[BotW] Couple edits

-Remove comments
-Add formatsExcluded for bloom..saw getdls add this format earlier but it was always commented out, don't know why
-Add "32 bit" mode, it actually limits the colors. It does include shader edits + no AA
This commit is contained in:
Michael 2017-04-02 17:19:01 -07:00
parent 2e540dd302
commit d9e31894ee
14 changed files with 2094 additions and 53 deletions

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 2880p (5K)" name = "The Legend of Zelda: Breath of the Wild - 2880p (5K)"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 4608 overwriteWidth = 4608
overwriteHeight = 2592 overwriteHeight = 2592
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,13 +48,12 @@ height = 288
overwriteWidth = 2560 overwriteWidth = 2560
overwriteHeight = 1152 overwriteHeight = 1152
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x816
overwriteWidth = 1280 overwriteWidth = 1280
overwriteHeight = 721 overwriteHeight = 720
[TextureRedefine] #q-res2 [TextureRedefine] #q-res2
width = 320 width = 320

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 4320p (8K)" name = "The Legend of Zelda: Breath of the Wild - 4320p (8K)"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 6912 overwriteWidth = 6912
overwriteHeight = 3888 overwriteHeight = 3888
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,13 +48,12 @@ height = 288
overwriteWidth = 3840 overwriteWidth = 3840
overwriteHeight = 1728 overwriteHeight = 1728
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x816
overwriteWidth = 1920 overwriteWidth = 1920
overwriteHeight = 1079 overwriteHeight = 1080
[TextureRedefine] #q-res2 [TextureRedefine] #q-res2
width = 320 width = 320

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 5760p (10K)" name = "The Legend of Zelda: Breath of the Wild - 5760p (10K)"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 9216 overwriteWidth = 9216
overwriteHeight = 5184 overwriteHeight = 5184
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,11 +48,10 @@ height = 288
overwriteWidth = 5120 overwriteWidth = 5120
overwriteHeight = 2304 overwriteHeight = 2304
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x816
overwriteWidth = 2560 overwriteWidth = 2560
overwriteHeight = 1440 overwriteHeight = 1440

