This commit is contained in:
Jamie 2017-11-21 13:39:20 -08:00
commit b3465f1025
12 changed files with 1422 additions and 147 deletions

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@ -0,0 +1,105 @@
<?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 44b73ce02e05c2e6
// Self shadowing mask fix - v blur
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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 R2f = vec4(0.0);
vec4 R3f = 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)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = intBitsToFloat(0xbf5fdfe0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale;
PS0f = R127f.x;
// 1
R126f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale;
PV1f.x = R126f.x;
R3f.y = R2f.y;
R3f.z = R2f.x;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R2f.z = R2f.y + PS0f;
PS1f = R2f.z;
// 2
R0f.x = R2f.x;
R0f.y = R2f.y + -(R127f.x);
R0f.z = PS1f;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R126f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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@ -0,0 +1,102 @@
<?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 93f16bf1d083933b
// Self shadowing mask fix - h blur
// original shader dumped using cemu 1.11.0, BotW 1.3.1
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem1;
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 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = 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)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = intBitsToFloat(0xbf5fdfe0);
R1f.w = 1.0;
R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale;
PS0f = R127f.y;
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale;
PV1f.x = R127f.x;
R4f.y = R2f.y;
R4f.z = R2f.x;
R3f.w = R2f.x;
R3f.x = R2f.y;
PS1f = R3f.x;
// 2
R0f.x = PS1f;
R3f.y = R2f.x + -(R127f.y);
R3f.z = R2f.x + R127f.y;
R0f.w = R2f.x;
R0f.y = R2f.x + -(PV1f.x);
PS0f = R0f.y;
// 3
R0f.z = R2f.x + R127f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
// skipped export to semanticId 255
}

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@ -4,7 +4,7 @@
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
const float preExposure = 0.85; // old brigntess tweak. Truncates at around .45+
const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 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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@ -8,9 +8,10 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
#version 420
#extension GL_ARB_texture_gather : enable
// shader 840947e29015aa9a
// shader 840947e29015aa9a // fix circle
// cutscene DOF, reveal talk BG
// To-do Review multi pass performance and bokeh depth
// To-do. Tweak blur scaling to resolution. Weights are funky, too bright
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3;
uniform ivec4 uf_remappedPS[3];
@ -21,78 +22,127 @@ layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
vec2 Circle(float Start, float Points, float Point)
{
float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
return vec2(sin(Rad), cos(Rad));
}
highp float lineRand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt = dot(co.xy, vec2(a, b));
highp float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res) {
vec2 uv = vuv;
vec2 PixelOffset = 1.25 / res.xy; //1.0
float Start = 2.0 / 14.0;
vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;
vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
vec3 N14 = texture(image, uv).rgb;
vec3 color = vec3(0, 0, 0);
color.rgb =
(N0 * 0.01478636) +
(N1 * 0.03696590) +
(N2 * 0.07393179) +
(N3 * 0.07393179) +
(N4 * 0.12013917) +
(N5 * 0.16018555) +
(N6 * 0.17620411) +
(N7 * 0.17620411) +
(N8 * 0.16018555) +
(N9 * 0.12013917) +
(N10 * 0.07393179) +
(N11 * 0.07393179) +
(N12 * 0.03696590) +
(N13 * 0.03696590) +
(N14 * 0.01478636);
return vec4(color.rgb, 1.0);
}
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));
if (v == 0x7FFFFFFF)
return floatBitsToInt(1.0);
else if (v == 0xFFFFFFFF)
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
float mul_nonIEEE(float a, float b) { 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 R123f = 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;
// 0
R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale);
R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale);
R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale);
R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
// 1
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 R123f = 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;
// 0er
R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) );
R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) );
// 1
backupReg0f = R1f.x;
backupReg1f = R1f.y;
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x)/ resScale,intBitsToFloat(uf_remappedPS[1].y)/ resScale,intBitsToFloat(uf_remappedPS[1].z)/ resScale);
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/ resScale;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z));
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) ;
R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
vec2 texsizetest = vec2(1280.0, 720.0);
//R4f = blur9(textureUnitPS0, R1f.xy, texsizetest, vec2(1.0, 1.0));
//R3f = blur9(textureUnitPS0, R0f.zw, texsizetest, vec2(1.0, 1.0));
//R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
R3f = (blur9(textureUnitPS1, R2f.xy, texsizetest, vec2(1.0, 1.0))); // remove, redundant, blur on next step
R4f = (blur9(textureUnitPS1, R0f.zw, texsizetest, vec2(1.0, 1.0)));
R5f = (blur9(textureUnitPS1, R1f.xy, texsizetest, vec2(1.0, 1.0)));
R6f = (blur9(textureUnitPS1, R1f.zw, texsizetest, vec2(1.0, 1.0)));
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
//R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0));
R2f.xyz = (circleBlur(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0)).xyz);
R7f.xyz = (circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)).xyz);
R8f.xyz = (circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)).xyz);
R1f.xyz = (circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)).xyz);
// 0
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;

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@ -11,39 +11,27 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
// shader 8c1e55fd967b0496
// ver/horz alignment tweak, just a magic value
// To-do. Go back and re-center all passes instead.
