +R122i.x = ((R0i.w == 0)?(0):(R126i.z)); +PS0i = R122i.x; +// 7 +backupReg0i = R124i.x; +R124i.x = ((R0i.w == 0)?(0):(R2i.y)); +R19i.y = ((R0i.x == 0)?(backupReg0i):(R124i.z)); +R19i.z = ((R0i.x == 0)?(R125i.z):(PV0i.y)); +R19i.w = ((R0i.x == 0)?(R126i.z):(PS0i)); +R126i.x = ((R0i.w == 0)?(0):(R2i.w)); +PS1i = R126i.x; +// 8 +R127i.x = ((R0i.w == 0)?(0):(R10i.x)); +R123i.y = ((R0i.w == 0)?(0):(R2i.z)); +PV0i.y = R123i.y; +R124i.z = ((R0i.w == 0)?(0):(R0i.y)); +R123i.w = ((R0i.w == 0)?(0):(R2i.x)); +PV0i.w = R123i.w; +R127i.y = ((R0i.w == 0)?(0):(R0i.z)); +PS0i = R127i.y; +// 9 +R20i.x = ((R0i.x == 0)?(R2i.x):(PV0i.w)); +R20i.y = ((R0i.x == 0)?(R2i.y):(R124i.x)); +R20i.z = ((R0i.x == 0)?(R2i.z):(PV0i.y)); +R5i.w = ((R0i.w == 0)?(0):(R10i.w)); +R126i.z = ((R0i.w == 0)?(0):(R5i.y)); +PS1i = R126i.z; +// 10 +R123i.x = ((R0i.w == 0)?(0):(R10i.w)); +PV0i.x = R123i.x; +R125i.y = ((R0i.w == 0)?(0):(R5i.z)); +R123i.z = ((R0i.w == 0)?(0):(R6i.y)); +PV0i.z = R123i.z; +R20i.w = ((R0i.x == 0)?(R2i.w):(R126i.x)); +R2i.w = ((R0i.w == 0)?(0):(R14i.z)); +PS0i = R2i.w; +// 11 +R23i.x = ((R0i.x == 0)?(R10i.w):(PV0i.x)); +R23i.y = ((R0i.x == 0)?(R6i.y):(PV0i.z)); +R125i.z = ((R0i.w == 0)?(0):(R6i.z)); +R123i.w = ((R0i.w == 0)?(0):(R5i.x)); +PV1i.w = R123i.w; +R126i.w = ((R0i.w == 0)?(R22i.y):(R1i.y)); +PS1i = R126i.w; +// 12 +R2i.x = ((R0i.x == 0)?(R5i.x):(PV1i.w)); +R2i.y = ((R0i.x == 0)?(R5i.y):(R126i.z)); +R123i.z = ((R0i.w == 0)?(0):(R6i.x)); +PV0i.z = R123i.z; +R10i.w = ((R0i.w == 0)?(0):(R13i.w)); +R126i.z = ((R0i.w == 0)?(R22i.z):(R22i.z)); +PS0i = R126i.z; +// 13 +R126i.x = ((R0i.w == 0)?(0):(R15i.y)); +R123i.y = ((R0i.w == 0)?(0):(R11i.w)); +PV1i.y = R123i.y; +R23i.z = ((R0i.x == 0)?(R6i.x):(PV0i.z)); +R23i.w = ((R0i.x == 0)?(R6i.z):(R125i.z)); +R122i.x = ((R0i.w == 0)?(0):(R7i.z)); +PS1i = R122i.x; +// 14 +R11i.x = ((R0i.x == 0)?(R11i.w):(PV1i.y)); +R11i.y = ((R0i.x == 0)?(R7i.z):(PS1i)); +R123i.z = ((R0i.w == 0)?(R22i.x):(R1i.x)); +PV0i.z = R123i.z; +R123i.w = ((R0i.w == 0)?(0):(R7i.y)); +PV0i.w = R123i.w; +R124i.x = ((R0i.w == 0)?(0):(R14i.w)); +PS0i = R124i.x; +// 15 +R22i.x = ((R0i.x == 0)?(R125i.w):(PV0i.z)); +R22i.y = ((R0i.x == 0)?(R127i.z):(R126i.w)); +R22i.z = ((R0i.x == 0)?(R127i.w):(R126i.z)); +PV1i.w = R12i.y; +R11i.z = ((R0i.x == 0)?(R7i.y):(PV0i.w)); +PS1i = R11i.z; +// 16 +backupReg0i = R13i.y; +R9i.x = ((R0i.x == 0)?(PV1i.w):(R127i.x)); +R13i.y = ((R0i.w == 0)?(0):(R17i.y)); +R123i.z = ((R0i.w == 0)?(0):(R7i.x)); +PV0i.z = R123i.z; +R127i.w = ((R0i.w == 0)?(0):(R16i.y)); +R127i.z = ((R0i.w == 0)?(R21i.w):(backupReg0i)); +PS0i = R127i.z; +// 17 +R123i.x = ((R0i.w == 0)?(R21i.y):(R126i.y)); +PV1i.x = R123i.x; +R123i.y = ((R0i.w == 0)?(R21i.x):(R1i.w)); +PV1i.y = R123i.y; +PV1i.z = R14i.y; +R11i.w = ((R0i.x == 0)?(R7i.x):(PV0i.z)); +PS1i = R12i.w; +// 18 +R21i.x = ((R0i.x == 0)?(R3i.z):(PV1i.y)); +R9i.y = ((R0i.x == 0)?(PV1i.z):(R124i.z)); +R9i.z = ((R0i.x == 0)?(PS1i):(R127i.y)); +R123i.w = ((R0i.w == 0)?(0):(R13i.x)); +PV0i.w = R123i.w; +R21i.y = ((R0i.x == 0)?