View File

@ -0,0 +1,673 @@
#version 400
#extension GL_ARB_texture_gather : enable //wall lights when running closer.
const float overwriteWidth = 640.0; //overwidth value.0
const float overwriteHeight = 480.0;
// shader 1f2005679839f0ca
uniform ivec4 uf_remappedPS[13];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3de10800 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1
uniform sampler2D textureUnitPS3;// Tex3 addr 0x3de11800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
noperspective in vec4 passParameter1;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
void redcCUBE(vec4 src0, vec4 src1, inout vec3 stm, inout int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex2 = 0.0;
R0i = floatBitsToInt(gl_FragCoord.xyzw);
R1i = floatBitsToInt(passParameter1);
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
// 0
R6i.x = 0x3f800000;
PV0i.x = R6i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(uf_remappedPS[0].x)));
R127i.z = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(uf_remappedPS[0].y)));
PV0i.z = R127i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
// 1
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
PV1i.x = R2i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R11i.w = 0;
PV1i.w = R11i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
// 2
R9i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.y)));
PV0i.x = R9i.x;
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
PV0i.y = R2i.y;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.z));
R0i.y = floatBitsToInt(tempResultf);
PS0i = R0i.y;
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.z = R127i.z;
R126i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(R2i.x) + intBitsToFloat(uf_remappedPS[2].x)));
PV0i.w = R126i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(0x437f0000)));
PS0i = R127i.w;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R5i.x = floatBitsToInt((intBitsToFloat(R1i.x) * -(intBitsToFloat(PV0i.w)) + -(intBitsToFloat(uf_remappedPS[3].x))));
PS1i = R5i.x;
// 2
R7i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R0i.y)));
PV0i.x = R7i.x;
R2i.y = floatBitsToInt((intBitsToFloat(R1i.y) * -(intBitsToFloat(R126i.w)) + -(intBitsToFloat(uf_remappedPS[3].y))));
PV0i.y = R2i.y;
R0i.z = floatBitsToInt((intBitsToFloat(R1i.z) * -(intBitsToFloat(R126i.w)) + -(intBitsToFloat(uf_remappedPS[3].z))));
PV0i.z = R0i.z;
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R0i.y)));
PV0i.w = R4i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R8i.x;
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R6i.y;
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.z = R5i.z;
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R0i.y)));
PV1i.w = R5i.w;
PS1i = int(intBitsToFloat(R127i.w));
// 4
backupReg0i = R0i.z;
backupReg0i = R0i.z;
tempi.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) * -(intBitsToFloat(R5i.x)) + -(intBitsToFloat(R2i.y)) * -(intBitsToFloat(R2i.y)) + -(intBitsToFloat(backupReg0i)) * -(intBitsToFloat(backupReg0i)) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.x = PS1i & 0x00000002;
PS0i = R125i.x;
// 5
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3a83126f)));
PV1i.x = R126i.x;
R0i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
PV1i.y = R0i.y;
R2i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)));
PV1i.z = R2i.z;
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), -(intBitsToFloat(R126i.w))));
PV1i.w = R0i.w;
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), -(intBitsToFloat(R126i.w))));
PS1i = R4i.y;
// 6
backupReg0i = R0i.z;
R127i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(backupReg0i) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = R127i.x;
PV0i.y = R127i.x;
PV0i.z = R127i.x;
PV0i.w = R127i.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
R125i.w = floatBitsToInt(tempResultf);
PS0i = R125i.w;
// 7
backupReg0i = R0i.y;
backupReg0i = R0i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R5i.x)), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R2i.y)), intBitsToFloat(PS0i)));
R4i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.z)), intBitsToFloat(PS0i)));
PV1i.z = R4i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w), intBitsToFloat(PS0i)));
R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(backupReg0i) + intBitsToFloat(0x3d4ccccd)));
R126i.z = clampFI32(R126i.z);
PS1i = R126i.z;
// 8
tempi.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(R5i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
PS0i = R125i.z;
// 9
backupReg0i = R0i.z;
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(backupReg0i) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
PS1i = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(1.0)));
// 10
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(R0i.z) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = tempi.x;
R126i.w = floatBitsToInt(min(intBitsToFloat(PS1i), 1.0));
PS0i = R126i.w;
// 11
redcCUBE(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.x),intBitsToFloat(R127i.x),intBitsToFloat(R127i.y)),vec4(intBitsToFloat(R127i.y),intBitsToFloat(R127i.x),intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.x)),cubeMapSTM,cubeMapFaceId);
R1i.x = floatBitsToInt(cubeMapSTM.x);
R1i.y = floatBitsToInt(cubeMapSTM.y);
R1i.z = floatBitsToInt(cubeMapSTM.z);
R1i.w = cubeMapFaceId;
PV1i.x = R1i.x;
PV1i.y = R1i.y;
PV1i.z = R1i.z;
PV1i.w = R1i.w;
R127i.x = floatBitsToInt(1.0 / intBitsToFloat(R125i.z));
PS1i = R127i.x;
// 12
R3i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(uf_remappedPS[8].y)));
PV0i.x = R3i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R126i.z)));
PV0i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(uf_remappedPS[8].w)));
PV0i.z = R126i.z;
R126i.w = floatBitsToInt((intBitsToFloat(R0i.y) * 0.5 + 0.5));
PV0i.w = R126i.w;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
// 13
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PS0i) + intBitsToFloat(0x3fc00000)));
PV1i.x = R1i.x;
R1i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PS0i) + intBitsToFloat(0x3fc00000)));
PV1i.y = R1i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R127i.w = ((intBitsToFloat(PV0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0));
