[BotW] remove packs that have build script

This commit is contained in:
Michael 2017-10-17 22:14:03 -07:00
parent b5ff2dcfd0
commit c6ac4ecbec
269 changed files with 0 additions and 41783 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0bcd653c18367d59
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem3;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
R3i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PS1i = R3i.x;
// 4
R6i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) * 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R7i.z = PV1i.x;
R3i.w = R2i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R6i.y = uf_remappedVS[3].y;
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0);
PS0i = R6i.y;
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
R7i.w = R5i.y;
PV0i.w = R7i.w;
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
PS0i = R127i.y;
// 1
R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS1i = R127i.w;
// 2
backupReg0i = R127i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R125i.y));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(PV1i.w)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(backupReg0i)));
R125i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS0i = R125i.w;
// 3
backupReg0i = R126i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].w)/resYScale));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)));
R124i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS1i = R125i.z;
// 4
backupReg0i = R126i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R125i.y));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg2i)));
PS0i = R4i.w;
// 5
backupReg0i = R127i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R125i.w) * 1.5);
R2i.y = floatBitsToInt(intBitsToFloat(R127i.x) * 1.5);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R125i.x)));
R6i.w = backupReg0i;
R6i.z = R126i.w;
PS1i = R6i.z;
// 6
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R124i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R5i.z = R126i.y;
R5i.w = R126i.z;
R3i.z = R127i.y;
PS0i = R3i.z;
// 7
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R124i.z)));
R4i.z = R4i.w;
R3i.w = R126i.x;
R4i.w = R127i.z;
PS1i = R4i.w;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
// export
passParameterSem3 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem6 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.x), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0d6127fbed646d2b
// AO Fix
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem5;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R125i.z;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R1i.z = uf_remappedVS[4].y;
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
PS0i = R124i.z;
// 3
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
PS1i = R127i.w;
// 4
backupReg0i = R126i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
R3i.z = PV1i.w;
PS0i = R3i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
R3i.w = R127i.z;
R4i.z = R127i.y;
PS1i = R4i.z;
// 6
R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
R1i.z = R126i.w;
R4i.w = R125i.x;
R1i.w = PV1i.z;
PS0i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

View File

@ -1,656 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0f2b9ee517917425
// AARestore - restores native fxaa in inventory screen
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
// 9
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), invFramebufferSize.x));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.x));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.y));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y));
R127i.x = clampFI32(R127i.x);
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),invFramebufferSize.y) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

