Fix capitalization, paths and add pro+

This commit is contained in:
Crementif 2018-11-01 20:39:18 +01:00
parent 3ecbcb1f8e
commit cc1e5f7f9a
41 changed files with 5931 additions and 155 deletions

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
name = AA removal TMS name = AA Removal
path = "Tokyo Mirage Sessions FE/Graphics/AA removal" path = "Tokyo Mirage Sessions FE/Enhancements/AA Removal"
description = Removes AA, no performance gain. Used for clean look or injecting external AA description = Removes AA, no performance gain. Used for clean look or injecting external AA.
version = 3 version = 3

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010137F00,0005000010138300,0005000010144800 titleIds = 0005000010137F00,0005000010138300,0005000010144800
name = Resolution name = AA Removal
path = "Donkey Kong Country: Tropical Freeze/Graphics/AA Removal" path = "Donkey Kong Country: Tropical Freeze/Enhancements/AA Removal"
description = Removes AA, no performance gain. Used for clean look or injecting external AA. description = Removes AA, no performance gain. Used for clean look or injecting external AA.
version = 3 version = 3

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = AA removal name = AA Removal
path = "Xenoblade Chronicles X/Graphics/AA removal" path = "Xenoblade Chronicles X/Enhancements/AA Removal"
description = Removes AA, no performance gain. Used for clean look or injecting external AA description = Removes AA, no performance gain. Used for clean look or injecting external AA.
version = 3 version = 3

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 0005000010172600,0005000010172700,000500001011B900 titleIds = 0005000010172600,0005000010172700,000500001011B900
name = Resolution name = Contrasty
path = "Bayonetta 2/Graphics/Contrasty" path = "Bayonetta 2/Enhancements/Contrasty"
description = Colours and contrast description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.25 $sharp_mix = 0.25
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.98 $greenShadows = 0.98
$blueSadows = 0.98 $blueSadows = 0.98

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 000500001014DB00,0005000010157E00,0005000010157F00 titleIds = 000500001014DB00,0005000010157E00,0005000010157F00
name = Contrasty name = Contrasty
path = "Bayonetta/Graphics/Contrasty " path = "Bayonetta/Enhancements/Contrasty"
description = Colour and contrast description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.45 $sharp_mix = 0.45
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.98 $greenShadows = 0.98
$blueSadows = 0.98 $blueSadows = 0.98

View File

@ -2,11 +2,11 @@
titleIds = 000500001017D800,000500001017D900,000500001017CD00 titleIds = 000500001017D800,000500001017D900,000500001017CD00
name = Contrasty name = Contrasty
path = "Hyrule Warriors/Enhancements/Contrasty" path = "Hyrule Warriors/Enhancements/Contrasty"
description = Colour and contrast. description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.35 $sharp_mix = 0.35
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.99 $greenShadows = 0.99
$blueSadows = 0.99 $blueSadows = 0.99

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Contrasty name = Contrasty
path = "Mario Kart 8/Contrasty" path = "Mario Kart 8/Enhancements/Contrasty"
description = Colour and contrast description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -51,7 +51,7 @@ $bleach = 0.85
$sharp_mix = 0.25 $sharp_mix = 0.25
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 1.01 $redShadows = 1.01
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.01 $blueSadows = 1.01

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 0005000010110900,0005000010110A00,0005000010110B00 titleIds = 0005000010110900,0005000010110A00,0005000010110B00
name = Contrasty name = Contrasty
path = "Ninja Gaiden 3: Razors Edge/Graphics/Contrasty" path = "Ninja Gaiden 3: Razors Edge/Enhancements/Contrasty"
description = Colour and contrast description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.25 $sharp_mix = 0.25
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.98 $greenShadows = 0.98
$blueSadows = 0.98 $blueSadows = 0.98

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 0005000010145D00,0005000010145C00,0005000010106100 titleIds = 0005000010145D00,0005000010145C00,0005000010106100
name = Contrasty name = Contrasty
path = "Super Mario 3D World/Graphics/Contrasty" path = "Super Mario 3D World/Enhancements/Contrasty"
description = Colour and contrast - Note doesn't work with resolution in 1.4 description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.45 $sharp_mix = 0.45
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.98 $greenShadows = 0.98
$blueSadows = 0.98 $blueSadows = 0.98

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00 titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Contrasty name = Contrasty
path = "Super Smash Bros. for Wii U/Graphics/Contrasty" path = "Super Smash Bros. for Wii U/Enhancements/Contrasty"
description = Colours and contrast description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.35 $sharp_mix = 0.35
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.98 $greenShadows = 0.98
$blueSadows = 0.98 $blueSadows = 0.98

View File

@ -1,77 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 04d0827b9471eb22
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
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 = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.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
R3f.x = R2f.x;
R3f.y = R2f.y;
PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + 0.0;
// 1
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), PV0f.z);
PV1f.z = R127f.z;
PV1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), PV0f.z);
// 2
PV0f.x = R2f.y + PV1f.z;
PV0f.y = R2f.x + PV1f.w;
R0f.x = R2f.x + -(PV1f.w);
PS0f = R0f.x;
// 3
R0f.y = R2f.y + -(R127f.z);
R0f.z = PV0f.y;
R0f.w = PV0f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
}

View File

@ -1,6 +0,0 @@
[Definition]
titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
name = AA removal TMS
path = "Tokyo Mirage Sessions FE/AA removal"
description = Removes AA, no performance gain. Used for clean look or injecting external AA
version = 3

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
name = Contrasty name = Contrasty
path = "Tokyo Mirage Sessions FE/Contrasty" path = "Tokyo Mirage Sessions FE/Enhancements/Contrasty"
description = Colour and Contrasty description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.4 $sharp_mix = 0.4
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 0.999 $redShadows = 0.999
$greenShadows = 0.98 $greenShadows = 0.98
$blueSadows = 0.98 $blueSadows = 0.98

View File

@ -1,7 +1,7 @@
[Definition] [Definition]
titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
name = Negative texture LOD bias name = Negative texture LOD bias
path = "Tokyo Mirage Sessions FE/Graphics/Negative Texture LOD" path = "Tokyo Mirage Sessions FE/Enhancements/Negative Texture LOD"
description = Texture LOD override, possible shimmer but sharper textures description = Texture LOD override, possible shimmer but sharper textures
version = 3 version = 3

View File

@ -1,8 +1,8 @@
[Definition] [Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500 titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution name = Contrasty
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Contrasty" path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Contrasty"
description = Changes the colour and contrast. description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
version = 3 version = 3
[Preset] [Preset]

View File

@ -1,12 +1,12 @@
[Definition] [Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500 titleIds = 0005000010143400,0005000010143600,0005000010143500
name = Contrasty name = Contrasty
path = "The Legend of Zelda: The Wind Waker HD/Contrasty" path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty"
description = Colour and contrast - Replaces AA fix description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.1 $sharp_mix = 0.1
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0

View File

@ -1,13 +1,13 @@
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Contrasty name = Contrasty
path = "Xenoblade Chronicles X/Contrasty" path = "Xenoblade Chronicles X/Enhancements/Contrasty"
description = Colour and contrast - Replaces AA removal description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0
@ -51,7 +51,7 @@ $bleach = 0.85
$sharp_mix = 0.1 $sharp_mix = 0.1
[Preset] [Preset]
name = Colourfull name = Colourful
$redShadows = 1.0 $redShadows = 1.0
$greenShadows = 1.0 $greenShadows = 1.0
$blueSadows = 1.0 $blueSadows = 1.0

