Added Smash4 and Mario Kart 8 blur fixes

This commit is contained in:
Crementif 2017-11-24 00:11:43 +01:00
parent 220d400ead
commit a970fa0f64
4 changed files with 482 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 74126253134563de
// Used for: Background blur Vertical Pass
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w)/resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader ad3014302e0e49bf
// Used for: Background blur Horizontal Pass
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z)/resYScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 315d61ad21f97614
// Used for: Vertical blur pass end screen background
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem2;
layout(location = 2) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem130;
layout(location = 1) out vec4 passParameterSem131;
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 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
attrDecoder.zw = uvec2(0);
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = R1f.w * intBitsToFloat(uf_remappedVS[0].y);
PV0f.y = R1f.w * intBitsToFloat(uf_remappedVS[0].x);
PV0f.z = R1f.w * intBitsToFloat(uf_remappedVS[0].w);
PV0f.w = R1f.w * intBitsToFloat(uf_remappedVS[0].z);
R127f.w = 0.0;
PS0f = R127f.w;
// 1
R123f.x = (R1f.z * intBitsToFloat(uf_remappedVS[1].y) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(uf_remappedVS[1].x) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R1f.z * intBitsToFloat(uf_remappedVS[1].w) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R1f.z * intBitsToFloat(uf_remappedVS[1].z) + PV0f.w);
PV1f.w = R123f.w;
R0f.x = PS0f + R2f.x;
PS1f = R0f.x;
// 2
R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[2].y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[2].x) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[2].w) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[2].z) + PV1f.w);
PV0f.w = R123f.w;
R3f.x = R127f.w + R2f.x;
PS0f = R3f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[3].x) + PV0f.y);
R1f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[3].y) + PV0f.x);
R1f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[3].z) + PV0f.w);
R1f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[3].w) + PV0f.z);
// 4
PV0f.x = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b72b9d6);
PV0f.y = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b72b9d6);
// 5
PV1f.x = PV0f.x;
PV1f.x /= 2.0;
PV1f.y = PV0f.y * intBitsToFloat(0xbfc00000);
PV1f.z = -(PV0f.x);
PV1f.z /= 2.0;
PV1f.w = PV0f.y * 1.5;
// 6
R0f.y = PV1f.y + R2f.y;
R3f.z = PV1f.w + R2f.y;
R0f.w = PV1f.z + R2f.y;
R3f.w = PV1f.x + R2f.y;
PS0f = R3f.w;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.x, R0f.w);
// export
passParameterSem131 = vec4(R3f.x, R3f.z, R3f.x, R3f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4b92e636153d6b54
// Used for: Horizontal blur pass end screen background
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem2;
layout(location = 2) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem130;
layout(location = 1) out vec4 passParameterSem131;
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 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
attrDecoder.zw = uvec2(0);
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = R1f.w * intBitsToFloat(uf_remappedVS[0].y);
PV0f.y = R1f.w * intBitsToFloat(uf_remappedVS[0].x);
PV0f.z = R1f.w * intBitsToFloat(uf_remappedVS[0].w);
PV0f.w = R1f.w * intBitsToFloat(uf_remappedVS[0].z);
R127f.w = 0.0;
PS0f = R127f.w;
// 1
R123f.x = (R1f.z * intBitsToFloat(uf_remappedVS[1].y) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(uf_remappedVS[1].x) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R1f.z * intBitsToFloat(uf_remappedVS[1].w) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R1f.z * intBitsToFloat(uf_remappedVS[1].z) + PV0f.w);
PV1f.w = R123f.w;
R0f.y = R2f.y + PS0f;
PS1f = R0f.y;
// 2
R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[2].y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[2].x) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[2].w) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[2].z) + PV1f.w);
PV0f.w = R123f.w;
R3f.y = R2f.y + R127f.w;
PS0f = R3f.y;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[3].x) + PV0f.y);
R1f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[3].y) + PV0f.x);
R1f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[3].z) + PV0f.w);
R1f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[3].w) + PV0f.z);
// 4
PV0f.x = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b088889);
PV0f.y = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b088889);
// 5
PV1f.x = PV0f.x;
PV1f.x /= 2.0;
PV1f.y = PV0f.y * intBitsToFloat(0xbfc00000);
PV1f.z = -(PV0f.x);
PV1f.z /= 2.0;
PV1f.w = PV0f.y * 1.5;
// 6
R0f.x = R2f.x + PV1f.y;
R0f.z = R2f.x + PV1f.z;
R3f.w = R2f.x + PV1f.w;
R3f.z = R2f.x + PV1f.x;
PS0f = R3f.z;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
// export
passParameterSem131 = vec4(R3f.w, R3f.y, R3f.z, R3f.y);
// 0
}