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

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

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[Definition]
titleIds = 0005000010137F00,0005000010138300,0005000010144800
name = Resolution
path = "Donkey Kong Country: Tropical Freeze/Graphics/AA Removal"
name = 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.
version = 3

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

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[Definition]
titleIds = 0005000010172600,0005000010172700,000500001011B900
name = Resolution
path = "Bayonetta 2/Graphics/Contrasty"
description = Colours and contrast
name = Contrasty
path = "Bayonetta 2/Enhancements/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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.25
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.98
$blueSadows = 0.98

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@ -1,12 +1,12 @@
[Definition]
titleIds = 000500001014DB00,0005000010157E00,0005000010157F00
name = Contrasty
path = "Bayonetta/Graphics/Contrasty "
description = Colour and contrast
path = "Bayonetta/Enhancements/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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.45
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.98
$blueSadows = 0.98

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@ -2,11 +2,11 @@
titleIds = 000500001017D800,000500001017D900,000500001017CD00
name = 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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.35
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.99
$blueSadows = 0.99

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@ -1,12 +1,12 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = Contrasty
path = "Mario Kart 8/Contrasty"
description = Colour and contrast
path = "Mario Kart 8/Enhancements/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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -51,7 +51,7 @@ $bleach = 0.85
$sharp_mix = 0.25
[Preset]
name = Colourfull
name = Colourful
$redShadows = 1.01
$greenShadows = 1.0
$blueSadows = 1.01

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@ -1,12 +1,12 @@
[Definition]
titleIds = 0005000010110900,0005000010110A00,0005000010110B00
name = Contrasty
path = "Ninja Gaiden 3: Razors Edge/Graphics/Contrasty"
description = Colour and contrast
path = "Ninja Gaiden 3: Razors Edge/Enhancements/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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.25
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.98
$blueSadows = 0.98

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@ -1,12 +1,12 @@
[Definition]
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
name = Contrasty
path = "Super Mario 3D World/Graphics/Contrasty"
description = Colour and contrast - Note doesn't work with resolution in 1.4
path = "Super Mario 3D World/Enhancements/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. Doesn't work if you also upscale or downscale the resolution.
version = 3
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.45
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.98
$blueSadows = 0.98

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@ -1,12 +1,12 @@
[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Contrasty
path = "Super Smash Bros. for Wii U/Graphics/Contrasty"
description = Colours and contrast
path = "Super Smash Bros. for Wii U/Enhancements/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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.35
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.98
$blueSadows = 0.98

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@ -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);
}

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[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

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@ -1,12 +1,12 @@
[Definition]
titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
name = Contrasty
path = "Tokyo Mirage Sessions FE/Contrasty"
description = Colour and Contrasty
path = "Tokyo Mirage Sessions FE/Enhancements/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
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -50,7 +50,7 @@ $bleach = 0.85
$sharp_mix = 0.4
[Preset]
name = Colourfull
name = Colourful
$redShadows = 0.999
$greenShadows = 0.98
$blueSadows = 0.98

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@ -1,7 +1,7 @@
[Definition]
titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
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
version = 3

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@ -1,8 +1,8 @@
[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Contrasty"
description = Changes the colour and contrast.
name = Contrasty
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/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
[Preset]

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@ -1,12 +1,12 @@
[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = Contrasty
path = "The Legend of Zelda: The Wind Waker HD/Contrasty"
description = Colour and contrast - Replaces AA fix
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/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. Enabling will ignore your other AA settings.
version = 3
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -72,7 +72,7 @@ $bleach = 0.85
$sharp_mix = 0.1
[Preset]
name = Colourfull
name = Colourful
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0

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@ -1,13 +1,13 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Contrasty
path = "Xenoblade Chronicles X/Contrasty"
description = Colour and contrast - Replaces AA removal
path = "Xenoblade Chronicles X/Enhancements/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. Enabling will ignore your other AA settings.
version = 3
[Preset]
name = default
name = Default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
@ -51,7 +51,7 @@ $bleach = 0.85
$sharp_mix = 0.1
[Preset]
name = Colourfull
name = Colourful
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0

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#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));
}

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#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

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

View File

@ -12,7 +12,7 @@ $height = 720
$gameWidth = 1280
$gameHeight = 720
// For [4:3] resolutions that are multiples of 320x180
// For [16:9], choose resolutions that are multiples of 320x180
// Performance
[Preset]
@ -90,7 +90,7 @@ $gameWidth = 1280
$gameHeight = 720
// For [21:9] resolutions that are multiples of 420x180
// For [21:9], choose resolutions that are multiples of 420x180
// Performance
[Preset]
@ -144,7 +144,7 @@ $height = 2880
$gameWidth = 1280
$gameHeight = 720
// Enthusiats
// Enthusiast
[Preset]
name = (21:9) 10080x4320
@ -161,6 +161,58 @@ $gameWidth = 1280
$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:
# - 0x001=World Lighting Red8
# - 0x005=Link and Objects Depth

View File

@ -1,7 +1,7 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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."
version = 3

View File

@ -1,4 +1,6 @@
[Definition]
titleIds = 0005000010143500,0005000010143600
name = "The Legend of Zelda: The Wind Waker HD - Intel Fixes" #thanks BenjaminLSR!
version = 2
name= Intel Fixes
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]
titleIds = 0005000010116300,000500001012DC00,0005000010135300
name = Shadow Removal
path = "The Wonderful 101/Workaround/Shadow Removal"
path = "The Wonderful 101/Workarounds/Shadow Removal"
description = This removes all broken shadows.
version = 3

View File

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

View File

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