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,927 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4d58e6f0906ff5cf
// PRO+ hud v2
uniform ivec4 uf_remappedVS[29];
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;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem2;
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; }
bool isCurrentSizeEqualTo(vec2 param) {
float result = distance(param, intBitsToFloat(uf_remappedVS[0]).xy);
return (result <= 0.001);
}
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 R122i = 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;
bool activeMaskStack[4];
bool activeMaskStackC[5];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStack[2] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStackC[3] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xy = attrDataSem0.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedVS[0].x)));
R0i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)));
PV0i.y = R0i.y;
R0i.z = 0;
R2i.w = 0x3f800000;
R127i.w = floatBitsToInt(1.0);
PS0i = R127i.w;
// 1
R0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedVS[0].z));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedVS[0].y)));
// 2
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedVS[0].w));
PV0i.y = R0i.y;
R0i.w = uf_remappedVS[1].x & 0x40000000;
// 3
backupReg0i = R0i.z;
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(backupReg0i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
// 4
backupReg0i = R0i.x;
backupReg1i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
// 5
backupReg0i = R0i.x;
backupReg1i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = tempi.x;
// 6
R5i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))));
PV0i.x = R5i.x;
PV0i.y = R5i.x;
PV0i.z = R5i.x;
PV0i.w = R5i.x;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R5i.y = tempi.x;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R5i.z = tempi.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R5i.w = tempi.x;
// 10
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[9].x)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[9].y)));
R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[9].y)));
PS0i = R6i.x;
// 11
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[9].x)));
// 12
predResult = (0 != R0i.w);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R1i.z = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R1i.z);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.yzw = ivec3(backupReg0i,0,0x3f800000);
PV0i.y = R1i.y;
PV0i.z = R1i.z;
PV0i.w = R1i.w;
// 1
R3i.xyz = ivec3(R1i.x,PV0i.y,PV0i.z);
PV1i.x = R3i.x;
PV1i.y = R3i.y;
PV1i.z = R3i.z;
R3i.w = PV0i.w;
PV1i.w = R3i.w;
// 2
R4i.xyz = ivec3(PV1i.x,PV1i.y,PV1i.z);
R4i.w = PV1i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.x = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R124i.z = PV1i.x + PS1i;
PV0i.z = R124i.z;
// 3
R127i.x = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.x = R127i.x;
R127i.y = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
R127i.z = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
R126i.w = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
R124i.w = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
PS1i = R124i.w;
// 4
R124i.y = (R124i.z == int(1))?int(0xFFFFFFFF):int(0x0);
R126i.z = ((PV1i.x == 0)?(uf_remappedVS[10].y):(uf_remappedVS[11].y));
R127i.w = ((PV1i.x == 0)?(uf_remappedVS[10].x):(uf_remappedVS[11].x));
// 5
backupReg0i = R127i.x;
backupReg0i = R127i.x;
R127i.x = ((backupReg0i == 0)?(uf_remappedVS[10].w):(uf_remappedVS[11].w));
R126i.y = ((backupReg0i == 0)?(uf_remappedVS[10].z):(uf_remappedVS[11].z));
// 6
R126i.x = ((R127i.z == 0)?(uf_remappedVS[12].y):(uf_remappedVS[13].y));
R125i.y = ((R127i.z == 0)?(uf_remappedVS[12].x):(uf_remappedVS[13].x));
// 7
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R127i.z = ((backupReg0i == 0)?(uf_remappedVS[12].w):(uf_remappedVS[13].w));
R125i.w = ((backupReg0i == 0)?(uf_remappedVS[12].z):(uf_remappedVS[13].z));
// 8
R125i.z = ((R127i.y == 0)?(uf_remappedVS[14].y):(uf_remappedVS[15].y));
R0i.w = ((R127i.y == 0)?(uf_remappedVS[14].x):(uf_remappedVS[15].x));
// 9
backupReg0i = R127i.y;
R125i.x = ((R127i.y == 0)?(uf_remappedVS[14].w):(uf_remappedVS[15].w));
R127i.y = ((backupReg0i == 0)?(uf_remappedVS[14].z):(uf_remappedVS[15].z));
// 10
backupReg0i = R127i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R127i.w;
R127i.x = ((R126i.w == 0)?(backupReg0i):(uf_remappedVS[16].w));
R126i.y = ((R126i.w == 0)?(backupReg1i):(uf_remappedVS[16].z));
R126i.z = ((R126i.w == 0)?(backupReg2i):(uf_remappedVS[16].y));
R127i.w = ((R126i.w == 0)?(backupReg3i):(uf_remappedVS[16].x));
// 11
backupReg0i = R126i.x;
backupReg1i = R125i.y;
backupReg2i = R127i.z;
backupReg3i = R125i.w;
R126i.x = ((R124i.w == 0)?(backupReg0i):(uf_remappedVS[17].y));
R125i.y = ((R124i.w == 0)?(backupReg1i):(uf_remappedVS[17].x));
R127i.z = ((R124i.w == 0)?(backupReg2i):(uf_remappedVS[17].w));
R125i.w = ((R124i.w == 0)?(backupReg3i):(uf_remappedVS[17].z));
// 12
backupReg0i = R125i.x;
backupReg1i = R127i.y;
backupReg2i = R125i.z;
R125i.x = ((R124i.y == 0)?(backupReg0i):(uf_remappedVS[18].w));
R127i.y = ((R124i.y == 0)?(backupReg1i):(uf_remappedVS[18].z));
R125i.z = ((R124i.y == 0)?(backupReg2i):(uf_remappedVS[18].y));
R124i.w = ((R124i.y == 0)?(R0i.w):(uf_remappedVS[18].x));
// 13
R1i.x = ((R124i.z == 0)?(uf_remappedVS[19].x):(R127i.w));
R1i.y = ((R124i.z == 0)?(uf_remappedVS[19].y):(R126i.z));
R1i.z = ((R124i.z == 0)?(uf_remappedVS[19].z):(R126i.y));
R1i.w = ((R124i.z == 0)?(uf_remappedVS[19].w):(R127i.x));
// 14
R3i.x = ((R124i.z == 0)?(uf_remappedVS[20].x):(R125i.y));
R3i.y = ((R124i.z == 0)?(uf_remappedVS[20].y):(R126i.x));
R3i.z = ((R124i.z == 0)?(uf_remappedVS[20].z):(R125i.w));
R3i.w = ((R124i.z == 0)?(uf_remappedVS[20].w):(R127i.z));
// 15
R4i.x = ((R124i.z == 0)?(uf_remappedVS[21].x):(R124i.w));
R4i.y = ((R124i.z == 0)?(uf_remappedVS[21].y):(R125i.z));
R4i.z = ((R124i.z == 0)?(uf_remappedVS[21].z):(R127i.y));
R4i.w = ((R124i.z == 0)?(uf_remappedVS[21].w):(R125i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R0i.w = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R0i.w);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.yzw = ivec3(backupReg0i,0,0x3f800000);
PV0i.y = R1i.y;
PV0i.z = R1i.z;
PV0i.w = R1i.w;
// 1
R3i.xyz = ivec3(R1i.x,PV0i.y,PV0i.z);
PV1i.x = R3i.x;
PV1i.y = R3i.y;
PV1i.z = R3i.z;
R3i.w = PV0i.w;
PV1i.w = R3i.w;
// 2
R4i.xyz = ivec3(PV1i.x,PV1i.y,PV1i.z);
R4i.w = PV1i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.x = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R124i.z = PV1i.x + PS1i;
PV0i.z = R124i.z;
// 3
R127i.x = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.x = R127i.x;
R127i.y = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
R127i.z = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
R126i.w = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
R124i.w = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
PS1i = R124i.w;
// 4
R124i.y = (R124i.z == int(1))?int(0xFFFFFFFF):int(0x0);
R126i.z = ((PV1i.x == 0)?(uf_remappedVS[10].y):(uf_remappedVS[11].y));
R127i.w = ((PV1i.x == 0)?(uf_remappedVS[10].x):(uf_remappedVS[11].x));
// 5
backupReg0i = R127i.x;
backupReg0i = R127i.x;
R127i.x = ((backupReg0i == 0)?(uf_remappedVS[10].w):(uf_remappedVS[11].w));
R126i.y = ((backupReg0i == 0)?(uf_remappedVS[10].z):(uf_remappedVS[11].z));
// 6
R126i.x = ((R127i.z == 0)?(uf_remappedVS[12].y):(uf_remappedVS[13].y));
R125i.y = ((R127i.z == 0)?(uf_remappedVS[12].x):(uf_remappedVS[13].x));
// 7
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R127i.z = ((backupReg0i == 0)?(uf_remappedVS[12].w):(uf_remappedVS[13].w));
R125i.w = ((backupReg0i == 0)?(uf_remappedVS[12].z):(uf_remappedVS[13].z));
// 8