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@ -1,224 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 1a14de8e58d5b30a
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem2;
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.x = 0x3eeaaaab;
PS0i = R0i.x;
// 3
R1i.x = 0x3d2aaaab;
R0i.y = 0;
R1i.z = 0;
R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R5i.x;
R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = uf_remappedVS[1].z;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5));
PV0i.y = R5i.y;
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R1i.z = R5i.x;
PS0i = R1i.z;
// 1
backupReg0i = R2i.y;
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R1i.w = PV0i.y;
PV1i.w = R1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
PS0i = R127i.y;
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.y;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS0i = R125i.z;
// 5
backupReg0i = R126i.x;
backupReg1i = R126i.w;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y)));
PS1i = R124i.w;
// 6
backupReg0i = R0i.y;
backupReg1i = R0i.x;
backupReg2i = R125i.w;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z)));
R2i.z = backupReg2i;
PS0i = R2i.z;
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z)));
R2i.w = R126i.z;
R5i.z = R127i.y;
PS1i = R5i.z;
// 8
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R3i.z = R126i.y;
R5i.w = R127i.x;
R3i.w = R126i.x;
PS0i = R3i.w;
// 9
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z)));
R0i.z = R124i.w;
R0i.w = R125i.w;
// export
passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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@ -1,79 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 4.0;
const float resYScale = 4.0;
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;
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);
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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@ -1,83 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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;
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 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4721609a424e9a1f
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) / 2.0);
PS1i = R4i.x;
// 4
R3i.x = floatBitsToInt(-(intBitsToFloat(R1i.y)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R6i.z = PV1i.x;
R3i.w = R1i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R3i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
PS0i = R3i.y;
R2i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R2i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(0.5));
R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV0i.y = R2i.y;
R127i.z = uf_remappedVS[3].y;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R6i.w = R5i.y;
PV0i.w = R6i.w;
PS0i = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.x));
R126i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R3i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PS0i)));
PS1i = R127i.y;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
R124i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R124i.y = floatBitsToInt(intBitsToFloat(R124i.y) * 2.0);
PS0i = R124i.y;
// 3
backupReg0i = R127i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 2.0);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.y));
R5i.z = backupReg2i;
PS1i = R5i.z;
// 4
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R126i.w)) + 0.5));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.y)));
R5i.w = R125i.y;
PS0i = R5i.w;
// 5
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R126i.z)) + 0.5));
R3i.z = R124i.y;
R3i.w = R127i.x;
R4i.z = PV0i.w;
PS1i = R4i.z;
// 6
R4i.w = R127i.y;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 4.0;
const float resYScale = 4.0;
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 passParameterSem3;
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);
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(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 4.0;
const float resYScale = 4.0;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8cab2ed476b991ea
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
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);
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 = 1.0;
R0f.w = R2f.x;
PV0f.w = R0f.w;
R0f.y = R2f.y;
PS0f = R0f.y;
// 1
PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
PV1f.x /= 2.0;
PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
PV1f.y /= 2.0;
R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
PS1f = R2f.x;
// 2
R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader a5b3a5e5ab2938bc
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 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 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 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 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R2f.w = (texture(textureUnitPS1, R0f.xy).x);
R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = -(R2f.w) + R0f.w;
PV0f.y = -(R2f.w) + R0f.z;
PV0f.z = -(R2f.w) + backupReg0f;
PV0f.w = -(R2f.w) + backupReg1f;
PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
// 1
R127f.x = max(PV0f.w, -(PV0f.w));
PV1f.y = max(PV0f.z, -(PV0f.z));
R127f.z = max(PV0f.y, -(PV0f.y));
R127f.w = max(PV0f.x, -(PV0f.x));
PS1f = 1.0 / PS0f;
// 2
R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
R127f.y = PV1f.y * -(1.0);
R126f.z = floor(R1f.y);
R125f.w = floor(R1f.x);
PV0f.w = R125f.w;
PS0f = PV1f.y * -(1.0);
// 3
tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
R126f.y = R1f.x + -(PV0f.w);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.y + -(R126f.z);
// 5
R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
// 6
PV0f.z = R126f.z + PV1f.x;
PV0f.w = R125f.w + PV1f.y;
// 7
R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 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 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader ea9a49a6185cf1e5
// Reflections - corrects the incorrectly scaled reflection
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) noperspective out vec4 passParameterSem0;
layout(location = 1) noperspective out vec4 passParameterSem1;
layout(location = 2) noperspective out vec4 passParameterSem2;
layout(location = 3) noperspective out vec4 passParameterSem3;
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 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = (0.0 > R1f.y)?1.0:0.0;
PV0f.y = (0.0 > R1f.x)?1.0:0.0;
PV0f.z = (R1f.y > 0.0)?1.0:0.0;
PV0f.w = (R1f.x > 0.0)?1.0:0.0;
R1f.z = 0.0;
PS0f = R1f.z;
// 1
R1f.x = PV0f.w + -(PV0f.y);
PV1f.x = R1f.x;
R1f.y = PV0f.z + -(PV0f.x);
PV1f.y = R1f.y;
R1f.w = 1.0;
// 2
PV0f.x = PV1f.x;
PV0f.x /= 2.0;
R127f.y = PV1f.x * 1.0;
PV0f.y = R127f.y;
PV0f.z = -(PV1f.y);
PV0f.z /= 2.0;
R127f.w = PV1f.y * -(1.0);
PV0f.w = R127f.w;
R127f.x = PV1f.x * 1.0;
PS0f = R127f.x;
// 3
R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resXScale + PV0f.w);
R0f.y = PV0f.z + 0.5;
R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resYScale + PV0f.y);
PV1f.z = R123f.z;
PV1f.w = PV0f.w;
R0f.x = PV0f.x + 0.5;
PS1f = R0f.x;
// 4
R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z)));
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w)));
R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
PS0f = R3f.x;
// 5
R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
// export
passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader f14bb57cd5c9cb77
// AARestore - restores native aa in game
// also includes code from Contrasty pack
// Credit to bestminr for vibrance logic
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
#define ENABLE_CONTRASTY 0
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.008; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123f = vec4(0.0);
vec4 R126f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.w + -(R1f.x);
PV0f.y = R1f.z + -(R1f.y);
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R127f.w = min(R1f.z, R1f.x);
R127f.x = min(R1f.w, R1f.y);
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R1f.z, R1f.x);
R127f.z = PV0f.y + -(PV0f.x);
PV1f.z = R127f.z;
R126f.w = PV0f.y + PV0f.x;
PV1f.w = R126f.w;
PS1f = max(R1f.w, R1f.y);
// 2
PV0f.x = max(PV1f.z, -(PV1f.z));
PV0f.y = max(PV1f.w, -(PV1f.w));
R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PV0f.z = R123f.z;
PV0f.w = min(R127f.w, R127f.x);
PS0f = max(PV1f.y, PS1f);
// 3
PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
PV1f.y = max(PV0f.z, PS0f);
PV1f.z = min(PV0f.z, PV0f.w);
PV1f.w = min(PV0f.y, PV0f.x);
// 4
R1f.x = -(PV1f.z) + PV1f.y;
R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y));
PS0f = 1.0 / PV1f.w;
// 5
PV1f.x = mul_nonIEEE(R127f.z, PS0f);
PV1f.y = mul_nonIEEE(R126f.w, PS0f);
// 6
PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
// 7
R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y));
R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y));
// 8
predResult = (R1f.x > R0f.z);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0f = R3f.x;
backupReg0f = R3f.x;
R3f.x = (mul_nonIEEE(backupReg0f,0.5*invFramebufferSize.x) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,0.5*invFramebufferSize.y) + R0f.y);
R1f.x = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.x) + R0f.x);
PS0f = R1f.x;
// 1
backupReg0f = R1f.y;
R1f.y = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.y) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
PV0f.x = R127f.x;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
PV0f.y = R127f.y;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
PV0f.z = R127f.z;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
PV0f.w = R127f.w;
// 1
PV1f.x = R2f.w + -(PV0f.x);
PV1f.y = R2f.z + -(PV0f.y);
PV1f.z = R2f.y + -(PV0f.z);
PV1f.w = R2f.x + -(PV0f.w);
// 2
R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
#if (ENABLE_CONTRASTY == 1)
vec3 fColour = (passPixelColor0.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
#endif
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 5120x2880"
version = 2
[TextureRedefine] #TV
width = 1280
height = 720
formats = 0x19,0x1a
overwriteFormat = 0x1f
tileModesExcluded = 0x001
overwriteWidth = 5120
overwriteHeight = 2880
[TextureRedefine] #TV
width = 1280
height = 720
formatsExcluded = 0x008,0x19,0x1a # exclude the intro background texture
tileModesExcluded = 0x001
overwriteWidth = 5120
overwriteHeight = 2880
[TextureRedefine] #TV2
width = 1280
height = 721
overwriteWidth = 5120
overwriteHeight = 2884
[TextureRedefine] #TV3
width = 1280
height = 608
overwriteWidth = 5120
overwriteHeight = 2432
[TextureRedefine] #TV4
width = 1152
height = 648
overwriteWidth = 5120 #Scale to TV, not performance target
overwriteHeight = 2880
[TextureRedefine] #half-res1
width = 640
height = 360
formatsExcluded = 0x431
tileModesExcluded = 0x001
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 2560
overwriteHeight = 1160
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 2560
overwriteHeight = 1152
[TextureRedefine] #q-res1
width = 320
height = 180
overwriteWidth = 1280
overwriteHeight = 720
#[TextureRedefine] #q-res2
#width = 320
#height = 145
#overwriteWidth = 1280
#overwriteHeight = 580
#[TextureRedefine] #q-res3
#width = 320
#height = 144
#overwriteWidth = 1280
#overwriteHeight = 576
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 720
overwriteHeight = 360
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 321
overwriteHeight = 176
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 180
overwriteHeight = 99
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 2880
overwriteHeight = 1440
[TextureRedefine] # gamepad
width = 854
height = 480
#overwriteWidth = 1920
#overwriteHeight = 1080
[TextureRedefine] #dyeing inventory
width = 1280
height = 400
overwriteWidth = 5120
overwriteHeight = 1600
[TextureRedefine] #blur behind stable and shop menu
width = 960
height = 540
tileModesExcluded = 0x001 #for 1080p video
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine] #dialog box
width = 612
height = 128
overwriteWidth = 2448
overwriteHeight = 512
[TextureRedefine] #campfire ui box
width = 564
height = 128
overwriteWidth = 2256
overwriteHeight = 512
[TextureRedefine] #selection boxes
width = 247
height = 52
overwriteWidth = 988
overwriteHeight = 108
[TextureRedefine] #new item box
width = 566
height = 216
overwriteWidth = 2264
overwriteHeight = 864
[TextureRedefine] #some blur related shit
width = 480
height = 270
formatsExcluded = 0x431
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine] #divine beast 3d minimap
width = 512
height = 288
overwriteWidth = 2048
overwriteHeight = 1152
[TextureRedefine] #minimap
width = 192
height = 192
formats = 0x019
overwriteWidth = 768
overwriteHeight = 768
[TextureRedefine] #map
width = 1500
height = 720
overwriteWidth = 6000
overwriteHeight = 2880
[TextureRedefine] #hero mode path
width = 1920
height = 912
overwriteWidth = 7680
overwriteHeight = 3648
[TextureRedefine] #open inventory and use weapon boxes
width = 495
height = 355
overwriteWidth = 1980
overwriteHeight = 1420
[TextureRedefine] #choose weapon box
width = 555
height = 355
overwriteWidth = 2220
overwriteHeight = 1420
[TextureRedefine] #choose bow box
width = 675
height = 355
overwriteWidth = 2700
overwriteHeight = 1420
[TextureRedefine] #action blur
width = 416
height = 233
overwriteWidth = 1664
overwriteHeight = 933
[TextureRedefine] #inventory background blur
width = 320
height = 180
formats = 0x19
overwriteFormat = 0x1f
#overwriteWidth = 3840
#overwriteHeight = 2160
[TextureRedefine] #lines on map
width = 13
height = 305
#overwriteFormat = 0x234
[TextureRedefine] #shadows
width = 360
height = 360
formats = 0x005
overwriteWidth = 1440 #x4
overwriteHeight = 1440 #x4
[TextureRedefine] #shadows
width = 720
height = 720
formats = 0x005
overwriteWidth = 2880 #x4
overwriteHeight = 2880 #x4

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0bcd653c18367d59
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem3;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
R3i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PS1i = R3i.x;
// 4
R6i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) * 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R7i.z = PV1i.x;
R3i.w = R2i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R6i.y = uf_remappedVS[3].y;
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0);
PS0i = R6i.y;
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
R7i.w = R5i.y;
PV0i.w = R7i.w;
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
PS0i = R127i.y;
// 1
R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS1i = R127i.w;
// 2
backupReg0i = R127i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R125i.y));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(PV1i.w)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(backupReg0i)));
R125i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS0i = R125i.w;
// 3
backupReg0i = R126i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].w)/resYScale));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)));
R124i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS1i = R125i.z;
// 4
backupReg0i = R126i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R125i.y));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg2i)));
PS0i = R4i.w;
// 5
backupReg0i = R127i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R125i.w) * 1.5);
R2i.y = floatBitsToInt(intBitsToFloat(R127i.x) * 1.5);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R125i.x)));
R6i.w = backupReg0i;
R6i.z = R126i.w;
PS1i = R6i.z;
// 6
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R124i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R5i.z = R126i.y;
R5i.w = R126i.z;
R3i.z = R127i.y;
PS0i = R3i.z;
// 7
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R124i.z)));
R4i.z = R4i.w;
R3i.w = R126i.x;
R4i.w = R127i.z;
PS1i = R4i.w;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
// export
passParameterSem3 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem6 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.x), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
}

