From a8ce85c9acaaa1c475fdc1dc3a52b24b37815325 Mon Sep 17 00:00:00 2001 From: getdls Date: Thu, 31 Jan 2019 23:25:34 +0100 Subject: [PATCH] [Bayo2] Scale cutscene AA, specular highlights --- .../284b1bf9010d4e57_0000000000000079_ps.txt | 129 ++++ .../78a2659662685d55_0000000000000079_ps.txt | 685 ++++++++++++++++++ Resolutions/Bayonetta2_Resolution/rules.txt | 33 +- 3 files changed, 845 insertions(+), 2 deletions(-) create mode 100644 Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt create mode 100644 Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt diff --git a/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt new file mode 100644 index 00000000..914d520b --- /dev/null +++ b/Resolutions/Bayonetta2_Resolution/284b1bf9010d4e57_0000000000000079_ps.txt @@ -0,0 +1,129 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 284b1bf9010d4e57 +//const float scaleFactor = ($gameHeight/$height); +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489f800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem133; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +const float scaleFactor = uf_fragCoordScale.x; +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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; + + +R0i = floatBitsToInt(passParameterSem133); +if( activeMaskStackC[1] == true ) { +// 0 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba4ccccd)*scaleFactor); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R0i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a4ccccd)*scaleFactor); +R0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +PS0i = R2i.x; +// 1 +R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbab60b61)*scaleFactor); +R3i.zwy = floatBitsToInt(vec3(intBitsToFloat(R0i.y),intBitsToFloat(R0i.x),intBitsToFloat(R0i.y)) + vec3(intBitsToFloat(0x3ab60b61)*scaleFactor,0.0,0.0)); +PS1i = R3i.y; +} +if( activeMaskStackC[1] == true ) { +R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); +R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.zw)).xyz); +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xz)).xyz); +R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.wy)).xyz); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.z; +PV0i.x = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R0i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i)); +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(backupReg1i)); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV0i.x)); +PV1i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(PV0i.y)); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.w)); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(PV1i.y)); +// 3 +R123i.x = floatBitsToInt((-(intBitsToFloat(R3i.x)) * 4.0 + intBitsToFloat(PV0i.z))); +PV1i.x = R123i.x; +R123i.z = floatBitsToInt((-(intBitsToFloat(R3i.y)) * 4.0 + intBitsToFloat(PV0i.w))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((-(intBitsToFloat(R3i.z)) * 4.0 + intBitsToFloat(PV0i.y))); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +// 5 +R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(0x3eaa7efa)*scaleFactor,intBitsToFloat(0x3eab020c)*scaleFactor,intBitsToFloat(0x3eaa7efa)*scaleFactor,0.0))); +PV1i.x = R0i.x; +PV1i.y = R0i.x; +PV1i.z = R0i.x; +PV1i.w = R0i.x; +// 6 +R0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); +// 7 +predResult = (0.0 > intBitsToFloat(R0i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +if( (0 == 0)) discard; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +R3i.w = R0i.x; +} +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt new file mode 100644 index 00000000..343077d1 --- /dev/null +++ b/Resolutions/Bayonetta2_Resolution/78a2659662685d55_0000000000000079_ps.txt @@ -0,0 +1,685 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 78a2659662685d55 +//specular highlight +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c24000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem133; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +const float scaleFactor = uf_fragCoordScale.x; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R9i = ivec4(0); +ivec4 R10i = ivec4(0); +ivec4 R11i = ivec4(0); +ivec4 R12i = ivec4(0); +ivec4 R13i = ivec4(0); +ivec4 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 R24i = ivec4(0); +ivec4 R25i = ivec4(0); +ivec4 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem133); +if( activeMaskStackC[1] == true ) { +// 0 +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(0.0,0.0,intBitsToFloat(0xba99999a))*scaleFactor); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a99999a)*scaleFactor); +PS0i = R2i.x; +// 1 +R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R3i.zwy = floatBitsToInt(vec3(intBitsToFloat(R0i.y),intBitsToFloat(R0i.x),intBitsToFloat(R0i.y)) + vec3(intBitsToFloat(0xbb088889)*scaleFactor,0.0,intBitsToFloat(0x3b088889)*scaleFactor)); +PS1i = R3i.y; +} +if( activeMaskStackC[1] == true ) { +R7i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +R8i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); +R9i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw); +R10i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xz)).xyzw); +R11i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.wy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R8i.w) + intBitsToFloat(R9i.w)); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 2.0); +R127i.y = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(R9i.z)); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(R8i.y) + intBitsToFloat(R9i.y)); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(R8i.x) + intBitsToFloat(R9i.x)); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0); +R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba4ccccd)*scaleFactor); +PS0i = R3i.x; +// 1 +R5i.x = floatBitsToInt(intBitsToFloat(R10i.z) + intBitsToFloat(R11i.z)); +R5i.x = floatBitsToInt(intBitsToFloat(R5i.x) * 2.0); +R4i.y = floatBitsToInt(intBitsToFloat(R10i.w) + intBitsToFloat(R11i.w)); +R4i.y = floatBitsToInt(intBitsToFloat(R4i.y) * 2.0); +R2i.z = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(R11i.y)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R4i.w = floatBitsToInt(intBitsToFloat(R10i.x) + intBitsToFloat(R11i.x)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) * 2.0); +R3i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +PS1i = R3i.y; +// 2 +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a4ccccd)*scaleFactor); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +R3i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbab60b61)*scaleFactor); +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +PS0i = R1i.x; +// 3 +R4i.x = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + intBitsToFloat(R127i.z))); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3ab60b61)*scaleFactor); +R1i.z = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + intBitsToFloat(R127i.w))); +R1i.w = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + intBitsToFloat(R127i.y))); +R2i.w = floatBitsToInt((intBitsToFloat(R7i.w) * 2.0 + intBitsToFloat(R127i.x))); +PS1i = R2i.w; +} +if( activeMaskStackC[1] == true ) { +R12i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw); +R13i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw); +R14i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.zw)).xyzw); +R15i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R124i.x = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3e2aaaab)); +R127i.y = floatBitsToInt(intBitsToFloat(R12i.z) + intBitsToFloat(R13i.z)); +PV0i.z = floatBitsToInt(intBitsToFloat(R12i.y) + intBitsToFloat(R13i.y)); +PV0i.w = floatBitsToInt(intBitsToFloat(R12i.x) + intBitsToFloat(R13i.x)); +R1i.y = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(0x3e2aaaab)); +PS0i = R1i.y; +// 1 +R123i.x = floatBitsToInt((-(intBitsToFloat(R7i.x)) * 2.0 + intBitsToFloat(PV0i.w))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(intBitsToFloat(R14i.z) + intBitsToFloat(R15i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(R14i.y) + intBitsToFloat(R15i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(R14i.x) + intBitsToFloat(R15i.x)); +R122i.x = floatBitsToInt((-(intBitsToFloat(R7i.y)) * 2.0 + intBitsToFloat(PV0i.z))); +PS1i = R122i.x; +// 2 +PV0i.x = floatBitsToInt(max(intBitsToFloat(PS1i), -(intBitsToFloat(PS1i)))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R123i.z = floatBitsToInt((-(intBitsToFloat(R7i.z)) * 2.0 + intBitsToFloat(R127i.y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((-(intBitsToFloat(R7i.x)) * 2.0 + intBitsToFloat(PV1i.w))); +PV0i.w = R123i.w; +R127i.w = floatBitsToInt((-(intBitsToFloat(R7i.y)) * 2.0 + intBitsToFloat(PV1i.z))); +PS0i = R127i.w; +// 3 +backupReg0i = R126i.y; +R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.5); +R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.5); +R123i.z = floatBitsToInt((-(intBitsToFloat(R7i.z)) * 2.0 + intBitsToFloat(backupReg0i))); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PS1i = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 4 +PV0i.x = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w)))); +R127i.y = floatBitsToInt(intBitsToFloat(PS1i) * 0.5); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * 0.5); +R127i.w = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); +R127i.z = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(0x3e2aaaab)); +PS0i = R127i.z; +// 5 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R124i.y = tempi.x; +R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.5); +PS1i = R126i.y; +// 6 +R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + intBitsToFloat(R4i.w))); +R125i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R127i.w) * 0.5); +R127i.w = floatBitsToInt(intBitsToFloat(R2i.w) * intBitsToFloat(0x3e2aaaab)); +R126i.x = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + intBitsToFloat(R5i.x))); +PS0i = R126i.x; +// 7 +R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.y),intBitsToFloat(R126i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = R125i.x; +PV1i.y = R125i.x; +PV1i.z = R125i.x; +PV1i.w = R125i.x; +R125i.w = floatBitsToInt(-(intBitsToFloat(R7i.x)) + intBitsToFloat(R124i.x)); +PS1i = R125i.w; +// 8 +backupReg0i = R127i.x; +backupReg1i = R124i.y; +R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x3e2aaaab)); +R124i.y = floatBitsToInt(intBitsToFloat(R125i.y) * intBitsToFloat(0x3e2aaaab)); +R125i.z = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3e2aaaab)); +R123i.w = floatBitsToInt((intBitsToFloat(R7i.w) * 2.0 + intBitsToFloat(R4i.y))); +PV0i.w = R123i.w; +R126i.w = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(0x40400000) + -(intBitsToFloat(0x3dcccccd)*scaleFactor))); +PS0i = R126i.w; +// 9 +backupReg0i = R125i.x; +backupReg1i = R127i.w; +R125i.x = floatBitsToInt(-(intBitsToFloat(R7i.y)) + intBitsToFloat(R1i.y)); +R125i.y = floatBitsToInt(-(intBitsToFloat(R7i.z)) + intBitsToFloat(R127i.z)); +R124i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e2aaaab)); +R127i.w = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x40400000) + -(intBitsToFloat(0x3dcccccd)*scaleFactor))); +R126i.z = floatBitsToInt(-(intBitsToFloat(R7i.w)) + intBitsToFloat(backupReg1i)); +PS1i = R126i.z; +// 10 +backupReg0i = R0i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R4i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + 0.0); +PS0i = R4i.y; +// 11 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R1i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x)); +// 12 +R124i.x = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(PS1i)); +R124i.x = clampFI32(R124i.x); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3b333333)*scaleFactor); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3b8ccccd)*scaleFactor); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 13 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); +PV1i.x = clampFI32(PV1i.x); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3bc00000)*scaleFactor); +R3i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0xbb333333)*scaleFactor); +R3i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +PS1i = R3i.y; +// 14 +backupReg0i = R125i.x; +backupReg1i = R125i.w; +R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.z))); +PV0i.x = R125i.x; +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.w))); +PV0i.y = R125i.y; +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.y))); +PV0i.z = R126i.z; +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.x))); +PV0i.w = R125i.w; +R5i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xbb8ccccd)*scaleFactor); +PS0i = R5i.x; +// 15 +backupReg0i = R0i.y; +PV1i.x = floatBitsToInt(intBitsToFloat(R125i.z) + -(intBitsToFloat(PV0i.x))); +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R124i.z) + -(intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +PV1i.z = floatBitsToInt(intBitsToFloat(R124i.y) + -(intBitsToFloat(PV0i.z))); +PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0); +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) + -(intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) / 2.0); +R5i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + 0.0); +PS1i = R5i.y; +// 16 +R16i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R124i.x)) + intBitsToFloat(R125i.w))); +R16i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R124i.x)) + intBitsToFloat(R126i.z))); +R16i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R124i.x)) + intBitsToFloat(R125i.x))); +R16i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R124i.x)) + intBitsToFloat(R125i.y))); +R6i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xbbc00000)*scaleFactor); +PS0i = R6i.x; +} +if( activeMaskStackC[1] == true ) { +R17i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.zy)).xyzw); +R18i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.wy)).xyzw); +R19i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.zy)).xyzw); +R20i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.wy)).xyzw); +R21i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R5i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +R6i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); +R5i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3b9f49f5)*scaleFactor); +PV0i.w = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(R17i.w)); +R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +PS0i = R3i.x; +// 1 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +R3i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3bfa4fa5)*scaleFactor); +R2i.z = floatBitsToInt(intBitsToFloat(R18i.w) + intBitsToFloat(PV0i.w)); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3c2aaaab)*scaleFactor); +R4i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +PS1i = R4i.x; +} +if( activeMaskStackC[1] == true ) { +R22i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R6i.xy)).xyzw); +R6i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xz)).xyzw); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw); +R23i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +backupReg0i = R0i.y; +PV0i.x = floatBitsToInt(intBitsToFloat(R11i.w) + intBitsToFloat(R6i.w)); +PV0i.y = floatBitsToInt(intBitsToFloat(R19i.w) + intBitsToFloat(R2i.z)); +R4i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0xbb9f49f5)*scaleFactor); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + 0.0); +R1i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0xbbfa4fa5)*scaleFactor); +PS0i = R1i.y; +// 1 +backupReg0i = R3i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R8i.w) + intBitsToFloat(PV0i.y)); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbc2aaaab)*scaleFactor); +R2i.z = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); +R3i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +} +if( activeMaskStackC[1] == true ) { +R4i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xz)).xyzw); +R5i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.wy)).xyzw); +R24i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.zy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.z = floatBitsToInt(intBitsToFloat(R23i.w) + intBitsToFloat(R3i.w)); +PV0i.w = floatBitsToInt(intBitsToFloat(R20i.w) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(intBitsToFloat(R10i.w) + intBitsToFloat(PV0i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(R21i.w) + intBitsToFloat(PV0i.w)); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R22i.w) + intBitsToFloat(PV1i.z)); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e000000)); +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.w = floatBitsToInt(intBitsToFloat(R5i.w) + intBitsToFloat(PV0i.x)); +// 4 +PV0i.y = floatBitsToInt(intBitsToFloat(R24i.w) + intBitsToFloat(PV1i.w)); +R0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(1.0)); +R0i.z = clampFI32(R0i.z); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e000000)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 2.0); +// 6 +R25i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + -(1.0)); +R25i.x = clampFI32(R25i.x); +PV0i.x = R25i.x; +// 7 +PV1i.x = floatBitsToInt(intBitsToFloat(R0i.z) + -(intBitsToFloat(PV0i.x))); +// 8 +R1i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +// 9 +predResult = (intBitsToFloat(R1i.y) > intBitsToFloat(0x3e4ccccd)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R11i.x) + intBitsToFloat(R6i.x)); +R124i.y = floatBitsToInt(intBitsToFloat(R7i.w) + -(intBitsToFloat(R12i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(R11i.z) + intBitsToFloat(R6i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(R11i.y) + intBitsToFloat(R6i.y)); +R2i.y = floatBitsToInt(intBitsToFloat(R7i.w) + -(intBitsToFloat(R14i.w))); +PS0i = R2i.y; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R9i.x) + intBitsToFloat(R17i.x)); +PV1i.w = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.z)); +R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(R17i.y)); +PS1i = R127i.x; +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R23i.z) + intBitsToFloat(PV1i.w)); +PV0i.y = floatBitsToInt(intBitsToFloat(R23i.y) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R23i.x) + intBitsToFloat(PV1i.y)); +PV0i.w = floatBitsToInt(intBitsToFloat(R9i.z) + intBitsToFloat(R17i.z)); +R127i.z = floatBitsToInt(intBitsToFloat(R18i.x) + intBitsToFloat(PV1i.z)); +PS0i = R127i.z; +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(R18i.z) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(intBitsToFloat(R18i.y) + intBitsToFloat(R127i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(PV0i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(R10i.x) + intBitsToFloat(PV0i.z)); +R127i.y = floatBitsToInt(intBitsToFloat(R10i.z) + intBitsToFloat(PV0i.x)); +PS1i = R127i.y; +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.w)); +PV0i.y = floatBitsToInt(intBitsToFloat(R19i.z) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R19i.y) + intBitsToFloat(PV1i.y)); +PV0i.w = floatBitsToInt(intBitsToFloat(R19i.x) + intBitsToFloat(R127i.z)); +R127i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(PV1i.z)); +PS0i = R127i.w; +// 5 +PV1i.x = floatBitsToInt(intBitsToFloat(R8i.x) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(PV0i.y)); +PV1i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R127i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(R8i.y) + intBitsToFloat(PV0i.z)); +R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV0i.x)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(R127i.w)); +PV0i.y = floatBitsToInt(intBitsToFloat(R20i.x) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R20i.y) + intBitsToFloat(PV1i.w)); +PV0i.w = floatBitsToInt(intBitsToFloat(R5i.z) + intBitsToFloat(PV1i.z)); +R127i.w = floatBitsToInt(intBitsToFloat(R20i.z) + intBitsToFloat(PV1i.y)); +PS0i = R127i.w; +// 7 +PV1i.x = floatBitsToInt(intBitsToFloat(R21i.x) + intBitsToFloat(PV0i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(R24i.y) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R24i.x) + intBitsToFloat(R127i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(R24i.z) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(intBitsToFloat(R21i.y) + intBitsToFloat(PV0i.z)); +PS1i = R127i.y; +// 8 +R127i.x = floatBitsToInt(intBitsToFloat(R21i.z) + intBitsToFloat(R127i.w)); +R126i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e000000)); +R127i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3e000000)); +R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e000000)); +R126i.w = floatBitsToInt(intBitsToFloat(R22i.x) + intBitsToFloat(PV1i.x)); +PS0i = R126i.w; +// 9 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R1i.z = tempi.x; +R126i.z = floatBitsToInt(intBitsToFloat(R22i.y) + intBitsToFloat(R127i.y)); +PS1i = R126i.z; +// 10 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R12i.x),intBitsToFloat(R12i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R125i.y = tempi.x; +R127i.y = floatBitsToInt(intBitsToFloat(R22i.z) + intBitsToFloat(R127i.x)); +PS0i = R127i.y; +// 11 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.w = tempi.x; +PS1i = floatBitsToInt(intBitsToFloat(R1i.z) + -(intBitsToFloat(PV0i.x))); +// 12 +backupReg0i = R127i.y; +R127i.x = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x3e000000)); +R127i.y = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0x3e000000)); +R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x3e000000)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R125i.y))); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i)); +// 13 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R14i.x),intBitsToFloat(R14i.y),intBitsToFloat(R14i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R126i.w = tempi.x; +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(PS0i)); +R127i.z = clampFI32(R127i.z); +PS1i = R127i.z; +// 14 +R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV0i.x = R1i.x; +PV0i.y = R1i.x; +PV0i.z = R1i.x; +PV0i.w = R1i.x; +R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + -(intBitsToFloat(PV1i.x))); +PS0i = R127i.x; +// 15 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R13i.x),intBitsToFloat(R13i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(R126i.w))); +PS1i = R127i.y; +// 16 +PV0i.x = ((intBitsToFloat(R127i.z) == 0.0)?int(0xFFFFFFFF):int(0x0)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R1i.z)) + intBitsToFloat(PV1i.x)); +R126i.z = floatBitsToInt(intBitsToFloat(R7i.x) + -(intBitsToFloat(R12i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R7i.y) + -(intBitsToFloat(R12i.y))); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x)); +// 17 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(R7i.z) + -(intBitsToFloat(R12i.z))); +R1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + -(intBitsToFloat(R14i.x))); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS0i)); +R127i.z = clampFI32(R127i.z); +R123i.w = ((PV0i.x == 0)?