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0; //
//const float resScale = 4.0;
const float repositionBloom = 1.00125;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float repositionBloom = 1.00125;
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
if (v == 0x7FFFFFFF)
return floatBitsToInt(1.0);
else if (v == 0xFFFFFFFF)
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
float mul_nonIEEE(float a, float b) { return min(a*b, min(abs(a)*3.40282347E+38F, abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
@ -68,13 +56,13 @@ void main()
R0f = passParameterSem0;
vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
// 0
// 0
R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
R5f.w = 1.0 ;
R5f.w = 1.0;
PS0f = R5f.w;
// 1
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
@ -87,21 +75,13 @@ void main()
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
//hack aproximate 720 blur
//vec2 texsizetest = vec2(2560.0,1440.0 );
R4f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R3f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R2f = blur9(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
/*
R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
*/
// 0
PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
@ -110,7 +90,7 @@ R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.
R127f.z = max(R3f.y, R4f.y);
PS0f = R127f.z;
// 1
R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R3f.z, R4f.z);
R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
@ -157,11 +137,11 @@ R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.
PV1f.w = R127f.w;
// 6
PV0f.x = PV1f.z + -(PV1f.w);
R5f.y = (PV1f.y * 0.25 + R127f.x);//degree of bloom
R5f.x = (PV1f.x * 0.25 + R127f.z);
R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom
R5f.x = (PV1f.x * 0.30 + R127f.z);
PS0f = R5f.x;
// 7
R5f.z = (PV0f.x * 0.25 + R127f.w);
R5f.z = (PV0f.x * 0.30 + R127f.w);
// export
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

View File

@ -5,33 +5,167 @@ $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
// shader d8e69e8df8c227f5
// Inital blur step pixelation fix, naive blur9 hack to aproximate 720 blur.
// To-do review performance hit of multi pass and depth for bokeh blur
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0; //
// Bloom/blur 1st step, 1280->640->1280
// To do, go back and remove all test blurs..
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float repositionBlur = 1.00425;
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.5; //3.5 looks nicer
highp float lineRand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt = dot(co.xy, vec2(a, b));
highp float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
vec4 blur21Vert(sampler2D image, vec2 vuv, vec2 res) {
// Note, must use gl_FragCord not emulated coordinates to sample between textels
// Two pass implementation
//iq CC , http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
vec3 blr = vec3(0.0);
blr += 0.026109*texture(image, (vuv + vec2(0.0, -15.5)) / res.xy).xyz;
blr += 0.034202*texture(image, (vuv + vec2(0.0, -13.5)) / res.xy).xyz;
blr += 0.043219*texture(image, (vuv + vec2(0.0, -11.5)) / res.xy).xyz;
blr += 0.052683*texture(image, (vuv + vec2(0.0, -9.5)) / res.xy).xyz;