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@ -1,179 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0d6127fbed646d2b
// AO Fix
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem5;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R125i.z;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R1i.z = uf_remappedVS[4].y;
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
PS0i = R124i.z;
// 3
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
PS1i = R127i.w;
// 4
backupReg0i = R126i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
R3i.z = PV1i.w;
PS0i = R3i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
R3i.w = R127i.z;
R4i.z = R127i.y;
PS1i = R4i.z;
// 6
R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
R1i.z = R126i.w;
R4i.w = R125i.x;
R1i.w = PV1i.z;
PS0i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

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@ -1,656 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0f2b9ee517917425
// AARestore - restores native fxaa in inventory screen
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
// 9
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), invFramebufferSize.x));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.x));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.y));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y));
R127i.x = clampFI32(R127i.x);
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),invFramebufferSize.y) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

View File

@ -1,224 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 1a14de8e58d5b30a
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem2;
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.x = 0x3eeaaaab;
PS0i = R0i.x;
// 3
R1i.x = 0x3d2aaaab;
R0i.y = 0;
R1i.z = 0;
R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R5i.x;
R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = uf_remappedVS[1].z;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5));
PV0i.y = R5i.y;
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R1i.z = R5i.x;
PS0i = R1i.z;
// 1
backupReg0i = R2i.y;
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R1i.w = PV0i.y;
PV1i.w = R1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
PS0i = R127i.y;
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.y;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS0i = R125i.z;
// 5
backupReg0i = R126i.x;
backupReg1i = R126i.w;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y)));
PS1i = R124i.w;
// 6
backupReg0i = R0i.y;
backupReg1i = R0i.x;
backupReg2i = R125i.w;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z)));
R2i.z = backupReg2i;
PS0i = R2i.z;
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z)));
R2i.w = R126i.z;
R5i.z = R127i.y;
PS1i = R5i.z;
// 8
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R3i.z = R126i.y;
R5i.w = R127i.x;
R3i.w = R126i.x;
PS0i = R3i.w;
// 9
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z)));
R0i.z = R124i.w;
R0i.w = R125i.w;
// export
passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 6.0;
const float resYScale = 6.0;
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;
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);
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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;
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 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4721609a424e9a1f
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) / 2.0);
PS1i = R4i.x;
// 4
R3i.x = floatBitsToInt(-(intBitsToFloat(R1i.y)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R6i.z = PV1i.x;
R3i.w = R1i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R3i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
PS0i = R3i.y;
R2i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R2i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(0.5));
R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV0i.y = R2i.y;
R127i.z = uf_remappedVS[3].y;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R6i.w = R5i.y;
PV0i.w = R6i.w;
PS0i = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.x));
R126i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R3i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PS0i)));
PS1i = R127i.y;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
R124i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R124i.y = floatBitsToInt(intBitsToFloat(R124i.y) * 2.0);
PS0i = R124i.y;
// 3
backupReg0i = R127i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 2.0);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.y));
R5i.z = backupReg2i;
PS1i = R5i.z;
// 4
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R126i.w)) + 0.5));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.y)));
R5i.w = R125i.y;
PS0i = R5i.w;
// 5
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R126i.z)) + 0.5));
R3i.z = R124i.y;
R3i.w = R127i.x;
R4i.z = PV0i.w;
PS1i = R4i.z;
// 6
R4i.w = R127i.y;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 6.0;
const float resYScale = 6.0;
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 passParameterSem3;
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);
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(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 6.0;
const float resYScale = 6.0;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8cab2ed476b991ea
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
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);
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 = 1.0;
R0f.w = R2f.x;
PV0f.w = R0f.w;
R0f.y = R2f.y;
PS0f = R0f.y;
// 1
PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
PV1f.x /= 2.0;
PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
PV1f.y /= 2.0;
R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
PS1f = R2f.x;
// 2
R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader a5b3a5e5ab2938bc
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 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 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 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 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R2f.w = (texture(textureUnitPS1, R0f.xy).x);
R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = -(R2f.w) + R0f.w;
PV0f.y = -(R2f.w) + R0f.z;
PV0f.z = -(R2f.w) + backupReg0f;
PV0f.w = -(R2f.w) + backupReg1f;
PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
// 1
R127f.x = max(PV0f.w, -(PV0f.w));
PV1f.y = max(PV0f.z, -(PV0f.z));
R127f.z = max(PV0f.y, -(PV0f.y));
R127f.w = max(PV0f.x, -(PV0f.x));
PS1f = 1.0 / PS0f;
// 2
R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
R127f.y = PV1f.y * -(1.0);
R126f.z = floor(R1f.y);
R125f.w = floor(R1f.x);
PV0f.w = R125f.w;
PS0f = PV1f.y * -(1.0);
// 3
tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
R126f.y = R1f.x + -(PV0f.w);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.y + -(R126f.z);
// 5
R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
// 6
PV0f.z = R126f.z + PV1f.x;
PV0f.w = R125f.w + PV1f.y;
// 7
R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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@ -1,157 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 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 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader ea9a49a6185cf1e5
// Reflections - corrects the incorrectly scaled reflection
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) noperspective out vec4 passParameterSem0;
layout(location = 1) noperspective out vec4 passParameterSem1;
layout(location = 2) noperspective out vec4 passParameterSem2;
layout(location = 3) noperspective out vec4 passParameterSem3;
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 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = (0.0 > R1f.y)?1.0:0.0;
PV0f.y = (0.0 > R1f.x)?1.0:0.0;
PV0f.z = (R1f.y > 0.0)?1.0:0.0;
PV0f.w = (R1f.x > 0.0)?1.0:0.0;
R1f.z = 0.0;
PS0f = R1f.z;
// 1
R1f.x = PV0f.w + -(PV0f.y);
PV1f.x = R1f.x;
R1f.y = PV0f.z + -(PV0f.x);
PV1f.y = R1f.y;
R1f.w = 1.0;
// 2
PV0f.x = PV1f.x;
PV0f.x /= 2.0;
R127f.y = PV1f.x * 1.0;
PV0f.y = R127f.y;
PV0f.z = -(PV1f.y);
PV0f.z /= 2.0;
R127f.w = PV1f.y * -(1.0);
PV0f.w = R127f.w;
R127f.x = PV1f.x * 1.0;
PS0f = R127f.x;
// 3
R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resXScale + PV0f.w);
R0f.y = PV0f.z + 0.5;
R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resYScale + PV0f.y);
PV1f.z = R123f.z;
PV1f.w = PV0f.w;
R0f.x = PV0f.x + 0.5;
PS1f = R0f.x;
// 4
R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z)));
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w)));
R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
PS0f = R3f.x;
// 5
R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
// export
passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader f14bb57cd5c9cb77
// AARestore - restores native aa in game
// also includes code from Contrasty pack
// Credit to bestminr for vibrance logic
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
#define ENABLE_CONTRASTY 0
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.008; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123f = vec4(0.0);
vec4 R126f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.w + -(R1f.x);
PV0f.y = R1f.z + -(R1f.y);
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R127f.w = min(R1f.z, R1f.x);
R127f.x = min(R1f.w, R1f.y);
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R1f.z, R1f.x);
R127f.z = PV0f.y + -(PV0f.x);
PV1f.z = R127f.z;
R126f.w = PV0f.y + PV0f.x;
PV1f.w = R126f.w;
PS1f = max(R1f.w, R1f.y);
// 2
PV0f.x = max(PV1f.z, -(PV1f.z));
PV0f.y = max(PV1f.w, -(PV1f.w));
R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PV0f.z = R123f.z;
PV0f.w = min(R127f.w, R127f.x);
PS0f = max(PV1f.y, PS1f);
// 3
PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
PV1f.y = max(PV0f.z, PS0f);
PV1f.z = min(PV0f.z, PV0f.w);
PV1f.w = min(PV0f.y, PV0f.x);
// 4
R1f.x = -(PV1f.z) + PV1f.y;
R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y));
PS0f = 1.0 / PV1f.w;
// 5
PV1f.x = mul_nonIEEE(R127f.z, PS0f);
PV1f.y = mul_nonIEEE(R126f.w, PS0f);
// 6
PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
// 7
R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y));
R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y));
// 8
predResult = (R1f.x > R0f.z);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0f = R3f.x;
backupReg0f = R3f.x;
R3f.x = (mul_nonIEEE(backupReg0f,0.5*invFramebufferSize.x) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,0.5*invFramebufferSize.y) + R0f.y);
R1f.x = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.x) + R0f.x);
PS0f = R1f.x;
// 1
backupReg0f = R1f.y;
R1f.y = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.y) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
PV0f.x = R127f.x;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
PV0f.y = R127f.y;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
PV0f.z = R127f.z;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
PV0f.w = R127f.w;
// 1
PV1f.x = R2f.w + -(PV0f.x);
PV1f.y = R2f.z + -(PV0f.y);
PV1f.z = R2f.y + -(PV0f.z);
PV1f.w = R2f.x + -(PV0f.w);
// 2
R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
#if (ENABLE_CONTRASTY == 1)
vec3 fColour = (passPixelColor0.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
#endif
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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@ -1,232 +0,0 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 7680x4320"
version = 2
[TextureRedefine] #TV
width = 1280
height = 720
formats = 0x19,0x1a
overwriteFormat = 0x1f
tileModesExcluded = 0x001
overwriteWidth = 7680
overwriteHeight = 4320
[TextureRedefine] #TV
width = 1280
height = 720
formatsExcluded = 0x008,0x19,0x1a # exclude the intro background texture
tileModesExcluded = 0x001
overwriteWidth = 7680
overwriteHeight = 4320
[TextureRedefine] #TV2
width = 1280
height = 721
overwriteWidth = 7680
overwriteHeight = 4326
[TextureRedefine] #TV3
width = 1280
height = 608
overwriteWidth = 7680
overwriteHeight = 3648
[TextureRedefine] #TV4
width = 1152
height = 648
overwriteWidth = 7680 #Scale to TV, not performance target
overwriteHeight = 4320
[TextureRedefine] #half-res1
width = 640
height = 360
formatsExcluded = 0x431
tileModesExcluded = 0x001
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 3840
overwriteHeight = 1740
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 3840
overwriteHeight = 1728
[TextureRedefine] #q-res1
width = 320
height = 180
overwriteWidth = 1920
overwriteHeight = 1080
#[TextureRedefine] #q-res2
#width = 320
#height = 145
#overwriteWidth = 1920
#overwriteHeight = 870
#[TextureRedefine] #q-res3
#width = 320
#height = 144
#overwriteWidth = 1920
#overwriteHeight = 864
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 480
overwriteHeight = 264
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 240
overwriteHeight = 132
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 4320
overwriteHeight = 2160
[TextureRedefine] # gamepad
width = 854
height = 480
#overwriteWidth = 1920
#overwriteHeight = 1080
[TextureRedefine] #dyeing inventory
width = 1280
height = 400
overwriteWidth = 7680
overwriteHeight = 2400
[TextureRedefine] #blur behind stable and shop menu
width = 960
height = 540
tileModesExcluded = 0x001 #for 1080p video
overwriteWidth = 5760
overwriteHeight = 3240
[TextureRedefine] #dialog box
width = 612
height = 128
overwriteWidth = 3708
overwriteHeight = 768
[TextureRedefine] #campfire ui box
width = 564
height = 128
overwriteWidth = 3384
overwriteHeight = 768
[TextureRedefine] #selection boxes
width = 247
height = 52
overwriteWidth = 1482
overwriteHeight = 312
[TextureRedefine] #new item box
width = 566
height = 216
overwriteWidth = 3396
overwriteHeight = 1296
[TextureRedefine] #some blur related shit
width = 480
height = 270
formatsExcluded = 0x431
overwriteWidth = 2880
overwriteHeight = 1620
[TextureRedefine] #divine beast 3d minimap
width = 512
height = 288
overwriteWidth = 3072
overwriteHeight = 1728
[TextureRedefine] #minimap
width = 192
height = 192
formats = 0x019
overwriteWidth = 1152
overwriteHeight = 1152
[TextureRedefine] #map
width = 1500
height = 720
overwriteWidth = 9000
overwriteHeight = 4320
[TextureRedefine] #hero mode path
width = 1920
height = 912
overwriteWidth = 11520
overwriteHeight = 5472
[TextureRedefine] #open inventory and use weapon boxes
width = 495
height = 355
overwriteWidth = 2970
overwriteHeight = 2130
[TextureRedefine] #choose weapon box
width = 555
height = 355
overwriteWidth = 3330
overwriteHeight = 2130
[TextureRedefine] #choose bow box
width = 675
height = 355
overwriteWidth = 4050
overwriteHeight = 2130
[TextureRedefine] #action blur
width = 416
height = 233
overwriteWidth = 2496
overwriteHeight = 1400
[TextureRedefine] #inventory background blur
width = 320
height = 180
formats = 0x19
overwriteFormat = 0x1f
#overwriteWidth = 3840
#overwriteHeight = 2160
[TextureRedefine] #lines on map
width = 13
height = 305
#overwriteFormat = 0x234
[TextureRedefine] #shadows
width = 360
height = 360
formats = 0x005
overwriteWidth = 2160 #x6
overwriteHeight = 2160 #x6
[TextureRedefine] #shadows
width = 720
height = 720
formats = 0x005
overwriteWidth = 4320 #x6
overwriteHeight = 4320 #x6