(backupReg0i):(0x3f800000)); +PV1i.w = R123i.w; +R125i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); +PS1i = R125i.w; +// 18 +R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(R12i.z))); +R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(R12i.y))); +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R12i.x))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PV1i.w)) + intBitsToFloat(R12i.w))); +R124i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(intBitsToFloat(R1i.z))); +PS0i = R124i.y; +// 19 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R15i.x),intBitsToFloat(R15i.y),intBitsToFloat(R15i.z),-0.0),vec4(intBitsToFloat(0x3e991687)*scaleFactor,intBitsToFloat(0x3f1645a2)*scaleFactor,intBitsToFloat(0x3de978d5)*scaleFactor,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +PS1i = ((intBitsToFloat(R127i.z) == 0.0)?int(0xFFFFFFFF):int(0x0)); +// 20 +R2i.x = floatBitsToInt(-(intBitsToFloat(R1i.z)) + intBitsToFloat(PV1i.x)); +R3i.y = ((PS1i == 0)?(R127i.z):(0x3f800000)); +R3i.z = floatBitsToInt(intBitsToFloat(R124i.y) * intBitsToFloat(R125i.w)); +R3i.z = clampFI32(R3i.z); +R1i.w = floatBitsToInt(intBitsToFloat(R13i.y) + -(intBitsToFloat(R4i.y))); +R2i.z = floatBitsToInt(intBitsToFloat(R13i.w) + -(intBitsToFloat(R2i.w))); +PS0i = R2i.z; +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R7i.y) + -(intBitsToFloat(R14i.y))); +R124i.y = floatBitsToInt(intBitsToFloat(R13i.x) + -(intBitsToFloat(R4i.z))); +R127i.z = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(R1i.z))); +R125i.w = floatBitsToInt(intBitsToFloat(R13i.z) + -(intBitsToFloat(R3i.x))); +// 1 +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R14i.x))); +PV1i.x = R126i.x; +R127i.y = ((1.0 > intBitsToFloat(R3i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.z = floatBitsToInt(intBitsToFloat(R7i.z) + -(intBitsToFloat(R14i.z))); +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R14i.y))); +R127i.w = floatBitsToInt(1.0 / intBitsToFloat(R2i.x)); +PS1i = R127i.w; +// 2 +backupReg0i = R2i.y; +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(R3i.z)) + intBitsToFloat(R4i.z))); +R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R3i.y)) + intBitsToFloat(R14i.w))); +R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R14i.z))); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.x))); +PV0i.w = R123i.w; +R125i.w = floatBitsToInt(intBitsToFloat(R15i.x) + -(intBitsToFloat(PV1i.x))); +PS0i = R125i.w; +// 3 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R3i.z)) + intBitsToFloat(R4i.y))); +PV1i.x = R123i.x; +R124i.y = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(R127i.w)); +R124i.y = clampFI32(R124i.y); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.z)) + intBitsToFloat(R2i.w))); +PV1i.z = R123i.z; +R127i.w = ((R127i.y == 0)?(R3i.x):(PV0i.w)); +// 4 +backupReg0i = R127i.y; +backupReg1i = R127i.x; +backupReg0i = R127i.y; +R127i.x = ((R127i.y == 0)?(R4i.y):(PV1i.x)); +R127i.y = ((backupReg0i == 0)?(R4i.z):(backupReg1i)); +R127i.z = ((backupReg0i == 0)?(R2i.w):(PV1i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(R15i.y) + -(intBitsToFloat(R126i.w))); +PS0i = floatBitsToInt(intBitsToFloat(R15i.z) + -(intBitsToFloat(R125i.z))); +// 5 +PV1i.x = floatBitsToInt(intBitsToFloat(R15i.w) + -(intBitsToFloat(R2i.y))); +R126i.y = ((1.0 > intBitsToFloat(R124i.y))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = R126i.y; +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.w))); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.x))); +PV1i.w = R123i.w; +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),intBitsToFloat(R124i.y)) + intBitsToFloat(R125i.z))); +PS1i = R125i.y; +// 6 +backupReg0i = R127i.z; +backupReg1i = R126i.x; +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R124i.y)) + intBitsToFloat(R2i.y))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R16i.z)) + intBitsToFloat(R127i.w)); +R127i.z = floatBitsToInt(-(intBitsToFloat(R16i.w)) + intBitsToFloat(backupReg0i)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R16i.x)) + intBitsToFloat(R127i.y)); +R127i.w = ((PV1i.y == 0)?(backupReg1i):(PV1i.w)); +PS0i = R127i.w; +// 7 +backupReg0i = R127i.x; +R127i.x = ((R126i.y == 0)?(R126i.w):(R126i.z)); +R123i.y = ((R126i.y == 0)?(R125i.z):(R125i.y)); +PV1i.y = R123i.y; +PV1i.z = floatBitsToInt(-(intBitsToFloat(R16i.y)) + intBitsToFloat(backupReg0i)); +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R25i.x)) + intBitsToFloat(R16i.x))); +PV1i.w = R126i.w; +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R25i.x)) + intBitsToFloat(R16i.z))); +PS1i = R125i.y; +// 8 +R123i.x = ((R126i.y == 0)?