blr += 0.061948*texture(image, (vuv + vec2(0.0, -7.5)) / res.xy).xyz;
blr += 0.070266*texture(image, (vuv + vec2(0.0, -5.5)) / res.xy).xyz;
blr += 0.076883*texture(image, (vuv + vec2(0.0, -3.5)) / res.xy).xyz;
blr += 0.081149*texture(image, (vuv + vec2(0.0, -1.5)) / res.xy).xyz;
blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz;
blr += 0.081149*texture(image, (vuv + vec2(0.0, 1.5)) / res.xy).xyz;
blr += 0.076883*texture(image, (vuv + vec2(0.0, 3.5)) / res.xy).xyz;
blr += 0.070266*texture(image, (vuv + vec2(0.0, 5.5)) / res.xy).xyz;
blr += 0.061948*texture(image, (vuv + vec2(0.0, 7.5)) / res.xy).xyz;
blr += 0.052683*texture(image, (vuv + vec2(0.0, 9.5)) / res.xy).xyz;
blr += 0.043219*texture(image, (vuv + vec2(0.0, 11.5)) / res.xy).xyz;
blr += 0.034202*texture(image, (vuv + vec2(0.0, 13.5)) / res.xy).xyz;
blr += 0.026109*texture(image, (vuv + vec2(0.0, 15.5)) / res.xy).xyz;
blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped
return vec4(blr, 1.0);
}
vec4 blur21Horiz(sampler2D image, vec2 vuv, vec2 res) {
//iq CC
vec3 blr = vec3(0.0);
blr += 0.026109*texture(image, (vuv + vec2(-15.5, 0.0)) / res.xy).xyz;
blr += 0.034202*texture(image, (vuv + vec2(-13.5, 0.0)) / res.xy).xyz;
blr += 0.043219*texture(image, (vuv + vec2(-11.5, 0.0)) / res.xy).xyz;
blr += 0.052683*texture(image, (vuv + vec2(-9.5, 0.0)) / res.xy).xyz;
blr += 0.061948*texture(image, (vuv + vec2(-7.5, 0.0)) / res.xy).xyz;
blr += 0.070266*texture(image, (vuv + vec2(-5.5, 0.0)) / res.xy).xyz;
blr += 0.076883*texture(image, (vuv + vec2(-3.5, 0.0)) / res.xy).xyz;
blr += 0.081149*texture(image, (vuv + vec2(-1.5, 0.0)) / res.xy).xyz;
blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz;
blr += 0.081149*texture(image, (vuv + vec2(1.5, 0.0)) / res.xy).xyz;
blr += 0.076883*texture(image, (vuv + vec2(3.5, 0.0)) / res.xy).xyz;
blr += 0.070266*texture(image, (vuv + vec2(5.5, 0.0)) / res.xy).xyz;
blr += 0.061948*texture(image, (vuv + vec2(7.5, 0.0)) / res.xy).xyz;
blr += 0.052683*texture(image, (vuv + vec2(9.5, 0.0)) / res.xy).xyz;
blr += 0.043219*texture(image, (vuv + vec2(11.5, 0.0)) / res.xy).xyz;
blr += 0.034202*texture(image, (vuv + vec2(13.5, 0.0)) / res.xy).xyz;
blr += 0.026109*texture(image, (vuv + vec2(15.5, 0.0)) / res.xy).xyz;
blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped
return vec4(blr, 1.0);
}
vec2 Circle(float Start, float Points, float Point)
{
float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
return vec2(sin(Rad), cos(Rad));
}
vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res){
//original by jcant0n ?
//vec2 uv = gl_FragCoord.xy / res.xy;
vec2 uv = vuv;
vec2 PixelOffset = 1.9 / res.xy; //1.0
float Start = 2.0 / 14.0;
vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;
vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
vec3 N14 = texture(image, uv).rgb;
vec3 color = vec3(0, 0, 0);
color.rgb =
(N0 * 0.01478636) +
(N1 * 0.03696590) +
(N2 * 0.07393179) +
(N3 * 0.07393179) +
(N4 * 0.12013917) +
(N5 * 0.16018555) +
(N6 * 0.17620411) +
(N7 * 0.17620411) +
(N8 * 0.16018555) +
(N9 * 0.12013917) +
(N10 * 0.07393179) +
(N11 * 0.07393179) +
(N12 * 0.03696590) +
(N13 * 0.03696590) +
(N14 * 0.01478636);
return vec4(color.rgb, 1.0);
}
vec4 blur25(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
//curent implentation doesn't work in cemu..
