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[XCX] Shadow scaling - Indoor point lights
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350
Source/XenobladeX/ba19276703190072_0000000000001e49_ps.txt
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350
Source/XenobladeX/ba19276703190072_0000000000001e49_ps.txt
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader ba19276703190072
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//point light shadow scaling, indoors
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const float resScale = <?=$scaleFactorX?>;
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uniform ivec4 uf_remappedPS[11];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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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
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layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf551a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R122i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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if( activeMaskStackC[1] == true ) {
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0xbe000000),intBitsToFloat(0xc1ff0000),intBitsToFloat(0xc5fe0100),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.w = tempi.x;
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(R1i.z));
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// 1
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PS0i));
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R0i.z = floatBitsToInt(intBitsToFloat(R2i.w) * intBitsToFloat(0x42c80000));
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// 2
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backupReg0i = R1i.x;
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backupReg1i = R1i.y;
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R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
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PV0i.x = R1i.x;
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R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.y)));
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PV0i.y = R1i.y;
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R1i.z = R127i.w;
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PV0i.z = R1i.z;
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// 3
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R2i.xyz = floatBitsToInt(vec3(-(intBitsToFloat(PV0i.x)),-(intBitsToFloat(PV0i.y)),-(intBitsToFloat(PV0i.z))) + vec3(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z)));
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PV1i.x = R2i.x;
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PV1i.y = R2i.y;
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PV1i.z = R2i.z;
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// 4
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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)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 5
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R0i.w = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
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PS1i = R0i.w;
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// 6
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R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[1].x)));
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// 7
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predResult = (intBitsToFloat(R1i.w) >= 1.0);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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if( (0 == 0)) discard;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(R0i.w));
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// 1
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R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS0i)));
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PV1i.x = R6i.x;
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R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS0i)));
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PV1i.y = R6i.y;
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R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i)));
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PV1i.z = R5i.z;
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// 2
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 3
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R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(uf_remappedPS[1].z)));//nop
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R0i.w = clampFI32(R0i.w);
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// 4
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predResult = (0.0 >= intBitsToFloat(R0i.w));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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if( (0 == 0)) discard;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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if( activeMaskStackC[1] == true ) {
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R5i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xy);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].z) * 1.0);
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PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].y) * 1.0);
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PV0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].x) * 1.0);
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R127i.w = 0;
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R126i.y = 0;
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PS0i = R126i.y;
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// 1
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R127i.x = 0;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.x)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PV0i.y)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[4].x)) + intBitsToFloat(PV0i.z)));
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PV1i.w = R123i.w;
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R2i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0);
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R2i.y = clampFI32(R2i.y);
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PS1i = R2i.y;
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// 2
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(PV1i.w)));
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PV0i.x = R123i.x;
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PV0i.y = floatBitsToInt(max(intBitsToFloat(R0i.z), 2.0));
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(PV1i.y)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV1i.z)));
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PV0i.w = R123i.w;
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PS0i = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(R1i.z));
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// 3
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R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(PV0i.w)));
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R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[6].x)) + intBitsToFloat(PV0i.x)));
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R4i.z = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42a00000)));
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(PV0i.z)));
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PV1i.w = R123i.w;
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R122i.x = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PS0i)));
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PS1i = R122i.x;
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// 4
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + intBitsToFloat(PS1i)));
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R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[7].y)) + intBitsToFloat(uf_remappedPS[8].z)));//nop
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PV0i.y = R125i.y;
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R5i.y)));
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
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// 5
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PV1i.x = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(PS0i));
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PV1i.y = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS0i));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R127i.w));
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R127i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)/resScale)); //ok
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R126i.z = uf_remappedPS[7].z;
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PS1i = R126i.z;
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// 6
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(R125i.y));
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PV0i.y = PV1i.z;
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PV0i.y = clampFI32(PV0i.y);
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].y)));//
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].x)));//
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PV0i.w = R123i.w;
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tempResultf = 1.0 / sqrt(intBitsToFloat(backupReg0i));
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R125i.x = floatBitsToInt(tempResultf);
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PS0i = R125i.x;
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// 7
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R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * 2.0 + -(1.0)));
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PV1i.x = R123i.x;
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R126i.y = uf_remappedPS[7].z;
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R0i.z = PV0i.y;
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R123i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * 2.0 + -(1.0)));
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PV1i.w = R123i.w;
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R1i.w = PV0i.y;
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PS1i = R1i.w;
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// 8
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)/ resScale));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedPS[9].y));//
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PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
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PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_remappedPS[9].x));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
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PV0i.w = backupReg0i;
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PV0i.w = clampFI32(PV0i.w);
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R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R127i.z)));
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PS0i = R122i.x;
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// 9
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R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[9].z)));
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PV1i.x = R126i.x;
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R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PS0i)));
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R2i.z = PV0i.w;
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[9].w)));
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R3i.w = PV0i.w;
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PS1i = R3i.w;
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// 10
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R0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w));
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R4i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.x)),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.x)));
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R127i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
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PV0i.z = R127i.z;
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R2i.w = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
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R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w));
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PS0i = R1i.x;
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// 11
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R2i.x = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV0i.z));
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R0i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R127i.w));
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R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z) / resScale + intBitsToFloat(R126i.x));
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R4i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.y)),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
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R1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R126i.z));
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PS1i = R1i.y;
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// 12
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backupReg0i = R1i.z;
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backupReg1i = R0i.w;
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R3i.x = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0);
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R3i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z)/resScale + intBitsToFloat(R127i.z));
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R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i) / resScale),intBitsToFloat(R125i.x)) + intBitsToFloat(R5i.z)));
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R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[1].w)));
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}
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if( activeMaskStackC[1] == true ) {
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R0i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w))));
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R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w))));
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R2i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.wx), intBitsToFloat(R2i.w))));
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R4i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.zy), intBitsToFloat(R3i.w))));
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.w),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.w),intBitsToFloat(R1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.w = floatBitsToInt(max(intBitsToFloat(R3i.x), -(intBitsToFloat(R3i.x))));
|
||||
PS0i = R127i.w;
|
||||
// 1
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.x));
|
||||
R125i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[2].w)) + 1.0);
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R0i.w)));
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS1i)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.x));
|
||||
R127i.z = floatBitsToInt(sqrt(intBitsToFloat(R127i.w)));
|
||||
PS0i = R127i.z;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PS0i),-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.z = tempi.x;
|
||||
PS1i = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.x));
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * 0.25);
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R127i.z)));
|
||||
tempResultf = log2(intBitsToFloat(R126i.w));
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 5
|
||||
backupReg0i = R126i.z;
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(PV0i.y)));
|
||||
PV1i.x = R123i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[1].y)));
|
||||
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(uf_remappedPS[2].w)));
|
||||
tempResultf = log2(intBitsToFloat(backupReg0i));
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 6
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PS1i)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)));
|
||||
R123i.y = clampFI32(R123i.y);
|
||||
PV0i.y = R123i.y;
|
||||
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[10].z)));
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R126i.z)));
|
||||
PV1i.y = R125i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[10].y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[10].x)));
|
||||
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
|
||||
// 8
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[10].w)));
|
||||
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.z)));
|
||||
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
|
||||
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
|
||||
PS0i = R4i.x;
|
||||
// 9
|
||||
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.x)));
|
||||
}
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
}
|
Loading…
Reference in New Issue
Block a user