R125i.z = ((R127i.y == 0)?(uf_remappedVS[14].y):(uf_remappedVS[15].y));
R0i.w = ((R127i.y == 0)?(uf_remappedVS[14].x):(uf_remappedVS[15].x));
// 9
backupReg0i = R127i.y;
R125i.x = ((R127i.y == 0)?(uf_remappedVS[14].w):(uf_remappedVS[15].w));
R127i.y = ((backupReg0i == 0)?(uf_remappedVS[14].z):(uf_remappedVS[15].z));
// 10
backupReg0i = R127i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R127i.w;
R127i.x = ((R126i.w == 0)?(backupReg0i):(uf_remappedVS[16].w));
R126i.y = ((R126i.w == 0)?(backupReg1i):(uf_remappedVS[16].z));
R126i.z = ((R126i.w == 0)?(backupReg2i):(uf_remappedVS[16].y));
R127i.w = ((R126i.w == 0)?(backupReg3i):(uf_remappedVS[16].x));
// 11
backupReg0i = R126i.x;
backupReg1i = R125i.y;
backupReg2i = R127i.z;
backupReg3i = R125i.w;
R126i.x = ((R124i.w == 0)?(backupReg0i):(uf_remappedVS[17].y));
R125i.y = ((R124i.w == 0)?(backupReg1i):(uf_remappedVS[17].x));
R127i.z = ((R124i.w == 0)?(backupReg2i):(uf_remappedVS[17].w));
R125i.w = ((R124i.w == 0)?(backupReg3i):(uf_remappedVS[17].z));
// 12
backupReg0i = R125i.x;
backupReg1i = R127i.y;
backupReg2i = R125i.z;
R125i.x = ((R124i.y == 0)?(backupReg0i):(uf_remappedVS[18].w));
R127i.y = ((R124i.y == 0)?(backupReg1i):(uf_remappedVS[18].z));
R125i.z = ((R124i.y == 0)?(backupReg2i):(uf_remappedVS[18].y));
R124i.w = ((R124i.y == 0)?(R0i.w):(uf_remappedVS[18].x));
// 13
R1i.x = ((R124i.z == 0)?(uf_remappedVS[19].x):(R127i.w));
R1i.y = ((R124i.z == 0)?(uf_remappedVS[19].y):(R126i.z));
R1i.z = ((R124i.z == 0)?(uf_remappedVS[19].z):(R126i.y));
R1i.w = ((R124i.z == 0)?(uf_remappedVS[19].w):(R127i.x));
// 14
R3i.x = ((R124i.z == 0)?(uf_remappedVS[20].x):(R125i.y));
R3i.y = ((R124i.z == 0)?(uf_remappedVS[20].y):(R126i.x));
R3i.z = ((R124i.z == 0)?(uf_remappedVS[20].z):(R125i.w));
R3i.w = ((R124i.z == 0)?(uf_remappedVS[20].w):(R127i.z));
// 15
R4i.x = ((R124i.z == 0)?(uf_remappedVS[21].x):(R124i.w));
R4i.y = ((R124i.z == 0)?(uf_remappedVS[21].y):(R125i.z));
R4i.z = ((R124i.z == 0)?(uf_remappedVS[21].z):(R127i.y));
R4i.w = ((R124i.z == 0)?(uf_remappedVS[21].w):(R125i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (0 != uf_remappedVS[22].x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.z;
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[19].x),intBitsToFloat(uf_remappedVS[19].y),intBitsToFloat(uf_remappedVS[19].z),intBitsToFloat(uf_remappedVS[19].w))));
PV0i.x = R1i.x;
PV0i.y = R1i.x;
PV0i.z = R1i.x;
PV0i.w = R1i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[16].x),intBitsToFloat(uf_remappedVS[16].y),intBitsToFloat(uf_remappedVS[16].z),intBitsToFloat(uf_remappedVS[16].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[11].x),intBitsToFloat(uf_remappedVS[11].y),intBitsToFloat(uf_remappedVS[11].z),intBitsToFloat(uf_remappedVS[11].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R7i.x = uf_remappedVS[1].x & int(1);
// 1
predResult = (0 != R7i.x);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R0i.w = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R0i.w);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
PV0i.x = uf_remappedVS[1].x & 0x00010000;
R127i.y = uf_remappedVS[1].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_remappedVS[1].x & 0x00000004;
R127i.w = uf_remappedVS[1].x & 0x00000020;
// 1
R123i.x = ((PV0i.y == 0)?(R1i.w):(R1i.w));
PV1i.x = R123i.x;
R123i.y = ((PV0i.y == 0)?(R1i.z):(R1i.z));
PV1i.y = R123i.y;
R126i.z = ((PV0i.x == 0)?(R2i.y):(R6i.y));
PV1i.z = R126i.z;
R123i.w = ((PV0i.x == 0)?(R2i.x):(R6i.x));
PV1i.w = R123i.w;
R127i.z = ((PV0i.y == 0)?(R1i.y):(R1i.y));
PS1i = R127i.z;
// 2
R7i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV1i.w)));
PV0i.x = R7i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.z)));
R123i.w = ((R127i.w == 0)?(PV1i.y):(PV1i.y));
PV0i.w = R123i.w;
R122i.x = ((R127i.w == 0)?(PV1i.x):(PV1i.x));
PS0i = R122i.x;
// 3
backupReg0i = R127i.y;
R123i.x = ((R127i.w == 0)?(R127i.z):(PV0i.z));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.z)) + 1.0);
R127i.z = ((R125i.z == 0)?(PV0i.w):(PV0i.w));
R123i.w = ((backupReg0i == 0)?(R1i.x):(PV0i.x));
PV1i.w = R123i.w;
R124i.z = ((R125i.z == 0)?(PS0i):(PS0i));
PS1i = R124i.z;
// 4
R127i.x = ((R125i.z == 0)?(PV1i.x):(PV1i.x));
PV0i.x = R127i.x;
R125i.y = ((R127i.w == 0)?(PV1i.w):(PV1i.w));
PV0i.y = R125i.y;
R126i.z = uf_remappedVS[1].x & 0x00000008;
// 5
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R127i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R126i.y));
// 6
R123i.y = ((R125i.z == 0)?(R125i.y):(PV1i.z));
PV0i.y = R123i.y;
// 7
R1i.x = ((R126i.z == 0)?(PV0i.y):(PV0i.y));
R1i.y = ((R126i.z == 0)?(R127i.x):(R126i.x));
R1i.z = ((R126i.z == 0)?(R127i.z):(R127i.z));
// 8
R1i.w = ((R126i.z == 0)?(R124i.z):(R124i.z));
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R7i.x = floatBitsToInt(-(intBitsToFloat(R1i.x)) + 1.0);
PV0i.x = R7i.x;
R126i.y = uf_remappedVS[1].x & 0x00010000;
R127i.z = uf_remappedVS[1].x & 0x00040000;
PV0i.w = uf_remappedVS[1].x & 0x00020000;
// 1
R123i.x = ((PV0i.w == 0)?(R1i.z):(R1i.z));
PV1i.x = R123i.x;
R127i.y = ((PV0i.w == 0)?(R1i.y):(R1i.y));
PV1i.y = R127i.y;
R123i.z = ((PV0i.w == 0)?(R1i.x):(PV0i.x));
PV1i.z = R123i.z;
R123i.w = ((PV0i.w == 0)?(R1i.w):(R1i.w));
PV1i.w = R123i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R126i.z = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
R127i.w = ((R127i.z == 0)?(PV1i.w):(PV1i.w));
// 3
R123i.w = ((R127i.z == 0)?(R127i.y):(PV0i.y));
PV1i.w = R123i.w;
// 4
R1i.x = ((R126i.y == 0)?(R127i.x):(PV1i.w));
R1i.y = ((R126i.y == 0)?(PV1i.w):(R127i.x));
R1i.z = ((R126i.y == 0)?(R126i.z):(R126i.z));
R1i.w = ((R126i.y == 0)?(R127i.w):(R127i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(uf_remappedVS[23].x),intBitsToFloat(uf_remappedVS[23].y),intBitsToFloat(uf_remappedVS[23].z),intBitsToFloat(uf_remappedVS[23].w))));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
// 1
backupReg0i = R1i.x;
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(uf_remappedVS[24].x),intBitsToFloat(uf_remappedVS[24].y),intBitsToFloat(uf_remappedVS[24].z),intBitsToFloat(uf_remappedVS[24].w))));
PV1i.x = R1i.x;
PV1i.y = R1i.x;
PV1i.z = R1i.x;
PV1i.w = R1i.x;
R1i.y = PV0i.x;
PS1i = R1i.y;
// 2
R1i.y = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0);
R1i.w = R127i.x;
// 3
predResult = (0 != uf_remappedVS[22].y);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.z;
R3i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[20].x),intBitsToFloat(uf_remappedVS[20].y),intBitsToFloat(uf_remappedVS[20].z),intBitsToFloat(uf_remappedVS[20].w))));
PV0i.x = R3i.x;
PV0i.y = R3i.x;
PV0i.z = R3i.x;
PV0i.w = R3i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[17].x),intBitsToFloat(uf_remappedVS[17].y),intBitsToFloat(uf_remappedVS[17].z),intBitsToFloat(uf_remappedVS[17].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R3i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[13].x),intBitsToFloat(uf_remappedVS[13].y),intBitsToFloat(uf_remappedVS[13].z),intBitsToFloat(uf_remappedVS[13].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R3i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[12].x),intBitsToFloat(uf_remappedVS[12].y),intBitsToFloat(uf_remappedVS[12].z),intBitsToFloat(uf_remappedVS[12].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R3i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R7i.y = uf_remappedVS[1].x & int(1);
// 1
predResult = (0 != R7i.y);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R7i.x = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R7i.x);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = uf_remappedVS[1].x & 0x00000020;
R127i.y = uf_remappedVS[1].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_remappedVS[1].x & 0x00000004;
PV0i.w = uf_remappedVS[1].x & 0x00010000;
// 1
R123i.x = ((PV0i.w == 0)?(R2i.y):(R6i.y));
PV1i.x = R123i.x;
R123i.z = ((PV0i.w == 0)?(R2i.x):(R6i.x));