(R124i.w):(PV1i.x)); +PS0i = R21i.y; +// 19 +R10i.x = ((R0i.x == 0)?(R13i.x):(PV0i.w)); +R10i.y = ((R0i.x == 0)?(R13i.w):(R10i.w)); +R10i.z = ((R0i.x == 0)?(R14i.z):(R2i.w)); +R2i.z = ((R0i.x == 0)?(R5i.z):(R125i.y)); +PS1i = R2i.z; +// 20 +R123i.x = ((R0i.w == 0)?(R21i.z):(R3i.x)); +PV0i.x = R123i.x; +R10i.w = ((R0i.x == 0)?(R15i.y):(R126i.x)); +R9i.w = ((R0i.x == 0)?(R5i.w):(R5i.w)); +PS0i = R9i.w; +// 21 +R21i.z = ((R0i.x == 0)?(R124i.y):(PV0i.x)); +R21i.w = ((R0i.x == 0)?(R125i.x):(R127i.z)); +// 22 +R123i.y = ((R0i.w == 0)?(0):(R14i.x)); +PV0i.y = R123i.y; +// 23 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +backupReg0i = R0i.x; +backupReg0i = R0i.x; +R0i.x = ((backupReg0i == 0)?(R14i.x):(PV0i.y)); +R0i.y = ((backupReg0i == 0)?(R14i.w):(R124i.x)); +R0i.z = ((backupReg0i == 0)?(R16i.y):(R127i.w)); +R0i.w = ((backupReg0i == 0)?(R17i.y):(R13i.y)); +PS1i = R0i.w; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +gl_Position = vec4(intBitsToFloat(R21i.x), intBitsToFloat(R21i.y), intBitsToFloat(R21i.z), intBitsToFloat(R21i.w)); +// export +passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// export +passParameterSem1 = vec4(intBitsToFloat(R11i.x), intBitsToFloat(R11i.y), intBitsToFloat(R11i.z), intBitsToFloat(R11i.w)); +// export +passParameterSem3 = vec4(intBitsToFloat(R10i.x), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w)); +// export +passParameterSem8 = vec4(intBitsToFloat(R23i.x), intBitsToFloat(R23i.y), intBitsToFloat(R23i.z), intBitsToFloat(R23i.w)); +// export +passParameterSem11 = vec4(intBitsToFloat(R9i.x), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w)); +// export +passParameterSem14 = vec4(intBitsToFloat(R20i.x), intBitsToFloat(R20i.y), intBitsToFloat(R20i.z), intBitsToFloat(R20i.w)); +// export +passParameterSem15 = vec4(intBitsToFloat(R19i.x), intBitsToFloat(R19i.y), intBitsToFloat(R19i.z), intBitsToFloat(R19i.w)); +// export +passParameterSem16 = vec4(intBitsToFloat(R18i.x), intBitsToFloat(R18i.y), intBitsToFloat(R18i.z), intBitsToFloat(R18i.w)); +// export +passParameterSem4 = vec4(intBitsToFloat(R22i.x), intBitsToFloat(R22i.y), intBitsToFloat(R22i.z), intBitsToFloat(R22i.z)); +// export +passParameterSem9 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)); +} diff --git a/Workaround/BreathOfTheWild_SmokeDirection/c85a3a407d055ff0_0000000000003849_ps.txt b/Workaround/BreathOfTheWild_SmokeDirection/c85a3a407d055ff0_0000000000003849_ps.txt deleted file mode 100644 index fc763ba6..00000000 --- a/Workaround/BreathOfTheWild_SmokeDirection/c85a3a407d055ff0_0000000000003849_ps.txt +++ /dev/null @@ -1,179 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader c85a3a407d055ff0 // guardian explosion fire ps -uniform ivec4 uf_remappedPS[1]; -uniform float uf_alphaTestRef; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2115a000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 -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 0 border: 0 -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 