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
vec2 off1 = vec2(1.44827586) * direction;
vec2 off2 = vec2(3.37931034) * direction;
vec2 off3 = vec2(5.31034483) * direction;
vec2 off4 = vec2(7.24137931) * direction;
vec2 off5 = vec2(9.17241379) * direction;
vec2 off6 = vec2(11.10344828) * direction;
//color += texture2D(image, uv - (off6 / resolution)) * 0.00001361;
color += texture2D(image, uv - (off5 / resolution)) * 0.00044240;
color += texture2D(image, uv - (off4 / resolution)) * 0.00581436;
color += texture2D(image, uv - (off3 / resolution)) * 0.03730881;
color += texture2D(image, uv - (off2 / resolution)) * 0.12888498;
color += texture2D(image, uv - (off1 / resolution)) * 0.25281284;
color += texture2D(image, uv) * 0.14944601;
color += texture2D(image, uv + (off1 / resolution)) * 0.25281284;
color += texture2D(image, uv + (off2 / resolution)) * 0.12888498;
color += texture2D(image, uv + (off3 / resolution)) * 0.03730881;
color += texture2D(image, uv + (off4 / resolution)) * 0.00581436;
color += texture2D(image, uv + (off5 / resolution)) * 0.00044240;
//color += texture2D(image, uv + (off6 / resolution)) * 0.00001361;
///= 0.93423
return color /= 0.93423;
}
int clampFI32(int v)
@ -66,25 +200,22 @@ bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
vec2 scaleFactor = vec2(repositionBlur, repositionBlur); //Added
R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z) , (passParameterSem0.y + passParameterSem0.w) ); //center point
// 0
R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale);
R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale);
R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale);
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale;
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resScale;
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x)/ resScale);
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y)/ resScale);
R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z)/ resScale);
R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w)/ resScale);
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x)/resScale;
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y)/resScale;
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z)/resScale;
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/resScale;
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
@ -92,20 +223,22 @@ R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
//hack aproximate 720 blur
R6f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); // note, check what goes wrong with textureSize(textureUnitPS0, 0),
R7f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0));
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
//vec2 iResolution = textureSize(textureUnitPS0, 0);
R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0));
R7f = circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0));
R0f = circleBlur(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0));
R1f = circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0));
// Sample distance fails :(
//R6f = mix(blur25(textureUnitPS0, R1f.xy, vec2(2560, 1440), vec2(0.0, 1.0)), blur13(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0,0.0)), 0.5);
//R7f = mix(blur25(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(2.0, -3.0)), blur13(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(4.0, 6.0)), 0.5);
//R0f = mix(blur25(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(4.0, -6.0)), blur13(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(2.0, 3.0)), 0.5);
//R1f = mix(blur25(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(8.0, -9.0)), blur13(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.1, 1.5)), 0.5);
/*
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
*/
// 0// 0.125, 31.875, 8128.125
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
@ -175,8 +308,6 @@ PS1f = R1f.x;
PS0f = exp2(PV1f.x);
// 11
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
//R1f = blur9(textureUnitPS0, R1f.xy, vec2(2560.0, 1440.0), vec2(1.0, 0.0));
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

View File

@ -4,7 +4,7 @@
// cross fade brightness
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
const float preExposure = 0.85; // old brigntess tweak. Truncates at around .45+
const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
uniform ivec4 uf_remappedPS[1];

View File

@ -31,6 +31,12 @@ tileModesExcluded = 0x001
overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks
width = 854
height = 480
overwriteWidth = <?=round($scaleFactorX*854)?>
overwriteHeight = <?=round($scaleFactorY*480)?>
[TextureRedefine] # half-res alpha
width = 640
height = 360
@ -79,9 +85,9 @@ height = 90
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]# Probe Beacon glow.
[TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers
width = 80
height = 46
#formatsExcluded = 0x816 #fixed in shader
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*46)?>
overwriteHeight = <?=round($scaleFactorY*45)?>

View File

@ -0,0 +1,494 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader cf2e9b7aab93e342
// AMD Light Circle fix - World lights reflection pass
uniform ivec4 uf_remappedPS[10];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 1) noperspective in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw));
R1i = floatBitsToInt(passParameterSem0);
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + 1.0));
PV0i.x = R123i.x;
R6i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[0].y));
R0i.z = 0;
R2i.w = floatBitsToInt(-(intBitsToFloat(R1i.x)) + intBitsToFloat(uf_remappedPS[0].x));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
// 1
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
// 2
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
R13i.w = 0;
R1i.w = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[2].w));
PS0i = R1i.w;
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 2.0 + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 2.0 + -(1.0)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 2.0 + -(1.0)));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(R2i.x)) + intBitsToFloat(uf_remappedPS[3].x)));