PV1i.z = R123i.z;
R125i.w = uf_remappedVS[1].x & 0x00000008;
R127i.z = ((PV0i.y == 0)?(R3i.y):(R3i.y));
PS1i = R127i.z;
// 2
R7i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PV1i.z)));
PV0i.x = R7i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
// 3
R123i.z = ((R127i.x == 0)?(R127i.z):(PV0i.y));
PV1i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R3i.x):(PV0i.x));
PV1i.w = R123i.w;
// 4
backupReg0i = R127i.x;
R127i.x = ((R125i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.x = R127i.x;
R126i.w = ((backupReg0i == 0)?(PV1i.w):(PV1i.w));
PV0i.w = R126i.w;
// 5
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R127i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R126i.z));
// 6
R123i.y = ((R125i.z == 0)?(R126i.w):(PV1i.z));
PV0i.y = R123i.y;
// 7
R3i.x = ((R125i.w == 0)?(PV0i.y):(PV0i.y));
R3i.y = ((R125i.w == 0)?(R127i.x):(R126i.x));
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R7i.x = floatBitsToInt(-(intBitsToFloat(R3i.x)) + 1.0);
PV0i.x = R7i.x;
PV0i.y = uf_remappedVS[1].x & 0x00020000;
R127i.z = uf_remappedVS[1].x & 0x00040000;
R126i.w = uf_remappedVS[1].x & 0x00010000;
// 1
R123i.x = ((PV0i.y == 0)?(R3i.x):(PV0i.x));
PV1i.x = R123i.x;
R127i.w = ((PV0i.y == 0)?(R3i.y):(R3i.y));
PV1i.w = R127i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
// 3
R123i.w = ((R127i.z == 0)?(R127i.w):(PV0i.y));
PV1i.w = R123i.w;
// 4
R3i.x = ((R126i.w == 0)?(R127i.x):(PV1i.w));
R3i.y = ((R126i.w == 0)?(PV1i.w):(R127i.x));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R3i.w)),vec4(intBitsToFloat(uf_remappedVS[25].x),intBitsToFloat(uf_remappedVS[25].y),intBitsToFloat(uf_remappedVS[25].z),intBitsToFloat(uf_remappedVS[25].w))));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
// 1
backupReg0i = R3i.x;
R3i.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R3i.w)),vec4(intBitsToFloat(uf_remappedVS[26].x),intBitsToFloat(uf_remappedVS[26].y),intBitsToFloat(uf_remappedVS[26].z),intBitsToFloat(uf_remappedVS[26].w))));
PV1i.x = R3i.x;
PV1i.y = R3i.x;
PV1i.z = R3i.x;
PV1i.w = R3i.x;
R3i.y = PV0i.x;
PS1i = R3i.y;
// 2
R3i.y = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0);
R3i.w = R127i.x;
// 3
predResult = (0 != uf_remappedVS[22].z);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.z;
R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[21].x),intBitsToFloat(uf_remappedVS[21].y),intBitsToFloat(uf_remappedVS[21].z),intBitsToFloat(uf_remappedVS[21].w))));
PV0i.x = R4i.x;
PV0i.y = R4i.x;
PV0i.z = R4i.x;
PV0i.w = R4i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[18].x),intBitsToFloat(uf_remappedVS[18].y),intBitsToFloat(uf_remappedVS[18].z),intBitsToFloat(uf_remappedVS[18].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R4i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[15].x),intBitsToFloat(uf_remappedVS[15].y),intBitsToFloat(uf_remappedVS[15].z),intBitsToFloat(uf_remappedVS[15].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R4i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedVS[14].x),intBitsToFloat(uf_remappedVS[14].y),intBitsToFloat(uf_remappedVS[14].z),intBitsToFloat(uf_remappedVS[14].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R4i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R0i.z = uf_remappedVS[1].x & int(1);
// 1
predResult = (0 != R0i.z);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R0i.y = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R0i.y);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = uf_remappedVS[1].x & 0x00000020;
R127i.y = uf_remappedVS[1].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_remappedVS[1].x & 0x00000004;
PV0i.w = uf_remappedVS[1].x & 0x00010000;
// 1
R123i.x = ((PV0i.w == 0)?(R2i.y):(R6i.y));
PV1i.x = R123i.x;
R123i.z = ((PV0i.w == 0)?(R2i.x):(R6i.x));
PV1i.z = R123i.z;
R125i.w = uf_remappedVS[1].x & 0x00000008;
R127i.z = ((PV0i.y == 0)?(R4i.y):(R4i.y));
PS1i = R127i.z;
// 2
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV1i.z)));
PV0i.x = R0i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
// 3
R123i.z = ((R127i.x == 0)?(R127i.z):(PV0i.y));
PV1i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R4i.x):(PV0i.x));
PV1i.w = R123i.w;
// 4
backupReg0i = R127i.x;
R127i.x = ((R125i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.x = R127i.x;
R126i.w = ((backupReg0i == 0)?(PV1i.w):(PV1i.w));
PV0i.w = R126i.w;
// 5
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R127i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R126i.z));
// 6
R123i.y = ((R125i.z == 0)?(R126i.w):(PV1i.z));
PV0i.y = R123i.y;
// 7
R4i.x = ((R125i.w == 0)?(PV0i.y):(PV0i.y));
R4i.y = ((R125i.w == 0)?(R127i.x):(R126i.x));
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R0i.x = floatBitsToInt(-(intBitsToFloat(R4i.x)) + 1.0);
PV0i.x = R0i.x;
PV0i.y = uf_remappedVS[1].x & 0x00020000;
R127i.z = uf_remappedVS[1].x & 0x00040000;
R126i.w = uf_remappedVS[1].x & 0x00010000;
// 1
R123i.x = ((PV0i.y == 0)?(R4i.x):(PV0i.x));
PV1i.x = R123i.x;
R127i.w = ((PV0i.y == 0)?(R4i.y):(R4i.y));
PV1i.w = R127i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
// 3
R123i.w = ((R127i.z == 0)?(R127i.w):(PV0i.y));
PV1i.w = R123i.w;
// 4
R4i.x = ((R126i.w == 0)?(R127i.x):(PV1i.w));
R4i.y = ((R126i.w == 0)?(PV1i.w):(R127i.x));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R4i.w)),vec4(intBitsToFloat(uf_remappedVS[27].x),intBitsToFloat(uf_remappedVS[27].y),intBitsToFloat(uf_remappedVS[27].z),intBitsToFloat(uf_remappedVS[27].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
PV1i.x = PV0i.x;
R0i.w = PV0i.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(uf_remappedVS[28].w)));
// 2
R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(PS1i)),vec4(intBitsToFloat(uf_remappedVS[28].x),intBitsToFloat(uf_remappedVS[28].y),intBitsToFloat(uf_remappedVS[28].z),1.0)));
PV0i.x = R0i.x;
PV0i.y = R0i.x;
PV0i.z = R0i.x;
PV0i.w = R0i.x;
R0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R0i.y;
}
// export
gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
if (isCurrentSizeEqualTo(vec2(32, 32))) {
gl_Position.y -= 9000.0;
}
// export
passParameterSem0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.x), intBitsToFloat(R1i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w));
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,480 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader b88c6020a8b17332
// PRO+ hud v2
uniform ivec4 uf_remappedVS[17];
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; }
bool isCurrentSizeEqualTo(vec2 param) {
float result = distance(param, intBitsToFloat(uf_remappedVS[0]).xy);
return (result <= 0.001);
}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
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;
bool activeMaskStack[4];
bool activeMaskStackC[5];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStack[2] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStackC[3] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xy = attrDataSem0.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedVS[0].x)));
R0i.yzw = ivec3(floatBitsToInt(-(intBitsToFloat(R1i.y))),0,0x3f800000);
PV0i.y = R0i.y;
R127i.w = floatBitsToInt(1.0);
PS0i = R127i.w;
// 1
R0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedVS[0].z));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedVS[0].y)));
// 2
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedVS[0].w));
PV0i.y = R0i.y;
R1i.w = uf_remappedVS[1].x & 0x40000000;
// 3
backupReg0i = R0i.z;
backupReg1i = R0i.w;
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
// 4
backupReg0i = R0i.x;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
// 5
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = tempi.x;
// 6
R2i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))));
PV0i.x = R2i.x;
PV0i.y = R2i.x;
PV0i.z = R2i.x;