passParameterSem8; -layout(location = 5) in vec4 passParameterSem9; -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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem3; -R3f = passParameterSem4; -R4f = passParameterSem8; -R5f = passParameterSem9; -R6f.xw = (texture(textureUnitPS0, R4f.xy).xw); -// 0 -PV0f.x = R3f.y * 1.5; -PV0f.y = R3f.y; -PV0f.y /= 2.0; -R123f.z = (R6f.w * 2.0 + -(1.0)); -PV0f.z = R123f.z; -R123f.w = (R6f.x * 2.0 + -(1.0)); -PV0f.w = R123f.w; -R3f.z = 1.0 / R2f.w; -PS0f = R3f.z; -// 1 -PV1f.x = mul_nonIEEE(PV0f.w, PV0f.y); -PV1f.y = mul_nonIEEE(PV0f.z, PV0f.y); -PV1f.z = mul_nonIEEE(PV0f.z, PV0f.x); -PV1f.w = mul_nonIEEE(PV0f.w, PV0f.x); -R6f.x = mul_nonIEEE(R2f.x, PS0f); -PS1f = R6f.x; -// 2 -backupReg0f = R4f.z; -backupReg1f = R4f.w; -R4f.xyz = vec3(R5f.x,R5f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x); -R4f.w = backupReg1f + PV1f.y; -R6f.y = mul_nonIEEE(R2f.y, R3f.z); -PS0f = R6f.y; -R4f.x = (texture(textureUnitPS2, R4f.xy).w); -R6f.x = (texture(textureUnitPS4, R6f.xy).x); -R5f.xyzw = (texture(textureUnitPS1, R4f.zw).xyzw); -// 0 -R123f.x = (mul_nonIEEE(R6f.x,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[0].x)); -PV0f.x = R123f.x; -R123f.y = (R0f.w * 2.0 + -(1.0)); -PV0f.y = R123f.y; -PV0f.z = R2f.z * R3f.z; -PV0f.w = -(R5f.z) + 1.0; -R127f.z = R1f.x + R1f.x; -PS0f = R127f.z; -// 1 -R127f.x = (-(PV0f.w) * intBitsToFloat(0x40c00000) + PV0f.x); -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),PV0f.z) + -(intBitsToFloat(uf_remappedPS[0].y))); -PV1f.y = R123f.y; -R126f.z = R1f.y + R1f.y; -PV1f.z = R126f.z; -R127f.w = R4f.x + PV0f.y; -PV1f.w = R127f.w; -R126f.y = R1f.z + R1f.z; -PS1f = R126f.y; -// 2 -R125f.x = -(R1f.x) + R127f.z; -R127f.y = -(R1f.y) + PV1f.z; -PV0f.z = max(PV1f.w, intBitsToFloat(0x3e4ccccd)); -R126f.w = -(R1f.z) + PS1f; -PS0f = 1.0 / PV1f.y; -// 3 -PV1f.x = min(PV0f.z, intBitsToFloat(0x3e99999a)); -PV1f.y = R5f.z + R4f.x; -PV1f.y /= 2.0; -PV1f.z = -(R0f.w) + 1.0; -PV1f.w = -(intBitsToFloat(uf_remappedPS[0].z)) * PS0f; -PS1f = mul_nonIEEE(R5f.w, R127f.w); -// 4 -R126f.x = mul_nonIEEE(R1f.w, PS1f); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV0f.y = PV1f.x + intBitsToFloat(0xbe4ccccd); -PV0f.z = R127f.x + -(PV1f.w); -R127f.w = PV1f.y + intBitsToFloat(0xbecccccd); -R127f.w *= 4.0; -R127f.x = mul_nonIEEE(PV1f.z, PV1f.z); -R127f.x *= 4.0; -PS0f = R127f.x; -// 5 -PV1f.x = PV0f.z; -PV1f.x *= 2.0; -PV1f.x = clamp(PV1f.x, 0.0, 1.0); -R123f.y = (PV0f.z * intBitsToFloat(0x3d08888a) + intBitsToFloat(0xbe2aaaad)); -R123f.y = clamp(R123f.y, 0.0, 1.0); -PV1f.y = R123f.y; -PV1f.w = PV0f.y * intBitsToFloat(0x411fffff); -// 6 -backupReg0f = R127f.w; -PV0f.x = mul_nonIEEE(PV1f.y, PV1f.y); -PV0f.y = mul_nonIEEE(R126f.x, PV1f.x); -PV0f.y = clamp(PV0f.y, 0.0, 1.0); -PV0f.z = mul_nonIEEE(R5f.x, PV1f.w); -R127f.w = (mul_nonIEEE(PV1f.w,backupReg0f) + -(R127f.x)); -R127f.w = clamp(R127f.w, 0.0, 1.0); -// 7 -R123f.x = (mul_nonIEEE(R127f.y,PV0f.z) + R1f.y); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R126f.w,PV0f.z) + R1f.z); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R125f.x,PV0f.z) + R1f.x); -PV1f.z = R123f.z; -R126f.w = (0.5 * PV0f.x + 0.5); -R1f.w = mul_nonIEEE(R3f.x, PV0f.y); -PS1f = R1f.w; -// 8 -R123f.x = (mul_nonIEEE(R126f.y,R5f.y) + PV1f.y); -PV0f.x = R123f.x; -R123f.z = (mul_nonIEEE(R126f.z,R5f.y) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R127f.z,R5f.y) + PV1f.z); -PV0f.w = R123f.w; -// 9 -R125f.x = mul_nonIEEE(PV0f.x, R126f.w); -PV1f.x = R125f.x; -R126f.y = mul_nonIEEE(PV0f.z, R126f.w); -PV1f.y = R126f.y; -R127f.z = mul_nonIEEE(PV0f.w, R126f.w); -PV1f.z = R127f.z; -// 10 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -PV0f.x = R0f.z + -(PV1f.x); -PV0f.y = backupReg0f + -(PV1f.y); -PV0f.z = backupReg1f + -(PV1f.z); -// 11 -R1f.x = (mul_nonIEEE(PV0f.z,R127f.w) + R127f.z); -R1f.y = (mul_nonIEEE(PV0f.y,R127f.w) + R126f.y); -R1f.z = (mul_nonIEEE(PV0f.x,R127f.w) + R125f.x); -// export -if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} diff --git a/appveyor.yml b/appveyor.yml index 458a2fae..2b409725 100644 --- a/appveyor.yml +++ b/appveyor.yml @@ -6,6 +6,7 @@ install: - xcopy C:\projects\cemu-graphic-packs\Performance C:\projects\cemu-graphic-packs\AppVeyor /E /I - xcopy C:\projects\cemu-graphic-packs\Quality C:\projects\cemu-graphic-packs\AppVeyor /E /I - xcopy C:\projects\cemu-graphic-packs\Workaround C:\projects\cemu-graphic-packs\AppVeyor /E /I + - echo D | xcopy C:\projects\cemu-graphic-packs\readme.txt C:\projects\cemu-graphic-packs\AppVeyor build: off artifacts: - path: AppVeyor diff --git a/readme.txt b/readme.txt new file mode 100644 index 00000000..6b785b03 --- /dev/null +++ b/readme.txt @@ -0,0 +1,19 @@ +Go to the GitHub Site for more information: https://slashiee.github.io/cemu_graphic_packs/ + +Please delete any current graphics packs that you are going to replace! This is necessary if, for example, any shader edits in an older installed version are deleted from a pack in a future downloaded version. + +Contributors: +slashiee - 417 commits: 117,762 line additions and 131,299 line deletions. +getdls - 31 commits: 30,136 line additions and 1,317 line deletions. +Darkemaste - 23 commits: 14,684 line additions and 747 line deletions. +JoelAlone - 17 commits: 22,529 line additions and 1,797 line deletions. +NAVras-Z - 16 commits: 32,854 line additions and 14,979 line deletions. +alexkiri - 13 commits: 18,432 line additions and 17,262 line deletions. +Crementif - 9 commits: 18,831 line additions and 14,792 line deletions. +Xalphenos - 6 commits: 312 line additions and 36 line deletions. +rajkosto - 6 commits: 503 line additions and 6 line deletions. +SwooshyCueb - 2 commits: 851 line additions and 990 line deletions. +runderscore - 1 commit: 21 line additions and 3 line deletions. +riperiperi - 1 commit: 103 line additions and 22 line deletions. +tails101 - 1 commit: 10 line additions and 0 line deletions. +Keelhauled - 1 commit: 99 line additions and 0 line deletions. \ No newline at end of file