mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-29 04:44:15 +01:00
[Color Splash] AA removal
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parent
231ea0aa1d
commit
9062f49c04
@ -0,0 +1,229 @@
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#version 400
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#extension GL_ARB_texture_gather : enable
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// shader 5d17c42e049ba5c9
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uniform ivec4 uf_remappedPS[1];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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//R1i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyz);
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//R2i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(1,0)).xyz);
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//R3i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(0,1)).xyz);
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//R4i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(1,1)).xyz);
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//R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyz);
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// 0
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tempi.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R1i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(R1i.z) * intBitsToFloat(0x3dea7371) + intBitsToFloat(0x80000000) * 0.0);
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.z = tempi.x;
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PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(0x3dea7371)));
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// 1
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tempi.x = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R2i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS0i) * 1.0 + intBitsToFloat(0x80000000) * 0.0);
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.y = tempi.x;
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(0x3dea7371)));
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// 2
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R125i.x = floatBitsToInt(intBitsToFloat(R3i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R3i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS1i) * 1.0 + intBitsToFloat(0x80000000) * 0.0);
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PV0i.x = R125i.x;
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PV0i.y = R125i.x;
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PV0i.z = R125i.x;
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PV0i.w = R125i.x;
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R126i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x));
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PS0i = R126i.x;
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// 3
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tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R4i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(R4i.z) * intBitsToFloat(0x3dea7371) + intBitsToFloat(0x80000000) * 0.0);
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.w = tempi.x;
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R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.x));
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PS1i = R127i.x;
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// 4
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PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.x));
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PV0i.z = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(R126i.x));
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R126i.w = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y)));
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PV0i.w = R126i.w;
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R124i.x = floatBitsToInt(min(intBitsToFloat(R125i.x), intBitsToFloat(PV1i.x)));
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PS0i = R124i.x;
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// 5
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backupReg0i = R127i.z;
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backupReg1i = R127i.w;
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PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(R126i.x));
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PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.z));
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R127i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.y)));
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PV1i.z = R127i.z;
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R127i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.x));
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PV1i.w = R127i.w;
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R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), intBitsToFloat(backupReg1i)));
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PS1i = R127i.x;
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// 6
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backupReg0i = R126i.w;
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(0x3d000000)));
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
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PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.x)), intBitsToFloat(PV1i.x)));
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R126i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
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PV0i.w = R126i.w;
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R125i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R124i.x)));
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PS0i = R125i.w;
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// 7
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PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
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R127i.y = floatBitsToInt(max(intBitsToFloat(R127i.z), intBitsToFloat(R127i.x)));
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PV1i.y = R127i.y;
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3c000000)));
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(0x3dea7371)));
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// 8
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R123i.x = floatBitsToInt((intBitsToFloat(R5i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS1i)));
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PV0i.x = R123i.x;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.x));
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// 9
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R123i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(PV0i.x)));
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PV1i.z = R123i.z;
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
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// 10
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS1i)));
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PS1i)));
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R2i.z = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(R125i.w)));
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PV0i.z = R2i.z;
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R1i.w = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(R127i.y)));
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PV0i.w = R1i.w;
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// 11
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000)));
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000)));
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// 12
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PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000)));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000)));
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// 13
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[0].x)));
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PV1i.z = R127i.z;
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].y)));
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PV1i.w = R127i.w;
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// 14
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R5i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2a9930) + intBitsToFloat(R0i.x)));
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PV0i.x = R5i.x;
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R5i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2a9930) + intBitsToFloat(R0i.y)));
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PV0i.y = R5i.y;
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R5i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2ab368) + intBitsToFloat(R0i.x)));
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PV0i.z = R5i.z;
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R5i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2ab368) + intBitsToFloat(R0i.y)));
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PV0i.w = R5i.w;
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R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R0i.x)));
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PS0i = R4i.x;
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// 15
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backupReg0i = R0i.x;
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R0i.x = floatBitsToInt((-(intBitsToFloat(R127i.z)) * 0.5 + intBitsToFloat(backupReg0i)));
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PV1i.x = R0i.x;
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R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R0i.y)));
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PV1i.y = R4i.y;
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R0i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R0i.y)));
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PV1i.z = R0i.z;
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R5i.xy),0.0).xyz);
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R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R5i.zw),0.0).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R4i.xy),0.0).xyz);
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R0i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xz),0.0).xyz);
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R5i.z));
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R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
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PV0i.x = R127i.x;
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R126i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R5i.y));
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R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
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PV0i.z = R126i.z;
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R127i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R5i.x));
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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PV0i.w = R127i.w;
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// 1
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(backupReg0i));
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PV1i.y = PV0i.w;
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PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0);
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R127i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R0i.z));
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PV1i.z = R127i.z;
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PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(backupReg1i));
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PS1i = PV0i.z;
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PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
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// 2
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R124i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV1i.y)));
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PV0i.x = R124i.x;
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R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e800000) + intBitsToFloat(PS1i)));
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PV0i.y = R127i.y;
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PV0i.w = R127i.x;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
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// 3
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backupReg0i = R127i.z;
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R127i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.w)));
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PV1i.z = R127i.z;
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// 4
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tempi.x = floatBitsToInt(intBitsToFloat(R124i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R127i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PV1i.z) * intBitsToFloat(0x3dea7371) + intBitsToFloat(0x80000000) * 0.0);
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 5
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PV1i.x = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
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PV1i.y = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
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// 6
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R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1)));
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PV0i.w = R123i.w;
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// 7
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R123i.x = ((PV0i.w == 0)?(0):(R126i.z));
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PV1i.x = R123i.x;
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R123i.y = ((PV0i.w == 0)?(0):(R127i.w));
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PV1i.y = R123i.y;
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R123i.z = ((PV0i.w == 0)?(0):(0x3f800000));
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PV1i.z = R123i.z;
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R123i.w = ((PV0i.w == 0)?(0):(R127i.x));
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PV1i.w = R123i.w;
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// 8
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R0i.x = ((PV1i.z == 0)?(R124i.x):(PV1i.y));
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PV0i.x = R0i.x;
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R0i.y = ((PV1i.z == 0)?(R127i.y):(PV1i.x));
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PV0i.y = R0i.y;
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R0i.z = ((PV1i.z == 0)?(R127i.z):(PV1i.w));
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PV0i.z = R0i.z;
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// 9
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R0i.w = 0x3f800000;
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PV1i.w = R0i.w;
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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}
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