PV0i.w = R2i.x;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R2i.y = tempi.x;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.z = tempi.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R2i.w = tempi.x;
// 10
predResult = (0 != R1i.w);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R1i.z = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R1i.z);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.yzw = ivec3(backupReg0i,0,0x3f800000);
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.x = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R126i.z = PV1i.x + PS1i;
PV0i.z = R126i.z;
// 3
R127i.x = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.x = R127i.x;
R127i.y = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
// 4
R127i.z = ((PV1i.x == 0)?(uf_remappedVS[9].y):(uf_remappedVS[10].y));
R127i.w = ((PV1i.x == 0)?(uf_remappedVS[9].x):(uf_remappedVS[10].x));
// 5
R123i.x = ((R127i.x == 0)?(uf_remappedVS[9].w):(uf_remappedVS[10].w));
PV1i.x = R123i.x;
R123i.y = ((R127i.x == 0)?(uf_remappedVS[9].z):(uf_remappedVS[10].z));
PV1i.y = R123i.y;
// 6
R123i.x = ((R127i.y == 0)?(PV1i.x):(uf_remappedVS[11].w));
PV0i.x = R123i.x;
R123i.y = ((R127i.y == 0)?(PV1i.y):(uf_remappedVS[11].z));
PV0i.y = R123i.y;
R123i.z = ((R127i.y == 0)?(R127i.z):(uf_remappedVS[11].y));
PV0i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R127i.w):(uf_remappedVS[11].x));
PV0i.w = R123i.w;
// 7
R1i.x = ((R126i.z == 0)?(uf_remappedVS[12].x):(PV0i.w));
R1i.y = ((R126i.z == 0)?(uf_remappedVS[12].y):(PV0i.z));
R1i.z = ((R126i.z == 0)?(uf_remappedVS[12].z):(PV0i.y));
R1i.w = ((R126i.z == 0)?(uf_remappedVS[12].w):(PV0i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R1i.w = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R1i.w);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.yzw = ivec3(backupReg0i,0,0x3f800000);
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.x = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R126i.z = PV1i.x + PS1i;
PV0i.z = R126i.z;
// 3
R127i.x = (PV0i.z == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.x = R127i.x;
R127i.y = (PV0i.z == int(1))?int(0xFFFFFFFF):int(0x0);
// 4
R127i.z = ((PV1i.x == 0)?(uf_remappedVS[9].y):(uf_remappedVS[10].y));
R127i.w = ((PV1i.x == 0)?(uf_remappedVS[9].x):(uf_remappedVS[10].x));
// 5
R123i.x = ((R127i.x == 0)?(uf_remappedVS[9].w):(uf_remappedVS[10].w));
PV1i.x = R123i.x;
R123i.y = ((R127i.x == 0)?(uf_remappedVS[9].z):(uf_remappedVS[10].z));
PV1i.y = R123i.y;
// 6
R123i.x = ((R127i.y == 0)?(PV1i.x):(uf_remappedVS[11].w));
PV0i.x = R123i.x;
R123i.y = ((R127i.y == 0)?(PV1i.y):(uf_remappedVS[11].z));
PV0i.y = R123i.y;
R123i.z = ((R127i.y == 0)?(R127i.z):(uf_remappedVS[11].y));
PV0i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R127i.w):(uf_remappedVS[11].x));
PV0i.w = R123i.w;
// 7
R1i.x = ((R126i.z == 0)?(uf_remappedVS[12].x):(PV0i.w));
R1i.y = ((R126i.z == 0)?(uf_remappedVS[12].y):(PV0i.z));
R1i.z = ((R126i.z == 0)?(uf_remappedVS[12].z):(PV0i.y));
R1i.w = ((R126i.z == 0)?(uf_remappedVS[12].w):(PV0i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (0 != uf_remappedVS[13].x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[12].x),intBitsToFloat(uf_remappedVS[12].y),intBitsToFloat(uf_remappedVS[12].z),intBitsToFloat(uf_remappedVS[12].w))));
PV0i.x = R1i.x;
PV0i.y = R1i.x;
PV0i.z = R1i.x;
PV0i.w = R1i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[11].x),intBitsToFloat(uf_remappedVS[11].y),intBitsToFloat(uf_remappedVS[11].z),intBitsToFloat(uf_remappedVS[11].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R0i.w)),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R0i.x = uf_remappedVS[1].x & int(1);
// 1
backupReg0i = R0i.x;
predResult = (0 != backupReg0i);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R0i.w = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R0i.w);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = uf_remappedVS[1].x & 0x00010000;
R127i.y = uf_remappedVS[1].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_remappedVS[1].x & 0x00000004;
R127i.w = uf_remappedVS[1].x & 0x00000020;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[14].y)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[14].x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[14].x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[14].y)));
R127i.z = ((PV0i.y == 0)?(R1i.y):(R1i.y));
PS1i = R127i.z;
// 2
R123i.x = ((R127i.y == 0)?(R1i.w):(R1i.w));
PV0i.x = R123i.x;
R123i.y = ((R127i.y == 0)?(R1i.z):(R1i.z));
PV0i.y = R123i.y;
R126i.z = ((R127i.x == 0)?(PV1i.x):(PV1i.z));
PV0i.z = R126i.z;
R123i.w = ((R127i.x == 0)?(PV1i.y):(PV1i.w));
PV0i.w = R123i.w;
R124i.y = uf_remappedVS[1].x & 0x00000008;
PS0i = R124i.y;
// 3
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.w)));
PV1i.x = R0i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.z)));
R123i.w = ((R127i.w == 0)?(PV0i.y):(PV0i.y));
PV1i.w = R123i.w;
R122i.x = ((R127i.w == 0)?(PV0i.x):(PV0i.x));
PS1i = R122i.x;
// 4
backupReg0i = R127i.y;
R123i.x = ((R127i.w == 0)?(R127i.z):(PV1i.z));
PV0i.x = R123i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.z)) + 1.0);
R127i.z = ((R125i.z == 0)?(PV1i.w):(PV1i.w));
R123i.w = ((backupReg0i == 0)?(R1i.x):(PV1i.x));
PV0i.w = R123i.w;
R126i.z = ((R125i.z == 0)?(PS1i):(PS1i));
PS0i = R126i.z;
// 5
R127i.x = ((R125i.z == 0)?(PV0i.x):(PV0i.x));
PV1i.x = R127i.x;
R125i.y = ((R127i.w == 0)?(PV0i.w):(PV0i.w));
PV1i.y = R125i.y;
// 6
R126i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R126i.y));
// 7
R123i.y = ((R125i.z == 0)?(R125i.y):(PV0i.z));
PV1i.y = R123i.y;
// 8
R1i.x = ((R124i.y == 0)?(PV1i.y):(PV1i.y));
R1i.y = ((R124i.y == 0)?(R127i.x):(R126i.x));
R1i.z = ((R124i.y == 0)?(R127i.z):(R127i.z));
R1i.w = ((R124i.y == 0)?(R126i.z):(R126i.z));
PS0i = R1i.w;
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R0i.x = floatBitsToInt(-(intBitsToFloat(R1i.x)) + 1.0);
PV0i.x = R0i.x;
R126i.y = uf_remappedVS[1].x & 0x00010000;
R127i.z = uf_remappedVS[1].x & 0x00040000;
PV0i.w = uf_remappedVS[1].x & 0x00020000;
// 1
R123i.x = ((PV0i.w == 0)?(R1i.z):(R1i.z));
PV1i.x = R123i.x;
R127i.y = ((PV0i.w == 0)?(R1i.y):(R1i.y));
PV1i.y = R127i.y;
R123i.z = ((PV0i.w == 0)?(R1i.x):(PV0i.x));
PV1i.z = R123i.z;
R123i.w = ((PV0i.w == 0)?(R1i.w):(R1i.w));
PV1i.w = R123i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R126i.z = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
R127i.w = ((R127i.z == 0)?(PV1i.w):(PV1i.w));
// 3
R123i.w = ((R127i.z == 0)?(R127i.y):(PV0i.y));
PV1i.w = R123i.w;
// 4
R1i.x = ((R126i.y == 0)?(R127i.x):(PV1i.w));
R1i.y = ((R126i.y == 0)?(PV1i.w):(R127i.x));
R1i.z = ((R126i.y == 0)?(R126i.z):(R126i.z));
R1i.w = ((R126i.y == 0)?(R127i.w):(R127i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(uf_remappedVS[15].x),intBitsToFloat(uf_remappedVS[15].y),intBitsToFloat(uf_remappedVS[15].z),intBitsToFloat(uf_remappedVS[15].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
PV1i.x = PV0i.x;
R0i.w = PV0i.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedVS[16].w)));
// 2
R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(PS1i)),vec4(intBitsToFloat(uf_remappedVS[16].x),intBitsToFloat(uf_remappedVS[16].y),intBitsToFloat(uf_remappedVS[16].z),1.0)));
PV0i.x = R0i.x;
PV0i.y = R0i.x;
PV0i.z = R0i.x;
PV0i.w = R0i.x;
R0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R0i.y;
}
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
if (//isCurrentSizeEqualTo(vec2(36, 36)) || //master mode logo
isCurrentSizeEqualTo(vec2(80, 80)) ||
isCurrentSizeEqualTo(vec2(84, 84)) ||
isCurrentSizeEqualTo(vec2(90, 90)) //stamina red with weapon
) {
gl_Position.y -= 9000.0;
}
if (isCurrentSizeEqualTo(vec2(32, 32)) && // hearts but also inventory icons
(uf_remappedVS[3].w == 1133903872 || uf_remappedVS[3].w == 1134559232)) {
gl_Position.y -= 9000.0;
}
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w));
}