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@ -1,111 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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@ -1,215 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0bcd653c18367d59
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem3;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
R3i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PS1i = R3i.x;
// 4
R6i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) * 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R7i.z = PV1i.x;
R3i.w = R2i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R6i.y = uf_remappedVS[3].y;
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0);
PS0i = R6i.y;
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
R7i.w = R5i.y;
PV0i.w = R7i.w;
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
PS0i = R127i.y;
// 1
R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS1i = R127i.w;
// 2
backupReg0i = R127i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R125i.y));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(PV1i.w)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(backupReg0i)));
R125i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS0i = R125i.w;
// 3
backupReg0i = R126i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].w)/resYScale));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)));
R124i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS1i = R125i.z;
// 4
backupReg0i = R126i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R125i.y));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg2i)));
PS0i = R4i.w;
// 5
backupReg0i = R127i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R125i.w) * 1.5);
R2i.y = floatBitsToInt(intBitsToFloat(R127i.x) * 1.5);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R125i.x)));
R6i.w = backupReg0i;
R6i.z = R126i.w;
PS1i = R6i.z;
// 6
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R124i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R5i.z = R126i.y;
R5i.w = R126i.z;
R3i.z = R127i.y;
PS0i = R3i.z;
// 7
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R124i.z)));
R4i.z = R4i.w;
R3i.w = R126i.x;
R4i.w = R127i.z;
PS1i = R4i.w;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
// export
passParameterSem3 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem6 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.x), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
}

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@ -1,179 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0d6127fbed646d2b
// AO Fix
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem5;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R125i.z;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R1i.z = uf_remappedVS[4].y;
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
PS0i = R124i.z;
// 3
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
PS1i = R127i.w;
// 4
backupReg0i = R126i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
R3i.z = PV1i.w;
PS0i = R3i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
R3i.w = R127i.z;
R4i.z = R127i.y;
PS1i = R4i.z;
// 6
R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
R1i.z = R126i.w;
R4i.w = R125i.x;
R1i.w = PV1i.z;
PS0i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

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@ -1,656 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0f2b9ee517917425
// AARestore - restores native fxaa in inventory screen
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
// 9
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), invFramebufferSize.x));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.x));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.y));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y));
R127i.x = clampFI32(R127i.x);
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),invFramebufferSize.y) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