PV0i.w = R127i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(R0i.w));
R126i.w = floatBitsToInt(tempResultf);
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R125i.x = floatBitsToInt(-(intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[4].z));
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R126i.w)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), -(intBitsToFloat(R127i.w))));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), -(intBitsToFloat(backupReg0i))));
PV0i.w = R127i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R124i.w = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + intBitsToFloat(uf_remappedPS[4].x));
PV1i.w = R124i.w;
R125i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(uf_remappedPS[4].y));
PS1i = R125i.y;
// 4
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(PV1i.w)),-(intBitsToFloat(PS1i)),-(intBitsToFloat(R125i.x)),-0.0),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R126i.w)));
PS0i = R10i.y;
// 5
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R126i.w)));
PV1i.x = R0i.x;
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
PV1i.y = R3i.y;
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R1i.w));
R127i.z = clampFI32(R127i.z);
PV1i.z = R127i.z;
R0i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[5].x));
R5i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[5].y));
PS1i = R5i.y;
// 6
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(PV1i.z)) + intBitsToFloat(uf_remappedPS[4].x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(PV1i.z)) + intBitsToFloat(uf_remappedPS[4].y)));
PV0i.y = R123i.y;
R125i.z = floatBitsToInt((intBitsToFloat(PV1i.y) * 0.5 + 0.5));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.y)) + intBitsToFloat(0x3d4ccccd)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.z), intBitsToFloat(PV1i.x)));
// 7
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(R127i.z)) + intBitsToFloat(uf_remappedPS[4].z)));
PV1i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R10i.y)) + intBitsToFloat(PS0i)));
PS1i = R122i.x;
// 8
backupReg0i = R125i.z;
backupReg0i = R125i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R9i.y)) + intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R12i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + -(1.0));
R125i.z = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(PV1i.w)));
PV0i.z = R125i.z;
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg0i)));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
R8i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3ea2f983));
PS0i = R8i.z;
// 9
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(PV0i.z)),-0.0),vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(PV0i.z)),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R3i.z = tempi.x;
PS1i = PV0i.x;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 10
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(PS1i)) + -(intBitsToFloat(R9i.y))));
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(PS1i)) + -(intBitsToFloat(R10i.y))));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.z),intBitsToFloat(PS1i)) + -(intBitsToFloat(R0i.x))));
R127i.w = R127i.x;
R127i.w = clampFI32(R127i.w);
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 11
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R126i.x)), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R127i.y)), intBitsToFloat(PS0i)));
R5i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS0i)));
PV1i.z = R5i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].w), intBitsToFloat(PS0i)));
PV1i.w = R125i.w;
R2i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
PS1i = R2i.x;
// 12
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R11i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.w = tempi.x;
R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PS0i = R126i.y;
// 13
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(R2i.x)) + intBitsToFloat(R4i.w)));
PS1i = R122i.x;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R125i.y),intBitsToFloat(R125i.x),-0.0),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.w = tempi.x;
R7i.z = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
PS0i = R7i.z;
// 15
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R125i.y),intBitsToFloat(R125i.x),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.z = tempi.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.y)));
PS1i = R126i.x;
// 16
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R125i.y),intBitsToFloat(R125i.x),-0.0),vec4(intBitsToFloat(R124i.w),intBitsToFloat(R125i.y),intBitsToFloat(R125i.x),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV1i.x)));
// 17
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(max(intBitsToFloat(R126i.w), -(1.0)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].w)),intBitsToFloat(R125i.z)) + intBitsToFloat(backupReg0i)));
PV1i.y = R123i.y;
R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R127i.y)) + intBitsToFloat(PS0i)));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(0x40400000));
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
PS1i = R5i.w;
// 18
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.w),intBitsToFloat(R5i.y),intBitsToFloat(R0i.z),-0.0),vec4(intBitsToFloat(R0i.w),intBitsToFloat(R5i.y),intBitsToFloat(R5i.y),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 19
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(min(intBitsToFloat(backupReg0i), 1.0));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(uf_remappedPS[7].y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_remappedPS[8].x)) + intBitsToFloat(uf_remappedPS[8].y)));
PV1i.w = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS0i));
PV1i.w = clampFI32(PV1i.w);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 20
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(PV1i.w)) + intBitsToFloat(R124i.w)));
PV0i.x = R3i.x;
R8i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(PV1i.w)) + intBitsToFloat(R125i.y)));
PV0i.y = R8i.y;
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R125i.x)));
PV0i.z = R2i.z;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PS1i));
R3i.w = clampFI32(R3i.w);