View File

@ -0,0 +1,715 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f56fcbd319ceba00
// PRO+ hud v2
uniform ivec4 uf_remappedVS[23];
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;
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; }
bool isCurrentSizeEqualTo(vec2 param) {
float result = distance(param, intBitsToFloat(uf_remappedVS[0]).xy);
return (result <= 0.001);
}
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 R122i = 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;
bool activeMaskStack[4];
bool activeMaskStackC[5];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStack[2] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStackC[3] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xy = attrDataSem0.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedVS[0].x)));
R0i.yzw = ivec3(floatBitsToInt(-(intBitsToFloat(R1i.y))),0,0x3f800000);
PV0i.y = R0i.y;
R127i.w = floatBitsToInt(1.0);
PS0i = R127i.w;
// 1
R0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedVS[0].z));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedVS[0].y)));
// 2
R0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedVS[0].w));
PV0i.y = R0i.y;
R1i.w = uf_remappedVS[1].x & 0x40000000;
// 3
backupReg0i = R0i.z;
backupReg1i = R0i.w;
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))));
PV1i.x = R127i.x;
PV1i.y = R127i.x;
PV1i.z = R127i.x;
PV1i.w = R127i.x;
// 4
backupReg0i = R0i.x;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
// 5
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = tempi.x;
// 6
R5i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))));
PV0i.x = R5i.x;
PV0i.y = R5i.x;
PV0i.z = R5i.x;
PV0i.w = R5i.x;
// 7
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R5i.y = tempi.x;
// 8
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R5i.z = tempi.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R5i.w = tempi.x;
// 10
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[9].x)));
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[9].y)));
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[9].y)));
PS0i = R3i.x;
// 11
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[9].x)));
// 12
predResult = (0 != R1i.w);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R1i.z = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R1i.z);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.yzw = ivec3(backupReg0i,0,0x3f800000);
PV0i.y = R1i.y;
PV0i.z = R1i.z;
PV0i.w = R1i.w;
// 1
R4i.xyz = ivec3(R1i.x,PV0i.y,PV0i.z);
R4i.w = PV0i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.z = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R125i.x = PV1i.z + PS1i;
PV0i.x = R125i.x;
// 3
R127i.x = (PV0i.x == 0x00000002)?int(0xFFFFFFFF):int(0x0);
R125i.y = (PV0i.x == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.z = (PV0i.x == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.z = R127i.z;
R126i.w = (PV0i.x == int(1))?int(0xFFFFFFFF):int(0x0);
// 4
R126i.x = ((PV1i.z == 0)?(uf_remappedVS[10].y):(uf_remappedVS[11].y));
R127i.y = ((PV1i.z == 0)?(uf_remappedVS[10].x):(uf_remappedVS[11].x));
// 5
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R127i.z = ((backupReg0i == 0)?(uf_remappedVS[10].w):(uf_remappedVS[11].w));
R127i.w = ((backupReg0i == 0)?(uf_remappedVS[10].z):(uf_remappedVS[11].z));
// 6
R126i.z = ((R127i.x == 0)?(uf_remappedVS[12].y):(uf_remappedVS[13].y));
R125i.w = ((R127i.x == 0)?(uf_remappedVS[12].x):(uf_remappedVS[13].x));
// 7
backupReg0i = R127i.x;
backupReg0i = R127i.x;
R127i.x = ((backupReg0i == 0)?(uf_remappedVS[12].w):(uf_remappedVS[13].w));
R126i.y = ((backupReg0i == 0)?(uf_remappedVS[12].z):(uf_remappedVS[13].z));
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg2i = R127i.z;
backupReg3i = R127i.w;
R126i.x = ((R126i.w == 0)?(backupReg0i):(uf_remappedVS[14].y));
R127i.y = ((R126i.w == 0)?(backupReg1i):(uf_remappedVS[14].x));
R127i.z = ((R126i.w == 0)?(backupReg2i):(uf_remappedVS[14].w));
R127i.w = ((R126i.w == 0)?(backupReg3i):(uf_remappedVS[14].z));
// 9
backupReg0i = R127i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R125i.w;
R127i.x = ((R125i.y == 0)?(backupReg0i):(uf_remappedVS[15].w));
R126i.y = ((R125i.y == 0)?(backupReg1i):(uf_remappedVS[15].z));
R126i.z = ((R125i.y == 0)?(backupReg2i):(uf_remappedVS[15].y));
R125i.w = ((R125i.y == 0)?(backupReg3i):(uf_remappedVS[15].x));
// 10
R1i.x = ((R125i.x == 0)?(uf_remappedVS[16].x):(R127i.y));
R1i.y = ((R125i.x == 0)?(uf_remappedVS[16].y):(R126i.x));
R1i.z = ((R125i.x == 0)?(uf_remappedVS[16].z):(R127i.w));
R1i.w = ((R125i.x == 0)?(uf_remappedVS[16].w):(R127i.z));
// 11
R4i.x = ((R125i.x == 0)?(uf_remappedVS[17].x):(R125i.w));
R4i.y = ((R125i.x == 0)?(uf_remappedVS[17].y):(R126i.z));
R4i.z = ((R125i.x == 0)?(uf_remappedVS[17].z):(R126i.y));
R4i.w = ((R125i.x == 0)?(uf_remappedVS[17].w):(R127i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R4i.y = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R4i.y);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
// 0
backupReg0i = R1i.y;
R1i.yzw = ivec3(backupReg0i,0,0x3f800000);
PV0i.y = R1i.y;
PV0i.z = R1i.z;
PV0i.w = R1i.w;
// 1
R4i.xyz = ivec3(R1i.x,PV0i.y,PV0i.z);
R4i.w = PV0i.w;
}
activeMaskStack[2] = activeMaskStack[2] == false;
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
PS0i = int(intBitsToFloat(R1i.y));
// 1
PV1i.z = PS0i << int(1);
PS1i = int(intBitsToFloat(R1i.x));
// 2
R125i.x = PV1i.z + PS1i;
PV0i.x = R125i.x;
// 3
R127i.x = (PV0i.x == 0x00000002)?int(0xFFFFFFFF):int(0x0);
R125i.y = (PV0i.x == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.z = (PV0i.x == 0x00000002)?int(0xFFFFFFFF):int(0x0);
PV1i.z = R127i.z;
R126i.w = (PV0i.x == int(1))?int(0xFFFFFFFF):int(0x0);
// 4
R126i.x = ((PV1i.z == 0)?(uf_remappedVS[10].y):(uf_remappedVS[11].y));
R127i.y = ((PV1i.z == 0)?(uf_remappedVS[10].x):(uf_remappedVS[11].x));
// 5
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R127i.z = ((backupReg0i == 0)?(uf_remappedVS[10].w):(uf_remappedVS[11].w));
R127i.w = ((backupReg0i == 0)?(uf_remappedVS[10].z):(uf_remappedVS[11].z));
// 6
R126i.z = ((R127i.x == 0)?(uf_remappedVS[12].y):(uf_remappedVS[13].y));
R125i.w = ((R127i.x == 0)?(uf_remappedVS[12].x):(uf_remappedVS[13].x));
// 7
backupReg0i = R127i.x;
backupReg0i = R127i.x;
R127i.x = ((backupReg0i == 0)?(uf_remappedVS[12].w):(uf_remappedVS[13].w));
R126i.y = ((backupReg0i == 0)?(uf_remappedVS[12].z):(uf_remappedVS[13].z));
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg2i = R127i.z;
backupReg3i = R127i.w;
R126i.x = ((R126i.w == 0)?(backupReg0i):(uf_remappedVS[14].y));
R127i.y = ((R126i.w == 0)?(backupReg1i):(uf_remappedVS[14].x));
R127i.z = ((R126i.w == 0)?(backupReg2i):(uf_remappedVS[14].w));
R127i.w = ((R126i.w == 0)?(backupReg3i):(uf_remappedVS[14].z));
// 9
backupReg0i = R127i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R125i.w;
R127i.x = ((R125i.y == 0)?(backupReg0i):(uf_remappedVS[15].w));
R126i.y = ((R125i.y == 0)?(backupReg1i):(uf_remappedVS[15].z));
R126i.z = ((R125i.y == 0)?(backupReg2i):(uf_remappedVS[15].y));
R125i.w = ((R125i.y == 0)?(backupReg3i):(uf_remappedVS[15].x));
// 10
R1i.x = ((R125i.x == 0)?(uf_remappedVS[16].x):(R127i.y));
R1i.y = ((R125i.x == 0)?(uf_remappedVS[16].y):(R126i.x));
R1i.z = ((R125i.x == 0)?(uf_remappedVS[16].z):(R127i.w));
R1i.w = ((R125i.x == 0)?(uf_remappedVS[16].w):(R127i.z));
// 11
R4i.x = ((R125i.x == 0)?(uf_remappedVS[17].x):(R125i.w));
R4i.y = ((R125i.x == 0)?(uf_remappedVS[17].y):(R126i.z));
R4i.z = ((R125i.x == 0)?(uf_remappedVS[17].z):(R126i.y));
R4i.w = ((R125i.x == 0)?(uf_remappedVS[17].w):(R127i.x));
}
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (0 != uf_remappedVS[18].x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[16].x),intBitsToFloat(uf_remappedVS[16].y),intBitsToFloat(uf_remappedVS[16].z),intBitsToFloat(uf_remappedVS[16].w))));
PV0i.x = R1i.x;
PV0i.y = R1i.x;
PV0i.z = R1i.x;
PV0i.w = R1i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[14].x),intBitsToFloat(uf_remappedVS[14].y),intBitsToFloat(uf_remappedVS[14].z),intBitsToFloat(uf_remappedVS[14].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[11].x),intBitsToFloat(uf_remappedVS[11].y),intBitsToFloat(uf_remappedVS[11].z),intBitsToFloat(uf_remappedVS[11].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R0i.w)),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R6i.x = uf_remappedVS[1].x & int(1);
// 1
predResult = (0 != R6i.x);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R2i.w = uf_remappedVS[1].x & 0x00000002;
// 1
predResult = (0 != R2i.w);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
PV0i.x = uf_remappedVS[1].x & 0x00010000;
R127i.y = uf_remappedVS[1].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_remappedVS[1].x & 0x00000004;