View File

@ -1,224 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 1a14de8e58d5b30a
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem2;
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.x = 0x3eeaaaab;
PS0i = R0i.x;
// 3
R1i.x = 0x3d2aaaab;
R0i.y = 0;
R1i.z = 0;
R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R5i.x;
R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = uf_remappedVS[1].z;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5));
PV0i.y = R5i.y;
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R1i.z = R5i.x;
PS0i = R1i.z;
// 1
backupReg0i = R2i.y;
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R1i.w = PV0i.y;
PV1i.w = R1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
PS0i = R127i.y;
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.y;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS0i = R125i.z;
// 5
backupReg0i = R126i.x;
backupReg1i = R126i.w;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y)));
PS1i = R124i.w;
// 6
backupReg0i = R0i.y;
backupReg1i = R0i.x;
backupReg2i = R125i.w;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z)));
R2i.z = backupReg2i;
PS0i = R2i.z;
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z)));
R2i.w = R126i.z;
R5i.z = R127i.y;
PS1i = R5i.z;
// 8
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R3i.z = R126i.y;
R5i.w = R127i.x;
R3i.w = R126i.x;
PS0i = R3i.w;
// 9
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z)));
R0i.z = R124i.w;
R0i.w = R125i.w;
// export
passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 8.0;
const float resYScale = 8.0;
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;
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);
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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;
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 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4721609a424e9a1f
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) / 2.0);
PS1i = R4i.x;
// 4
R3i.x = floatBitsToInt(-(intBitsToFloat(R1i.y)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R6i.z = PV1i.x;
R3i.w = R1i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R3i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
PS0i = R3i.y;
R2i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R2i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(0.5));
R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV0i.y = R2i.y;
R127i.z = uf_remappedVS[3].y;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R6i.w = R5i.y;
PV0i.w = R6i.w;
PS0i = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.x));
R126i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R3i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PS0i)));
PS1i = R127i.y;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
R124i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R124i.y = floatBitsToInt(intBitsToFloat(R124i.y) * 2.0);
PS0i = R124i.y;
// 3
backupReg0i = R127i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 2.0);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.y));
R5i.z = backupReg2i;
PS1i = R5i.z;
// 4
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R126i.w)) + 0.5));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.y)));
R5i.w = R125i.y;
PS0i = R5i.w;
// 5
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R126i.z)) + 0.5));
R3i.z = R124i.y;
R3i.w = R127i.x;
R4i.z = PV0i.w;
PS1i = R4i.z;
// 6
R4i.w = R127i.y;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 8.0;
const float resYScale = 8.0;
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 passParameterSem3;
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);
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(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 8.0;
const float resYScale = 8.0;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8cab2ed476b991ea
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
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);
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 = 1.0;
R0f.w = R2f.x;
PV0f.w = R0f.w;
R0f.y = R2f.y;
PS0f = R0f.y;
// 1
PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
PV1f.x /= 2.0;
PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
PV1f.y /= 2.0;
R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
PS1f = R2f.x;
// 2
R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader a5b3a5e5ab2938bc
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 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 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 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 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R2f.w = (texture(textureUnitPS1, R0f.xy).x);
R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = -(R2f.w) + R0f.w;
PV0f.y = -(R2f.w) + R0f.z;
PV0f.z = -(R2f.w) + backupReg0f;
PV0f.w = -(R2f.w) + backupReg1f;
PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
// 1
R127f.x = max(PV0f.w, -(PV0f.w));
PV1f.y = max(PV0f.z, -(PV0f.z));
R127f.z = max(PV0f.y, -(PV0f.y));
R127f.w = max(PV0f.x, -(PV0f.x));
PS1f = 1.0 / PS0f;
// 2
R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
R127f.y = PV1f.y * -(1.0);
R126f.z = floor(R1f.y);
R125f.w = floor(R1f.x);
PV0f.w = R125f.w;
PS0f = PV1f.y * -(1.0);
// 3
tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
R126f.y = R1f.x + -(PV0f.w);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.y + -(R126f.z);
// 5
R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
// 6
PV0f.z = R126f.z + PV1f.x;
PV0f.w = R125f.w + PV1f.y;
// 7
R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 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 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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@ -1,199 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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@ -1,107 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader ea9a49a6185cf1e5
// Reflections - corrects the incorrectly scaled reflection
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) noperspective out vec4 passParameterSem0;
layout(location = 1) noperspective out vec4 passParameterSem1;
layout(location = 2) noperspective out vec4 passParameterSem2;
layout(location = 3) noperspective out vec4 passParameterSem3;
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 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = (0.0 > R1f.y)?1.0:0.0;
PV0f.y = (0.0 > R1f.x)?1.0:0.0;
PV0f.z = (R1f.y > 0.0)?1.0:0.0;
PV0f.w = (R1f.x > 0.0)?1.0:0.0;
R1f.z = 0.0;
PS0f = R1f.z;
// 1
R1f.x = PV0f.w + -(PV0f.y);
PV1f.x = R1f.x;
R1f.y = PV0f.z + -(PV0f.x);
PV1f.y = R1f.y;
R1f.w = 1.0;
// 2
PV0f.x = PV1f.x;
PV0f.x /= 2.0;
R127f.y = PV1f.x * 1.0;
PV0f.y = R127f.y;
PV0f.z = -(PV1f.y);
PV0f.z /= 2.0;
R127f.w = PV1f.y * -(1.0);
PV0f.w = R127f.w;
R127f.x = PV1f.x * 1.0;
PS0f = R127f.x;
// 3
R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resXScale + PV0f.w);
R0f.y = PV0f.z + 0.5;
R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resYScale + PV0f.y);
PV1f.z = R123f.z;
PV1f.w = PV0f.w;
R0f.x = PV0f.x + 0.5;
PS1f = R0f.x;
// 4
R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z)));
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w)));
R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
PS0f = R3f.x;
// 5
R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
// export
passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader f14bb57cd5c9cb77
// AARestore - restores native aa in game
// also includes code from Contrasty pack
// Credit to bestminr for vibrance logic
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
#define ENABLE_CONTRASTY 0
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.008; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123f = vec4(0.0);
vec4 R126f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.w + -(R1f.x);
PV0f.y = R1f.z + -(R1f.y);
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R127f.w = min(R1f.z, R1f.x);
R127f.x = min(R1f.w, R1f.y);
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R1f.z, R1f.x);
R127f.z = PV0f.y + -(PV0f.x);
PV1f.z = R127f.z;
R126f.w = PV0f.y + PV0f.x;
PV1f.w = R126f.w;
PS1f = max(R1f.w, R1f.y);
// 2
PV0f.x = max(PV1f.z, -(PV1f.z));
PV0f.y = max(PV1f.w, -(PV1f.w));
R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PV0f.z = R123f.z;
PV0f.w = min(R127f.w, R127f.x);
PS0f = max(PV1f.y, PS1f);
// 3
PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
PV1f.y = max(PV0f.z, PS0f);
PV1f.z = min(PV0f.z, PV0f.w);
PV1f.w = min(PV0f.y, PV0f.x);
// 4
R1f.x = -(PV1f.z) + PV1f.y;
R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y));
PS0f = 1.0 / PV1f.w;
// 5
PV1f.x = mul_nonIEEE(R127f.z, PS0f);
PV1f.y = mul_nonIEEE(R126f.w, PS0f);
// 6
PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
// 7
R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y));
R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y));
// 8
predResult = (R1f.x > R0f.z);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0f = R3f.x;
backupReg0f = R3f.x;
R3f.x = (mul_nonIEEE(backupReg0f,0.5*invFramebufferSize.x) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,0.5*invFramebufferSize.y) + R0f.y);
R1f.x = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.x) + R0f.x);
PS0f = R1f.x;
// 1
backupReg0f = R1f.y;
R1f.y = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.y) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
PV0f.x = R127f.x;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
PV0f.y = R127f.y;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
PV0f.z = R127f.z;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
PV0f.w = R127f.w;
// 1
PV1f.x = R2f.w + -(PV0f.x);
PV1f.y = R2f.z + -(PV0f.y);
PV1f.z = R2f.y + -(PV0f.z);
PV1f.w = R2f.x + -(PV0f.w);
// 2
R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
#if (ENABLE_CONTRASTY == 1)
vec3 fColour = (passPixelColor0.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
#endif
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 10240x5760"
version = 2
[TextureRedefine] #TV
width = 1280
height = 720
formats = 0x19,0x1a
overwriteFormat = 0x1f
tileModesExcluded = 0x001
overwriteWidth = 10240
overwriteHeight = 5760
[TextureRedefine] #TV
width = 1280
height = 720
formatsExcluded = 0x008,0x19,0x1a # exclude the intro background texture
tileModesExcluded = 0x001
overwriteWidth = 10240
overwriteHeight = 5760
[TextureRedefine] #TV2
width = 1280
height = 721
overwriteWidth = 10240
overwriteHeight = 5768
[TextureRedefine] #TV3
width = 1280
height = 608
overwriteWidth = 10240
overwriteHeight = 4864
[TextureRedefine] #TV4
width = 1152
height = 648
overwriteWidth = 10240 #Scale to TV, not performance target
overwriteHeight = 5760
[TextureRedefine] #half-res1
width = 640
height = 360
formatsExcluded = 0x431
tileModesExcluded = 0x001
overwriteWidth = 5120
overwriteHeight = 2880
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 5120
overwriteHeight = 2320
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 5120
overwriteHeight = 2304
[TextureRedefine] #q-res1
width = 320
height = 180
overwriteWidth = 2560
overwriteHeight = 1440
#[TextureRedefine] #q-res2
#width = 320
#height = 145
#overwriteWidth 2560
#overwriteHeight = 1160
#[TextureRedefine] #q-res3
#width = 320
#height = 144
#overwriteWidth = 2560
#overwriteHeight = 1152
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 1281
overwriteHeight = 721
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 640
overwriteHeight = 360
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 640
overwriteHeight = 352
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 320
overwriteHeight = 176
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 5760
overwriteHeight = 2880
[TextureRedefine] # gamepad
width = 854
height = 480
#overwriteWidth = 1920
#overwriteHeight = 1080
[TextureRedefine] #dyeing inventory
width = 1280
height = 400
overwriteWidth = 10240
overwriteHeight = 3200
[TextureRedefine] #blur behind stable and shop menu
width = 960
height = 540
tileModesExcluded = 0x001 #for 1080p video
overwriteWidth = 7680
overwriteHeight = 4230
[TextureRedefine] #dialog box
width = 612
height = 128
overwriteWidth = 4896
overwriteHeight = 1024
[TextureRedefine] #campfire ui box
width = 564
height = 128
overwriteWidth = 4512
overwriteHeight = 1024
[TextureRedefine] #selection boxes
width = 247
height = 52
overwriteWidth = 1976
overwriteHeight = 216
[TextureRedefine] #new item box
width = 566
height = 216
overwriteWidth = 4528
overwriteHeight = 1728
[TextureRedefine] #some blur related shit
width = 480
height = 270
formatsExcluded = 0x431
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine] #divine beast 3d minimap
width = 512
height = 288
overwriteWidth = 4096
overwriteHeight = 2304
[TextureRedefine] #minimap
width = 192
height = 192
formats = 0x019
overwriteWidth = 1536
overwriteHeight = 1536
[TextureRedefine] #map
width = 1500
height = 720
overwriteWidth = 12000
overwriteHeight = 5760
[TextureRedefine] #hero mode path
width = 1920
height = 912
overwriteWidth = 15360
overwriteHeight = 7296
[TextureRedefine] #open inventory and use weapon boxes
width = 495
height = 355
overwriteWidth = 3960
overwriteHeight = 2840
[TextureRedefine] #choose weapon box
width = 555
height = 355
overwriteWidth = 4440
overwriteHeight = 2840
[TextureRedefine] #choose bow box
width = 675
height = 355
overwriteWidth = 5400
overwriteHeight = 2840
[TextureRedefine] #action blur
width = 416
height = 233
overwriteWidth = 3328
overwriteHeight = 1867
[TextureRedefine] #inventory background blur
width = 320
height = 180
formats = 0x19
overwriteFormat = 0x1f
#overwriteWidth = 3840
#overwriteHeight = 2160
[TextureRedefine] #lines on map
width = 13
height = 305
#overwriteFormat = 0x234
[TextureRedefine] #shadows
width = 360
height = 360
formats = 0x005
overwriteWidth = 2880 #x8
overwriteHeight = 2880 #x8
[TextureRedefine] #shadows
width = 720
height = 720
formats = 0x005
overwriteWidth = 5760 #x8
overwriteHeight = 5760 #x8