R2i.y = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
PS0i = R2i.y;
// 21
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.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;
R1i.w = tempi.x;
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(uf_remappedPS[8].z)) + intBitsToFloat(uf_remappedPS[8].w)));
PS1i = R4i.y;
R7i.y = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.yy)).x);
// 0
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.w)) + -(intBitsToFloat(R3i.x))));
PV0i.x = R126i.x;
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R1i.w)) + -(intBitsToFloat(R8i.y))));
PV0i.y = R125i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R1i.w)) + -(intBitsToFloat(R2i.z))));
PV0i.z = R127i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(uf_remappedPS[9].y)));
R124i.w = clampFI32(R124i.w);
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R3i.w));
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.y) * intBitsToFloat(PS0i));
PS1i = R126i.w;
// 2
backupReg0i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R2i.w)),-(intBitsToFloat(R6i.y)),-(intBitsToFloat(R6i.y)),-0.0),vec4(intBitsToFloat(R0i.w),intBitsToFloat(R5i.y),intBitsToFloat(backupReg0i),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 3
backupReg0i = R0i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.y));
R125i.x = clampFI32(R125i.x);
PV1i.x = R125i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(backupReg0i)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(R124i.w)) + 1.0));
PV1i.z = R123i.z;
PV1i.w = ((intBitsToFloat(R4i.z) > intBitsToFloat(uf_remappedPS[7].x))?int(0xFFFFFFFF):int(0x0));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(R2i.w)));
PV0i.x = R123i.x;
R126i.y = ((PV1i.w == 0)?(R7i.y):(PV1i.y));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R6i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].w) * intBitsToFloat(PS1i));
PV0i.w = clampFI32(PV0i.w);
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PV1i.z)));
PS0i = R5i.y;
// 5
backupReg0i = R126i.x;
backupReg1i = R125i.y;
backupReg2i = R127i.z;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.w)) + intBitsToFloat(R3i.x)));
PV1i.x = R126i.x;
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV0i.w)) + intBitsToFloat(R8i.y)));
PV1i.y = R125i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.z)));
PV1i.z = R127i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PS1i = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[5].z));
// 6
backupReg0i = R125i.x;
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;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(backupReg0i)) + intBitsToFloat(uf_remappedPS[0].z)));
PS0i = R125i.x;
// 7
R127i.x = floatBitsToInt(max(-(intBitsToFloat(R5i.z)), 0.0));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(R126i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(R125i.z)) + intBitsToFloat(R124i.w)));
PV1i.z = R123i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(R126i.y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.z;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.x = R126i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
PV0i.y = R126i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.x)),intBitsToFloat(PV1i.z)) + 1.0));
R125i.w = clampFI32(R125i.w);
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(backupReg2i)));
PS0i = R124i.y;
// 9
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(PV0i.x));
PV1i.x = R127i.x;
R125i.y = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(PV0i.y));
PV1i.y = R125i.y;
R125i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.z));
PV1i.z = R125i.z;
PV1i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), 1.0));
PS1i = floatBitsToInt(-(intBitsToFloat(R5i.y)) + 1.0);
// 10
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;
R8i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PS1i)) + intBitsToFloat(R5i.y)));
PS0i = R8i.y;
// 11
backupReg0i = R126i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R11i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R127i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 12
backupReg0i = R127i.x;
backupReg1i = R125i.y;
backupReg2i = R125i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PS1i)));
PV0i.z = R125i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R2i.x)) + intBitsToFloat(R4i.w)));
PV0i.w = R123i.w;
R125i.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(0x3ea2f983));
PS0i = R125i.x;
// 13
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R9i.y),intBitsToFloat(R10i.y),intBitsToFloat(backupReg0i),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.x;
// 14
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R11i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.z;
// 15
backupReg0i = R127i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x3ea2f983));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(R126i.x)));
PS1i = floatBitsToInt(intBitsToFloat(R124i.y) * intBitsToFloat(0x3ea2f983));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R125i.x)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.y),intBitsToFloat(PV1i.x)) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PV1i.z)));
// 17
R13i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x42000000)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R13i.z = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV0i.x)));
R13i.y = floatBitsToInt(min(intBitsToFloat(PS0i), intBitsToFloat(0x42000000)));
PS1i = R13i.y;
// 18
R125i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 19
PV1i.w = floatBitsToInt(intBitsToFloat(R8i.z) * intBitsToFloat(PS0i));
// 20
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R125i.z)));
// 21
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV0i.y)));
// 22
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25);
// 23
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
// 24
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.z)));
// 25
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.y)));
// 26
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(PV1i.x)));
// 27
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.z)));
// 28
backupReg0i = R8i.y;