R127i.w = uf_remappedVS[1].x & 0x00000020;
// 1
R123i.x = ((PV0i.y == 0)?(R1i.w):(R1i.w));
PV1i.x = R123i.x;
R123i.y = ((PV0i.y == 0)?(R1i.z):(R1i.z));
PV1i.y = R123i.y;
R126i.z = ((PV0i.x == 0)?(R2i.y):(R3i.y));
PV1i.z = R126i.z;
R123i.w = ((PV0i.x == 0)?(R2i.x):(R3i.x));
PV1i.w = R123i.w;
R127i.z = ((PV0i.y == 0)?(R1i.y):(R1i.y));
PS1i = R127i.z;
// 2
R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV1i.w)));
PV0i.x = R6i.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.z)));
R123i.w = ((R127i.w == 0)?(PV1i.y):(PV1i.y));
PV0i.w = R123i.w;
R122i.x = ((R127i.w == 0)?(PV1i.x):(PV1i.x));
PS0i = R122i.x;
// 3
backupReg0i = R127i.y;
R123i.x = ((R127i.w == 0)?(R127i.z):(PV0i.z));
PV1i.x = R123i.x;
R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.z)) + 1.0);
R127i.z = ((R125i.z == 0)?(PV0i.w):(PV0i.w));
R123i.w = ((backupReg0i == 0)?(R1i.x):(PV0i.x));
PV1i.w = R123i.w;
R124i.z = ((R125i.z == 0)?(PS0i):(PS0i));
PS1i = R124i.z;
// 4
R127i.x = ((R125i.z == 0)?(PV1i.x):(PV1i.x));
PV0i.x = R127i.x;
R125i.y = ((R127i.w == 0)?(PV1i.w):(PV1i.w));
PV0i.y = R125i.y;
R126i.z = uf_remappedVS[1].x & 0x00000008;
// 5
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R127i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R126i.y));
// 6
R123i.y = ((R125i.z == 0)?(R125i.y):(PV1i.z));
PV0i.y = R123i.y;
// 7
R1i.x = ((R126i.z == 0)?(PV0i.y):(PV0i.y));
R1i.y = ((R126i.z == 0)?(R127i.x):(R126i.x));
R1i.z = ((R126i.z == 0)?(R127i.z):(R127i.z));
// 8
R1i.w = ((R126i.z == 0)?(R124i.z):(R124i.z));
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R6i.x = floatBitsToInt(-(intBitsToFloat(R1i.x)) + 1.0);
PV0i.x = R6i.x;
R126i.y = uf_remappedVS[1].x & 0x00010000;
R127i.z = uf_remappedVS[1].x & 0x00040000;
PV0i.w = uf_remappedVS[1].x & 0x00020000;
// 1
R123i.x = ((PV0i.w == 0)?(R1i.z):(R1i.z));
PV1i.x = R123i.x;
R127i.y = ((PV0i.w == 0)?(R1i.y):(R1i.y));
PV1i.y = R127i.y;
R123i.z = ((PV0i.w == 0)?(R1i.x):(PV0i.x));
PV1i.z = R123i.z;
R123i.w = ((PV0i.w == 0)?(R1i.w):(R1i.w));
PV1i.w = R123i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R126i.z = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
R127i.w = ((R127i.z == 0)?(PV1i.w):(PV1i.w));
// 3
R123i.w = ((R127i.z == 0)?(R127i.y):(PV0i.y));
PV1i.w = R123i.w;
// 4
R1i.x = ((R126i.y == 0)?(R127i.x):(PV1i.w));
R1i.y = ((R126i.y == 0)?(PV1i.w):(R127i.x));
R1i.z = ((R126i.y == 0)?(R126i.z):(R126i.z));
R1i.w = ((R126i.y == 0)?(R127i.w):(R127i.w));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(uf_remappedVS[19].x),intBitsToFloat(uf_remappedVS[19].y),intBitsToFloat(uf_remappedVS[19].z),intBitsToFloat(uf_remappedVS[19].w))));
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
// 1
backupReg0i = R1i.x;
R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(uf_remappedVS[20].x),intBitsToFloat(uf_remappedVS[20].y),intBitsToFloat(uf_remappedVS[20].z),intBitsToFloat(uf_remappedVS[20].w))));
PV1i.x = R1i.x;
PV1i.y = R1i.x;
PV1i.z = R1i.x;
PV1i.w = R1i.x;
R1i.y = PV0i.x;
PS1i = R1i.y;
// 2
R1i.y = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0);
R1i.w = R127i.x;
// 3
predResult = (0 != uf_remappedVS[18].y);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[17].x),intBitsToFloat(uf_remappedVS[17].y),intBitsToFloat(uf_remappedVS[17].z),intBitsToFloat(uf_remappedVS[17].w))));
PV0i.x = R4i.x;
PV0i.y = R4i.x;
PV0i.z = R4i.x;
PV0i.w = R4i.x;
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[15].x),intBitsToFloat(uf_remappedVS[15].y),intBitsToFloat(uf_remappedVS[15].z),intBitsToFloat(uf_remappedVS[15].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R4i.y = tempi.x;
// 2
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.w;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R0i.z),intBitsToFloat(backupReg2i)),vec4(intBitsToFloat(uf_remappedVS[13].x),intBitsToFloat(uf_remappedVS[13].y),intBitsToFloat(uf_remappedVS[13].z),intBitsToFloat(uf_remappedVS[13].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R4i.z = tempi.x;
// 3
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R0i.w)),vec4(intBitsToFloat(uf_remappedVS[12].x),intBitsToFloat(uf_remappedVS[12].y),intBitsToFloat(uf_remappedVS[12].z),intBitsToFloat(uf_remappedVS[12].w))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R4i.w = tempi.x;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
R0i.y = uf_remappedVS[1].x & int(1);
// 1
predResult = (0 != R0i.y);
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
if( activeMaskStackC[3] == true ) {
activeMaskStack[3] = activeMaskStack[2];
activeMaskStackC[4] = activeMaskStackC[3];
// 0
R0i.x = uf_remappedVS[1].x & 0x00000002;
// 1
backupReg0i = R0i.x;
predResult = (0 != backupReg0i);
activeMaskStack[3] = predResult;
activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true;
}
else {
activeMaskStack[3] = false;
activeMaskStackC[4] = false;
}
if( activeMaskStackC[4] == true ) {
// 0
R127i.x = uf_remappedVS[1].x & 0x00000020;
R127i.y = uf_remappedVS[1].x & 0x00000010;
PV0i.y = R127i.y;
R125i.z = uf_remappedVS[1].x & 0x00000004;
PV0i.w = uf_remappedVS[1].x & 0x00010000;
// 1
R123i.x = ((PV0i.w == 0)?(R2i.y):(R3i.y));
PV1i.x = R123i.x;
R123i.z = ((PV0i.w == 0)?(R2i.x):(R3i.x));
PV1i.z = R123i.z;
R125i.w = uf_remappedVS[1].x & 0x00000008;
R127i.z = ((PV0i.y == 0)?(R4i.y):(R4i.y));
PS1i = R127i.z;
// 2
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV1i.z)));
PV0i.x = R0i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
R126i.z = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
// 3
R123i.z = ((R127i.x == 0)?(R127i.z):(PV0i.y));
PV1i.z = R123i.z;
R123i.w = ((R127i.y == 0)?(R4i.x):(PV0i.x));
PV1i.w = R123i.w;
// 4
backupReg0i = R127i.x;
R127i.x = ((R125i.z == 0)?(PV1i.z):(PV1i.z));
PV0i.x = R127i.x;
R126i.w = ((backupReg0i == 0)?(PV1i.w):(PV1i.w));
PV0i.w = R126i.w;
// 5
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R127i.w));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R126i.z));
// 6
R123i.y = ((R125i.z == 0)?(R126i.w):(PV1i.z));
PV0i.y = R123i.y;
// 7
R4i.x = ((R125i.w == 0)?(PV0i.y):(PV0i.y));
R4i.y = ((R125i.w == 0)?(R127i.x):(R126i.x));
}
activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true;
if( activeMaskStackC[3] == true ) {
// 0
R0i.x = floatBitsToInt(-(intBitsToFloat(R4i.x)) + 1.0);
PV0i.x = R0i.x;
PV0i.y = uf_remappedVS[1].x & 0x00020000;
R127i.z = uf_remappedVS[1].x & 0x00040000;
R126i.w = uf_remappedVS[1].x & 0x00010000;
// 1
R123i.x = ((PV0i.y == 0)?(R4i.x):(PV0i.x));
PV1i.x = R123i.x;
R127i.w = ((PV0i.y == 0)?(R4i.y):(R4i.y));
PV1i.w = R127i.w;
// 2
R127i.x = ((R127i.z == 0)?(PV1i.x):(PV1i.x));
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
// 3
R123i.w = ((R127i.z == 0)?(R127i.w):(PV0i.y));
PV1i.w = R123i.w;
// 4
R4i.x = ((R126i.w == 0)?(R127i.x):(PV1i.w));
R4i.y = ((R126i.w == 0)?(PV1i.w):(R127i.x));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R4i.w)),vec4(intBitsToFloat(uf_remappedVS[21].x),intBitsToFloat(uf_remappedVS[21].y),intBitsToFloat(uf_remappedVS[21].z),intBitsToFloat(uf_remappedVS[21].w))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 1
PV1i.x = PV0i.x;
R0i.w = PV0i.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(uf_remappedVS[22].w)));
// 2
R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(PS1i)),vec4(intBitsToFloat(uf_remappedVS[22].x),intBitsToFloat(uf_remappedVS[22].y),intBitsToFloat(uf_remappedVS[22].z),1.0)));
PV0i.x = R0i.x;
PV0i.y = R0i.x;
PV0i.z = R0i.x;
PV0i.w = R0i.x;
R0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R0i.y;
}
// export
gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
if (isCurrentSizeEqualTo(vec2(70, 70)) ||
isCurrentSizeEqualTo(vec2(80, 80)) //stamina 3rd red flash
) {
gl_Position.y -= 9000.0;
}
if (isCurrentSizeEqualTo(vec2(56, 56)) &&
uf_remappedVS[9].x == 1016219941) {
// stamina 1st red flash but also shrine map marker glow
gl_Position.y -= 9000.0;
}
// export
passParameterSem0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.x), intBitsToFloat(R1i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w));
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,27 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "Pro+ HUD"
path = "The Legend of Zelda: Breath of the Wild/Modifications/Pro+ HUD"
description = ""
version = 3
[TextureRedefine] # Disable Hearts
width = 48
height = 48
formats = 0x007
tilemodes = 4
overwriteFormat = 0x005
[TextureRedefine] # Disable text from subtitles, currupts some text.
width = 1024
height = 1024
formats = 0x034
# Remove the hash sign ('#') from the line below to enable.
#overwriteFormat = 0x235
[TextureRedefine] # Disable text from subtitles, currupts some text.
width = 512
height = 1024
formats = 0x034
# Remove the hash sign ('#') from the line below to enable.
#overwriteFormat = 0x235