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@ -1,128 +0,0 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 640x360"
version = 2
[TextureRedefine] #TV
width = 1280
height = 720
formatsExcluded = 0x008 # exclude the intro background texture
tileModesExcluded = 0x001
overwriteWidth = 640
overwriteHeight = 360
[TextureRedefine] #TV2
width = 1280
height = 721
formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 640
overwriteHeight = 361
[TextureRedefine] #TV3
width = 1280
height = 608
formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 640
overwriteHeight = 304
[TextureRedefine] #TV4
width = 1152
height = 648
formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 576
overwriteHeight = 324
[TextureRedefine] #half-res1
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 320
overwriteHeight = 145
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 320
overwriteHeight = 144
[TextureRedefine] #half-res4
width = 640
height = 361
overwriteWidth = 320
overwriteHeight = 181
[TextureRedefine] #q-res1
width = 320
height = 180
formats = 0x001
overwriteWidth = 160
overwriteHeight = 90
[TextureRedefine] #q-res2
width = 320
height = 145
overwriteWidth = 160
overwriteHeight = 73
[TextureRedefine] #q-res3
width = 320
height = 144
overwriteWidth = 160
overwriteHeight = 72
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 80
overwriteHeight = 46
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 40
overwriteHeight = 23
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 40
overwriteHeight = 22
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 20
overwriteHeight = 11
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 360
overwriteHeight = 181
[TextureRedefine] #Gamepad
width = 854
height = 480
formatsExcluded = 0x034
#overwriteWidth = 427
#overwriteHeight = 240
[TextureRedefine]
width = 360
height = 360
formats = 0x005
overwriteWidth = 180
overwriteHeight = 180
[TextureRedefine]
width = 720
height = 720
formats = 0x005
overwriteWidth = 360
overwriteHeight = 360

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@ -1,128 +0,0 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 960x540"
version = 2
[TextureRedefine] #TV
width = 1280
height = 720
formatsExcluded = 0x008 # exclude the intro background texture
tileModesExcluded = 0x001
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine] #TV2
width = 1280
height = 721
formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 960
overwriteHeight = 541
[TextureRedefine] #TV3
width = 1280
height = 608
formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 960
overwriteHeight = 456
[TextureRedefine] #TV4
width = 1152
height = 648
formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 864
overwriteHeight = 486
[TextureRedefine] #half-res1
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 480
overwriteHeight = 218
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 480
overwriteHeight = 216
[TextureRedefine] #half-res3
width = 640
height = 361
overwriteWidth = 480
overwriteHeight = 271
[TextureRedefine] #q-res1
width = 320
height = 180
formats = 0x001
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine] #q-res2
width = 320
height = 145
overwriteWidth = 240
overwriteHeight = 109
[TextureRedefine] #q-res3
width = 320
height = 144
overwriteWidth = 240
overwriteHeight = 108
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 120
overwriteHeight = 68
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 60
overwriteHeight = 34
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 60
overwriteHeight = 33
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 30
overwriteHeight = 17
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 540
overwriteHeight = 270
[TextureRedefine] #Gamepad
width = 854
height = 480
formatsExcluded = 0x034
#overwriteWidth = 427
#overwriteHeight = 240
[TextureRedefine]
width = 360
height = 360
formats = 0x005
overwriteWidth = 180
overwriteHeight = 180
[TextureRedefine]
width = 720
height = 720
formats = 0x005
overwriteWidth = 360
overwriteHeight = 360