backupReg0i = R8i.y;
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(PV1i.w)));
R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.z)));
// 0
backupReg0i = R4i.x;
R4i.x = floatBitsToInt(min(intBitsToFloat(R8i.y), intBitsToFloat(0x42000000)));
R4i.y = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(0x42000000)));
R4i.z = floatBitsToInt(min(intBitsToFloat(R5i.w), intBitsToFloat(0x42000000)));
// 1
R0i.xyz = ivec3(R13i.x,R13i.y,R13i.z);
R0i.w = R13i.w;
// 2
R1i.xyz = ivec3(R4i.x,R4i.y,R4i.z);
R1i.w = R4i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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@ -0,0 +1,398 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader e95d54571be1c0a9
// AMD Light Circle fix - Shrine lights reflection pass
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x3df6f800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 1) noperspective in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw));
R1i = floatBitsToInt(passParameterSem0);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(uf_remappedPS[0].x)));
R127i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(uf_remappedPS[0].y)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R1i.x)) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
// 1
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R5i.w = floatBitsToInt((0.0 * intBitsToFloat(uf_remappedPS[2].w) + 1.0));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
// 2
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.y)));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
R8i.w = 0;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.z));
R0i.y = floatBitsToInt(tempResultf);
PS0i = R0i.y;
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 2.0 + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 2.0 + -(1.0)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 2.0 + -(1.0)));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(R2i.x)) + intBitsToFloat(uf_remappedPS[3].x)));
PV0i.w = R127i.w;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.w) * intBitsToFloat(0x437f0000));
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),-(intBitsToFloat(PV0i.w))) + -(intBitsToFloat(uf_remappedPS[4].x))));
PS1i = R124i.x;
// 2
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R0i.y)));
R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),-(intBitsToFloat(R127i.w))) + -(intBitsToFloat(uf_remappedPS[4].y))));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),-(intBitsToFloat(R127i.w))) + -(intBitsToFloat(uf_remappedPS[4].z))));
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R0i.y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R0i.y)));
PS1i = int(intBitsToFloat(R126i.w));
// 4
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R125i.z)),-0.0),vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R125i.z)),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.x = PS1i & 0x00000002;
PS0i = R1i.x;
// 5
R125i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3a83126f)));
PV1i.x = R125i.x;
R0i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
R7i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(R0i.x)) + 1.0));
R7i.z = clampFI32(R7i.z);
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R1i.w)));
// 6
R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R1i.y),intBitsToFloat(PS1i),-0.0),vec4(intBitsToFloat(R4i.x),intBitsToFloat(R0i.w),1.0,0.0)));
PV0i.x = R126i.x;
PV0i.y = R126i.x;
PV0i.z = R126i.x;
PV0i.w = R126i.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R124i.x)), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R2i.y)), intBitsToFloat(PS0i)));
R5i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS0i)));
PV1i.z = R5i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w), intBitsToFloat(PS0i)));
R126i.w = PV0i.x;
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) * 2.0);
PS1i = R126i.w;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R1i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.z = tempi.x;
R124i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
PS0i = R124i.y;
// 9
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R126i.w)) + -(intBitsToFloat(R4i.x))));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R126i.w)) + -(intBitsToFloat(R0i.w))));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + -(intBitsToFloat(R1i.w))));
PV1i.z = R127i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(0x3d4ccccd)));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
R126i.y = floatBitsToInt((intBitsToFloat(R0i.y) * 0.5 + 0.5));
PS1i = R126i.y;
// 10
tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R125i.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;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.w)));
PS0i = R125i.y;
// 11
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R124i.x)));
PV1i.x = R127i.x;
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.y)));
PV1i.y = R3i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.z)));
PV1i.z = R127i.z;
R2i.w = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
R127i.y = floatBitsToInt(max(intBitsToFloat(R126i.z), -(1.0)));
PS1i = R127i.y;
// 12
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;
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0);
PS0i = R2i.x;
// 13
R3i.x = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
PV1i.x = R3i.x;
PV1i.y = R126i.x;
PV1i.y = clampFI32(PV1i.y);
R6i.z = floatBitsToInt(intBitsToFloat(R125i.y) * intBitsToFloat(0x3ea2f983));
PV1i.w = floatBitsToInt(min(intBitsToFloat(R127i.y), 1.0));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 14
backupReg0i = R125i.x;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R2i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[2].y)));
R127i.y = clampFI32(R127i.y);
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[6].w)));
PV0i.z = R126i.z;
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R124i.y)));
PV0i.w = R4i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 15
backupReg0i = R124i.y;
R0i.x = ((intBitsToFloat(PV0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].y)));
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) * intBitsToFloat(PS0i));