View File

@ -1,26 +1,26 @@
[Definition] [Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500 titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution name = Distant Fog
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Less distance fog" path = "The Legend of Zelda: Twilight Princess HD/Modifications/Distant Fog"
description = Set distance fog and exposure description = Sets the depth and exposure of distant fog.
version = 3 version = 3
[Preset] [Preset]
name = default name = Default
$distanceFog = 21.0 $distanceFog = 21.0
$nearExp = 0.004 $nearExp = 0.004
$bloomExp = 0.004 $bloomExp = 0.004
$distExp = 0.004 $distExp = 0.004
[Preset] [Preset]
name = half distance fog name = Half-distant fog
$distanceFog = 22.0 $distanceFog = 22.0
$nearExp = 0.004 $nearExp = 0.004
$bloomExp = 0.004 $bloomExp = 0.004
$distExp = 0.004 $distExp = 0.004
[Preset] [Preset]
name = no distance fog name = No distant fog
$distanceFog = 60.0 $distanceFog = 60.0
$nearExp = 0.004 $nearExp = 0.004
$bloomExp = 0.004 $bloomExp = 0.004
@ -28,15 +28,14 @@ $distExp = 0.004
[Preset] [Preset]
name = less over exposure name = Low exposure
$distanceFog = 21.0 $distanceFog = 21.0
$nearExp = 0.00375 $nearExp = 0.00375
$bloomExp = 0.00375 $bloomExp = 0.00375
$distExp = 0.00375 $distExp = 0.00375
[Preset] [Preset]
name = even less exposure name = Lowest exposure
$distanceFog = 22.0 $distanceFog = 22.0
$nearExp = 0.003 $nearExp = 0.003
$bloomExp = 0.00325 $bloomExp = 0.00325

View File

@ -12,7 +12,7 @@ $height = 720
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
// For [4:3] resolutions that are multiples of 320x180 // For [16:9], choose resolutions that are multiples of 320x180
// Performance // Performance
[Preset] [Preset]
@ -90,7 +90,7 @@ $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
// For [21:9] resolutions that are multiples of 420x180 // For [21:9], choose resolutions that are multiples of 420x180
// Performance // Performance
[Preset] [Preset]
@ -144,7 +144,7 @@ $height = 2880
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
// Enthusiats // Enthusiast
[Preset] [Preset]
name = (21:9) 10080x4320 name = (21:9) 10080x4320
@ -161,6 +161,58 @@ $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
// For [48:9], choose resolutions that are multiples of 960x180
[Preset]
name = (48:9) 1920x360
$width = 1920
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = (48:9) 3840x720
$width = 3840
$height = 720
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = (48:9) 4800x900
$width = 4800
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = (48:9) 11520x2160
$width = 11520
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = (48:9) 15360x2880
$width = 15360
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = (48:9) 23040x4320
$width = 23040
$height = 4320
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = (48:9) 30720x5760
$width = 30720
$height = 5760
$gameWidth = 1280
$gameHeight = 720
# All 720p textures: # All 720p textures:
# - 0x001=World Lighting Red8 # - 0x001=World Lighting Red8
# - 0x005=Link and Objects Depth # - 0x005=Link and Objects Depth

View File

@ -1,7 +1,7 @@
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "NVIDIA Explosion Smoke Workaround" name = "NVIDIA Explosion Smoke Workaround"
path = "The Legend of Zelda: Breath of the Wild/Workaround/NVIDIA Explosion Smoke" path = "The Legend of Zelda: Breath of the Wild/Workarounds/NVIDIA Explosion Smoke"
description = "Partially fixes thin paper look explosion smoke on NVIDIA when using accurateShaderMul = true." description = "Partially fixes thin paper look explosion smoke on NVIDIA when using accurateShaderMul = true."
version = 3 version = 3

View File

@ -1,4 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010143500,0005000010143600 titleIds = 0005000010143500,0005000010143600
name = "The Legend of Zelda: The Wind Waker HD - Intel Fixes" #thanks BenjaminLSR! name= Intel Fixes
version = 2 path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Intel Fixes"
description = "Fixes graphical bugs while using an Intel iGPU."
version = 3

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010116300,000500001012DC00,0005000010135300 titleIds = 0005000010116300,000500001012DC00,0005000010135300
name = Shadow Removal name = Shadow Removal
path = "The Wonderful 101/Workaround/Shadow Removal" path = "The Wonderful 101/Workarounds/Shadow Removal"
description = This removes all broken shadows. description = This removes all broken shadows.
version = 3 version = 3

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Brightness workaround AMD name = Brightness Workaround AMD
path = "Xenoblade Chronicles X/Workaround/AMD Brightness Workaround" path = "Xenoblade Chronicles X/Workarounds/AMD Brightness Workaround"
description = Slightly less overbright/dark. Edit shader for preference. description = Slightly less overbright/dark. Edit shader for preference.
version = 3 version = 3

View File

@ -1,6 +1,6 @@
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Brightness workaround Nvida name = Brightness Workaround Nvidia
path = "Xenoblade Chronicles X/Workaround/NVIDIA Brightness Workaround" path = "Xenoblade Chronicles X/Workarounds/NVIDIA Brightness Workaround"
description = Slightly less overbright/dark. Edit shader for preference. description = Slightly less overbright/dark. Edit shader for preference.
version = 3 version = 3