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@ -1,111 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0bcd653c18367d59
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem3;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
R3i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PS1i = R3i.x;
// 4
R6i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) * 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R7i.z = PV1i.x;
R3i.w = R2i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R6i.y = uf_remappedVS[3].y;
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0);
PS0i = R6i.y;
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
R7i.w = R5i.y;
PV0i.w = R7i.w;
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
PS0i = R127i.y;
// 1
R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS1i = R127i.w;
// 2
backupReg0i = R127i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R125i.y));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(PV1i.w)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(backupReg0i)));
R125i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS0i = R125i.w;
// 3
backupReg0i = R126i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].w)/resYScale));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)));
R124i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS1i = R125i.z;
// 4
backupReg0i = R126i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R125i.y));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg2i)));
PS0i = R4i.w;
// 5
backupReg0i = R127i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R125i.w) * 1.5);
R2i.y = floatBitsToInt(intBitsToFloat(R127i.x) * 1.5);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R125i.x)));
R6i.w = backupReg0i;
R6i.z = R126i.w;
PS1i = R6i.z;
// 6
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R124i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R5i.z = R126i.y;
R5i.w = R126i.z;
R3i.z = R127i.y;
PS0i = R3i.z;
// 7
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R124i.z)));
R4i.z = R4i.w;
R3i.w = R126i.x;
R4i.w = R127i.z;
PS1i = R4i.w;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
// export
passParameterSem3 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem6 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.x), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
}

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@ -1,179 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0d6127fbed646d2b
// AO Fix
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem5;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R125i.z;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
PV1i.x = R123i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R1i.z = uf_remappedVS[4].y;
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
PS0i = R124i.z;
// 3
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
PS1i = R127i.w;
// 4
backupReg0i = R126i.w;
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
R3i.z = PV1i.w;
PS0i = R3i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
R3i.w = R127i.z;
R4i.z = R127i.y;
PS1i = R4i.z;
// 6
R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
R1i.z = R126i.w;
R4i.w = R125i.x;
R1i.w = PV1i.z;
PS0i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 0f2b9ee517917425
// AARestore - restores native fxaa in inventory screen
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)));
PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
// 9
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), invFramebufferSize.x));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.x));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), invFramebufferSize.y));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y));
R127i.x = clampFI32(R127i.x);
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),invFramebufferSize.y) + intBitsToFloat(PV1i.y)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}

View File

@ -1,224 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 1a14de8e58d5b30a
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem2;
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.x = 0x3eeaaaab;
PS0i = R0i.x;
// 3
R1i.x = 0x3d2aaaab;
R0i.y = 0;
R1i.z = 0;
R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R5i.x;
R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = uf_remappedVS[1].z;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5));
PV0i.y = R5i.y;
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R1i.z = R5i.x;
PS0i = R1i.z;
// 1
backupReg0i = R2i.y;
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R1i.w = PV0i.y;
PV1i.w = R1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
PS0i = R127i.y;
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.y;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS0i = R125i.z;
// 5
backupReg0i = R126i.x;
backupReg1i = R126i.w;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y)));
PS1i = R124i.w;
// 6
backupReg0i = R0i.y;
backupReg1i = R0i.x;
backupReg2i = R125i.w;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z)));
R2i.z = backupReg2i;
PS0i = R2i.z;
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z)));
R2i.w = R126i.z;
R5i.z = R127i.y;
PS1i = R5i.z;
// 8
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R3i.z = R126i.y;
R5i.w = R127i.x;
R3i.w = R126i.x;
PS0i = R3i.w;
// 9
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z)));
R0i.z = R124i.w;
R0i.w = R125i.w;
// export
passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 1.5;
const float resYScale = 1.5;
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;
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);
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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;
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 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4721609a424e9a1f
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) / 2.0);
PS1i = R4i.x;
// 4
R3i.x = floatBitsToInt(-(intBitsToFloat(R1i.y)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R6i.z = PV1i.x;
R3i.w = R1i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R3i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
PS0i = R3i.y;
R2i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R2i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(0.5));
R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV0i.y = R2i.y;
R127i.z = uf_remappedVS[3].y;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R6i.w = R5i.y;
PV0i.w = R6i.w;
PS0i = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.x));
R126i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R3i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PS0i)));
PS1i = R127i.y;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
R124i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R124i.y = floatBitsToInt(intBitsToFloat(R124i.y) * 2.0);
PS0i = R124i.y;
// 3
backupReg0i = R127i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 2.0);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.y));
R5i.z = backupReg2i;
PS1i = R5i.z;
// 4
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R126i.w)) + 0.5));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.y)));
R5i.w = R125i.y;
PS0i = R5i.w;
// 5
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R126i.z)) + 0.5));
R3i.z = R124i.y;
R3i.w = R127i.x;
R4i.z = PV0i.w;
PS1i = R4i.z;
// 6
R4i.w = R127i.y;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 1.5;
const float resYScale = 1.5;
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 passParameterSem3;
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);
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(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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);
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 1.5;
const float resYScale = 1.5;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8cab2ed476b991ea
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
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);
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 = 1.0;
R0f.w = R2f.x;
PV0f.w = R0f.w;
R0f.y = R2f.y;
PS0f = R0f.y;
// 1
PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
PV1f.x /= 2.0;
PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
PV1f.y /= 2.0;
R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
PS1f = R2f.x;
// 2
R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader a5b3a5e5ab2938bc
// AARestore v2
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 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 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 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 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R2f.w = (texture(textureUnitPS1, R0f.xy).x);
R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = -(R2f.w) + R0f.w;
PV0f.y = -(R2f.w) + R0f.z;
PV0f.z = -(R2f.w) + backupReg0f;
PV0f.w = -(R2f.w) + backupReg1f;
PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
// 1
R127f.x = max(PV0f.w, -(PV0f.w));
PV1f.y = max(PV0f.z, -(PV0f.z));
R127f.z = max(PV0f.y, -(PV0f.y));
R127f.w = max(PV0f.x, -(PV0f.x));
PS1f = 1.0 / PS0f;
// 2
R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
R127f.y = PV1f.y * -(1.0);
R126f.z = floor(R1f.y);
R125f.w = floor(R1f.x);
PV0f.w = R125f.w;
PS0f = PV1f.y * -(1.0);
// 3
tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
R126f.y = R1f.x + -(PV0f.w);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.y + -(R126f.z);
// 5
R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
// 6
PV0f.z = R126f.z + PV1f.x;
PV0f.w = R125f.w + PV1f.y;
// 7
R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 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 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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@ -1,199 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader ea9a49a6185cf1e5
// Reflections - corrects the incorrectly scaled reflection
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) noperspective out vec4 passParameterSem0;
layout(location = 1) noperspective out vec4 passParameterSem1;
layout(location = 2) noperspective out vec4 passParameterSem2;
layout(location = 3) noperspective out vec4 passParameterSem3;
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 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = (0.0 > R1f.y)?1.0:0.0;
PV0f.y = (0.0 > R1f.x)?1.0:0.0;
PV0f.z = (R1f.y > 0.0)?1.0:0.0;
PV0f.w = (R1f.x > 0.0)?1.0:0.0;
R1f.z = 0.0;
PS0f = R1f.z;
// 1
R1f.x = PV0f.w + -(PV0f.y);
PV1f.x = R1f.x;
R1f.y = PV0f.z + -(PV0f.x);
PV1f.y = R1f.y;
R1f.w = 1.0;
// 2
PV0f.x = PV1f.x;
PV0f.x /= 2.0;
R127f.y = PV1f.x * 1.0;
PV0f.y = R127f.y;
PV0f.z = -(PV1f.y);
PV0f.z /= 2.0;
R127f.w = PV1f.y * -(1.0);
PV0f.w = R127f.w;
R127f.x = PV1f.x * 1.0;
PS0f = R127f.x;
// 3
R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resXScale + PV0f.w);
R0f.y = PV0f.z + 0.5;
R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resYScale + PV0f.y);
PV1f.z = R123f.z;
PV1f.w = PV0f.w;
R0f.x = PV0f.x + 0.5;
PS1f = R0f.x;
// 4
R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z)));
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w)));
R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
PS0f = R3f.x;
// 5
R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
// export
passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader f14bb57cd5c9cb77
// AARestore - restores native aa in game
// also includes code from Contrasty pack
// Credit to bestminr for vibrance logic
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
#define ENABLE_CONTRASTY 0
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.008; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
ivec2 texSize = textureSize(textureUnitPS0, 0);
vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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 R123f = vec4(0.0);
vec4 R126f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.w + -(R1f.x);
PV0f.y = R1f.z + -(R1f.y);
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R127f.w = min(R1f.z, R1f.x);
R127f.x = min(R1f.w, R1f.y);
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(R1f.z, R1f.x);
R127f.z = PV0f.y + -(PV0f.x);
PV1f.z = R127f.z;
R126f.w = PV0f.y + PV0f.x;
PV1f.w = R126f.w;
PS1f = max(R1f.w, R1f.y);
// 2
PV0f.x = max(PV1f.z, -(PV1f.z));
PV0f.y = max(PV1f.w, -(PV1f.w));
R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PV0f.z = R123f.z;
PV0f.w = min(R127f.w, R127f.x);
PS0f = max(PV1f.y, PS1f);
// 3
PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
PV1f.y = max(PV0f.z, PS0f);
PV1f.z = min(PV0f.z, PV0f.w);
PV1f.w = min(PV0f.y, PV0f.x);
// 4
R1f.x = -(PV1f.z) + PV1f.y;
R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y));
PS0f = 1.0 / PV1f.w;
// 5
PV1f.x = mul_nonIEEE(R127f.z, PS0f);
PV1f.y = mul_nonIEEE(R126f.w, PS0f);
// 6
PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
// 7
R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y));
R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y));
// 8
predResult = (R1f.x > R0f.z);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0f = R3f.x;
backupReg0f = R3f.x;
R3f.x = (mul_nonIEEE(backupReg0f,0.5*invFramebufferSize.x) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,0.5*invFramebufferSize.y) + R0f.y);
R1f.x = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.x) + R0f.x);
PS0f = R1f.x;
// 1
backupReg0f = R1f.y;
R1f.y = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.y) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
PV0f.x = R127f.x;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
PV0f.y = R127f.y;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
PV0f.z = R127f.z;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
PV0f.w = R127f.w;
// 1
PV1f.x = R2f.w + -(PV0f.x);
PV1f.y = R2f.z + -(PV0f.y);
PV1f.z = R2f.y + -(PV0f.z);
PV1f.w = R2f.x + -(PV0f.w);
// 2
R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
#if (ENABLE_CONTRASTY == 1)
vec3 fColour = (passPixelColor0.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
#endif
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 1920x1080"
version = 2
[TextureRedefine] #TV
width = 1280
height = 720
formats = 0x19,0x1a
overwriteFormat = 0x1f
tileModesExcluded = 0x001
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine] #TV
width = 1280
height = 720
formatsExcluded = 0x008,0x19,0x1a # exclude the intro background texture
tileModesExcluded = 0x001
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine] #TV2
width = 1280
height = 721
overwriteWidth = 1920
overwriteHeight = 1082
[TextureRedefine] #TV3
width = 1280
height = 608
overwriteWidth = 1920
overwriteHeight = 912
[TextureRedefine] #TV4
width = 1152
height = 648
overwriteWidth = 1728
overwriteHeight = 972
[TextureRedefine] #half-res1
width = 640
height = 360
formatsExcluded = 0x431
tileModesExcluded = 0x001
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 960
overwriteHeight = 435
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 960
overwriteHeight = 432
[TextureRedefine] #half-res4
width = 640
height = 361
overwriteWidth = 960
overwriteHeight = 541
[TextureRedefine] #q-res1
width = 320
height = 180
overwriteWidth = 480
overwriteHeight = 270
#[TextureRedefine] #q-res2
#width = 320
#height = 145
#overwriteWidth = 480
#overwriteHeight = 218
#[TextureRedefine] #q-res3
#width = 320
#height = 144
#overwriteWidth = 480
#overwriteHeight = 216
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 120
overwriteHeight = 68
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 120
overwriteHeight = 66
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 60
overwriteHeight = 33
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 1080
overwriteHeight = 540
[TextureRedefine] # gamepad
width = 854
height = 480
#overwriteWidth = 1920
#overwriteHeight = 1080
[TextureRedefine] #dyeing inventory
width = 1280
height = 400
overwriteWidth = 1920
overwriteHeight = 600
[TextureRedefine] #blur behind stable and shop menu
width = 960
height = 540
tileModesExcluded = 0x001 #for 1080p video
overwriteWidth = 1440
overwriteHeight = 810
[TextureRedefine] #dialog box
width = 612
height = 128
overwriteWidth = 927
overwriteHeight = 192
[TextureRedefine] #campfire ui box
width = 564
height = 128
overwriteWidth = 846
overwriteHeight = 192
[TextureRedefine] #selection boxes
width = 247
height = 52
overwriteWidth = 371
overwriteHeight = 78
[TextureRedefine] #new item box
width = 566
height = 216
overwriteWidth = 849
overwriteHeight = 324
[TextureRedefine] #some blur related shit
width = 480
height = 270
formatsExcluded = 0x431
overwriteWidth = 720
overwriteHeight = 405
[TextureRedefine] #divine beast 3d minimap
width = 512
height = 288
overwriteWidth = 768
overwriteHeight = 432
[TextureRedefine] #minimap
width = 192
height = 192
formats = 0x019
overwriteWidth = 288
overwriteHeight = 288
[TextureRedefine] #map
width = 1500
height = 720
overwriteWidth = 2250
overwriteHeight = 1080
[TextureRedefine] #hero mode path
width = 1920
height = 912
overwriteWidth = 2880
overwriteHeight = 1368
[TextureRedefine] #open inventory and use weapon boxes
width = 495
height = 355
overwriteWidth = 743
overwriteHeight = 533
[TextureRedefine] #choose weapon box
width = 555
height = 355
overwriteWidth = 833
overwriteHeight = 533
[TextureRedefine] #choose bow box
width = 675
height = 355
overwriteWidth = 1013
overwriteHeight = 533
[TextureRedefine] #action blur
width = 416
height = 233
overwriteWidth = 624
overwriteHeight = 350
[TextureRedefine] #inventory background blur
width = 320
height = 180
formats = 0x19
overwriteFormat = 0x823
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine] #title menu background bloom
width = 320
height = 180
formats = 0x1a
overwriteFormat = 0x823
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine] #lines on map
width = 13
height = 305
#overwriteFormat = 0x234
[TextureRedefine] #shadows
width = 360
height = 360
formats = 0x005
overwriteWidth = 540 #x1.5
overwriteHeight = 540 #x1.5
[TextureRedefine] #shadows
width = 720
height = 720
formats = 0x005
overwriteWidth = 1080 #x1.5
overwriteHeight = 1080 #x1.5