PV1i.w = clampFI32(PV1i.w);
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
PS1i = R126i.x;
// 16
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.w)) + -(intBitsToFloat(R124i.x))));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PV1i.w)) + -(intBitsToFloat(R2i.y))));
PV0i.y = R125i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV1i.w)) + -(intBitsToFloat(R125i.z))));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x40400000));
R3i.y = floatBitsToInt(1.0 / intBitsToFloat(R125i.x));
PS0i = R3i.y;
// 17
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;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
// 18
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R124i.y)));
R6i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(R127i.y)) + 1.0));
R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(uf_remappedPS[6].x)) + intBitsToFloat(uf_remappedPS[6].y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PS1i));
PV0i.w = clampFI32(PV0i.w);
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 19
backupReg0i = R0i.x;
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R0i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS0i)));
PV1i.y = R2i.y;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.z = R1i.z;
R123i.w = ((backupReg0i == 0)?(0):(PV0i.x));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
// 20
backupReg0i = R1i.x;
backupReg1i = R0i.y;
R1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.x));
R0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.y));
R0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.z));
R3i.w = R126i.z;
R4i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PS1i));
PS0i = R4i.y;
R5i.y = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R3i.ww)).x);
// 0
backupReg0i = R0i.y;
backupReg0i = R0i.y;
backupReg1i = R0i.z;
backupReg1i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = ((intBitsToFloat(R3i.z) > intBitsToFloat(uf_remappedPS[7].x))?int(0xFFFFFFFF):int(0x0));
PS0i = R127i.y;
// 1
R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R1i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(R0i.x),intBitsToFloat(R2i.y),intBitsToFloat(R1i.z),0.0)));
R125i.x = clampFI32(R125i.x);
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
PV1i.w = R125i.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i)));
PV0i.z = R126i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(R2i.x)));
PV0i.w = R123i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R2i.z)));
PS0i = R127i.w;
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R0i.w),intBitsToFloat(R1i.w),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.w;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R1i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0)));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.y;
// 5
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.y)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R126i.w)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PS1i = floatBitsToInt(max(-(intBitsToFloat(R5i.z)), 0.0));
// 6
R126i.x = ((R127i.y == 0)?(R5i.y):(R127i.w));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(min(intBitsToFloat(PS1i), 1.0));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(PV1i.w)) + 1.0));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV1i.x)));
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R6i.y)));
PV1i.y = R124i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV0i.x)));
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV0i.x)));
PS1i = R127i.x;
// 8
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R125i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3ea2f983));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(R126i.x)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 9
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R124i.y)));
PV1i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x3ea2f983));
PV1i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(PS0i));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3ea2f983));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV0i.z)));
// 10
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R125i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS1i)));
// 11
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV0i.x)));
R8i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(0x42000000)));
PS1i = R8i.x;
// 12
R8i.y = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(0x42000000)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * 0.25);
R8i.z = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x42000000)));
PS0i = R8i.z;
// 13
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PV1i.y)));
// 15
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.x)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV1i.w)));
// 17
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.z)));
// 18
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z)));
// 19
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.z)));
// 20
R7i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(0x42000000)));
R7i.y = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(0x42000000)));
R7i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x42000000)));
// 21
R0i.xyz = ivec3(R8i.x,R8i.y,R8i.z);
R0i.w = R8i.w;
// 22
R1i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R1i.w = R7i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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@ -0,0 +1,8 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - AMD Light Circle fix"
version = 2
# credit of identifying shaders go to Kiri
# these two shaders are based on Glow Lights Color Mod
# works Cemu 1.11.0c and BotW 1.3.1

View File

@ -124,6 +124,7 @@ std_respack "KamenRider" "${res16by9[@]/$just720p}"
std_respack "KickandFennick" "${res16by9[@]/$just720p}"
std_respack "KirbyRainbowCurse" "${res16by9[@]/$just720p}"
std_respack "KungFuPanda" "${res16by9[@]/$just720p}"
std_respack "LEGOCityUndercover" "${res16by9[@]/$just720p}"
std_respack "MarioKart8" "${res16by9[@]/$just720p}" "${res21by9[@]}"
std_respack "MarioSonicRio" "${res16by9[@]/$just720p}"
std_respack "MarioSonicSochi" "${res16by9[@]/$just720p}"