(R2i.y):(R126i.x)); +PV0i.x = R123i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R25i.x)) + intBitsToFloat(R16i.w))); +PV0i.y = R127i.y; +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R25i.x)) + intBitsToFloat(R16i.y))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + -(intBitsToFloat(PV1i.w))); +R126i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(PS1i))); +PS0i = R126i.y; +// 9 +backupReg0i = R0i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.y))); +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) + -(intBitsToFloat(PV0i.z))); +R16i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.w))); +PS1i = R16i.x; +// 10 +R16i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R0i.z)) + intBitsToFloat(R127i.z))); +R16i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R0i.z)) + intBitsToFloat(R125i.y))); +R16i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.z)) + intBitsToFloat(R127i.y))); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba99999a)*scaleFactor); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbb088889)*scaleFactor); +R0i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a99999a)*scaleFactor); +R0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbb088889)*scaleFactor); +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba99999a)*scaleFactor); +PS0i = R2i.x; +// 1 +R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a99999a)*scaleFactor); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3b088889)*scaleFactor); +R3i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3b088889)*scaleFactor); +R4i.w = floatBitsToInt(intBitsToFloat(R7i.x) + -(intBitsToFloat(R16i.x))); +R1i.z = floatBitsToInt(intBitsToFloat(R7i.y) + -(intBitsToFloat(R16i.y))); +PS1i = R1i.z; +} +if( activeMaskStackC[1] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).w); +R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.zw)).w); +R2i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).w); +R3i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xz)).w); +} +if( activeMaskStackC[1] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R7i.z) + -(intBitsToFloat(R16i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R0i.w)); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R127i.y = floatBitsToInt(intBitsToFloat(R7i.w) + -(intBitsToFloat(R16i.w))); +// 2 +PV0i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 3 +PV1i.z = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(PV0i.w)); +// 4 +PV0i.y = floatBitsToInt(intBitsToFloat(R10i.w) + intBitsToFloat(PV1i.z)); +// 5 +PV1i.x = floatBitsToInt(intBitsToFloat(R11i.w) + intBitsToFloat(PV0i.y)); +// 6 +PV0i.w = floatBitsToInt(intBitsToFloat(R8i.w) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.z = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(PV0i.w)); +// 8 +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3d23d70a)); +// 9 +R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40400000) + -(1.5))); +R123i.x = clampFI32(R123i.x); +PV1i.x = R123i.x; +// 10 +R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(R16i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(R16i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(R16i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R16i.w))); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +} diff --git a/Resolutions/Bayonetta2_Resolution/rules.txt b/Resolutions/Bayonetta2_Resolution/rules.txt index 785d521e..1d6ebe31 100644 --- a/Resolutions/Bayonetta2_Resolution/rules.txt +++ b/Resolutions/Bayonetta2_Resolution/rules.txt @@ -12,7 +12,7 @@ $height = 720 $gameWidth = 1280 $gameHeight = 720 -# Performance +// Performance [Preset] name = 320x180 @@ -35,7 +35,7 @@ $height = 540 $gameWidth = 1280 $gameHeight = 720 -# Common HD Resolutions +// Common HD Resolutions [Preset] name = 1600x900 @@ -79,6 +79,35 @@ $height = 2880 $gameWidth = 1280 $gameHeight = 720 +[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering +name = --- SSAA res Tweaks - Set scaling to Stretch +$width = 1920 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 1920x2160 (Vertical x2) +$width = 1920 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 2560x2880 (Vertical x2) +$width = 2560 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 + + +[Preset] # +name = 3840x4320 (Vertical x2) +$width = 3840 +$height = 4320 +$gameWidth = 1280 +$gameHeight = 720 + [TextureRedefine] # Game Resolution width = 1280 height = 720