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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@ -1,215 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0bcd653c18367d59
// AARestore v2 - restores native aa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem3;
layout(location = 4) out vec4 passParameterSem6;
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 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R0i.x = 0x3e000000;
PS0i = R0i.x;
// 3
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R5i.x;
R0i.y = 0;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R4i.w = uf_remappedVS[1].z;
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
R3i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PS1i = R3i.x;
// 4
R6i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) * 2.0);
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
R7i.z = PV1i.x;
R3i.w = R2i.x;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0);
R6i.y = uf_remappedVS[3].y;
R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0);
PS0i = R6i.y;
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x);
R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
// skipped export to semanticId 255
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
R7i.w = R5i.y;
PV0i.w = R7i.w;
R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
PS0i = R127i.y;
// 1
R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS1i = R127i.w;
// 2
backupReg0i = R127i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R125i.y));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(PV1i.w)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(backupReg0i)));
R125i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PS0i = R125i.w;
// 3
backupReg0i = R126i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].w)/resYScale));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)));
R124i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS1i = R125i.z;
// 4
backupReg0i = R126i.x;
backupReg1i = R127i.w;
backupReg2i = R127i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R125i.y));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg2i)));
PS0i = R4i.w;
// 5
backupReg0i = R127i.z;
R2i.x = floatBitsToInt(intBitsToFloat(R125i.w) * 1.5);
R2i.y = floatBitsToInt(intBitsToFloat(R127i.x) * 1.5);
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R125i.x)));
R6i.w = backupReg0i;
R6i.z = R126i.w;
PS1i = R6i.z;
// 6
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R124i.w)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
R5i.z = R126i.y;
R5i.w = R126i.z;
R3i.z = R127i.y;
PS0i = R3i.z;
// 7
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R124i.z)));
R4i.z = R4i.w;
R3i.w = R126i.x;
R4i.w = R127i.z;
PS1i = R4i.w;
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
// export
passParameterSem3 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
// export
passParameterSem6 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.x), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
}

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