PV1i.w = R127i.w;
R10i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(1.0));
PS1i = R10i.x;
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.z)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R126i.w)));
R5i.y = floatBitsToInt(intBitsToFloat(R5i.y) / 2.0);
PV0i.y = R5i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(0x3ea2f983)));
PV0i.z = R6i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(0x40400000)));
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R125i.z)));
PS0i = R6i.w;
// 15
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[9].y)));
PV1i.x = R2i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[10].y)));
PV1i.y = clampFI32(PV1i.y);
R123i.z = ((R127i.w == 0)?(0):(PV0i.x));
PV1i.z = R123i.z;
R2i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
PV1i.w = R2i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
// 16
R4i.x = ((intBitsToFloat(R3i.x) > intBitsToFloat(uf_remappedPS[9].x))?int(0xFFFFFFFF):int(0x0));
PV0i.x = R4i.x;
R3i.y = ((R125i.x == 0)?(R126i.z):(PV1i.z));
PV0i.y = R3i.y;
R3i.z = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(PV1i.y) + 1.0));
PV0i.z = R3i.z;
R3i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PS1i));
R3i.w = clampFI32(R3i.w);
PV0i.w = R3i.w;
R0i.x = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
R0i.x = floatBitsToInt(intBitsToFloat(R0i.x) / 2.0);
PS0i = R0i.x;
R1i.w = floatBitsToInt(texture(textureUnitPS2, vec4(redcCUBEReverse(intBitsToFloat(R1i.yx),R1i.w),cubeMapArrayIndex2)).x);
R3i.y = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R3i.xy)).x);
// 0
tempi.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(R7i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(R4i.w) + intBitsToFloat(R5i.z) * intBitsToFloat(R5i.w) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = ((intBitsToFloat(R1i.w) > intBitsToFloat(0x3f7ae148))?int(0xFFFFFFFF):int(0x0));
// 1
R126i.x = ((PS0i == 0)?(R1i.w):(0x42c80000));
PV1i.x = R126i.x;
PV1i.y = PV0i.x;
PV1i.y = clampFI32(PV1i.y);
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R2i.x)));
PV1i.z = R125i.z;
PV1i.w = PV0i.x;
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R3i.w));
// 2
R125i.x = floatBitsToInt((intBitsToFloat(R8i.x) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R7i.x))));
PV0i.x = R125i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R4i.w))));
PV0i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(R5i.z) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R5i.w))));
PV0i.z = R126i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(R2i.w) + intBitsToFloat(R5i.y)));
PV0i.w = R123i.w;
R126i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
PS0i = R126i.y;
// 3
backupReg0i = R0i.z;
tempi.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) * intBitsToFloat(PV0i.x) + -(intBitsToFloat(R2i.y)) * intBitsToFloat(PV0i.y) + -(intBitsToFloat(backupReg0i)) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.y = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R124i.y;
// 4
backupReg0i = R127i.y;
backupReg1i = R126i.z;
backupReg2i = R126i.x;
R126i.x = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R5i.x)));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y)));
PV0i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.x) + intBitsToFloat(R0i.z)));
PV0i.z = R126i.z;
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[10].z) * intBitsToFloat(backupReg2i) + intBitsToFloat(0x40800000))/2.0);
PV0i.w = R123i.w;
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
PS0i = R3i.w;
// 5
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i)));
R127i.z = clampFI32(R127i.z);
PS1i = R127i.z;
// 6
tempi.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(R4i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(R6i.x) * intBitsToFloat(uf_remappedPS[4].w));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.y = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 7
R125i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R4i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(R6i.x) * intBitsToFloat(uf_remappedPS[6].w));
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
PV1i.w = R125i.x;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 8
R124i.x = ((R4i.x == 0)?(R3i.y):(R125i.z));
PV0i.x = R124i.x;
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[11].y));
R125i.y = clampFI32(R125i.y);
PV0i.y = R125i.y;
R125i.z = floatBitsToInt(-(intBitsToFloat(R126i.y)) + intBitsToFloat(uf_remappedPS[11].x));
R125i.z = clampFI32(R125i.z);
PV0i.z = R125i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) * intBitsToFloat(PS1i));
PV0i.w = clampFI32(PV0i.w);
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)));
PS0i = R1i.w;
// 9
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg2i = R126i.z;
backupReg3i = R125i.x;
R126i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w) + -(intBitsToFloat(R5i.x))));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV0i.w) + -(intBitsToFloat(R2i.y))));
PV1i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(backupReg2i) * intBitsToFloat(PV0i.w) + -(intBitsToFloat(R0i.z))));
PV1i.z = R126i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(uf_remappedPS[12].x)));
PV1i.w = clampFI32(PV1i.w);
R125i.x = floatBitsToInt(intBitsToFloat(backupReg3i) + -(intBitsToFloat(uf_remappedPS[12].y)));
R125i.x = clampFI32(R125i.x);
PS1i = R125i.x;
// 10
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.w)));
PS0i = R127i.x;
// 11
tempi.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(R4i.y) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(R6i.x) * intBitsToFloat(uf_remappedPS[7].w));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.w = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 12
backupReg0i = R127i.y;
backupReg1i = R126i.z;
backupReg2i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
PV0i.z = R126i.z;
R124i.w = floatBitsToInt(max(intBitsToFloat(R125i.y), intBitsToFloat(R125i.x)));
PV0i.w = R124i.w;
R127i.w = floatBitsToInt(-(intBitsToFloat(backupReg2i)) + 1.0);
PS0i = R127i.w;
// 13
backupReg0i = R125i.w;
backupReg0i = R125i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV0i.x));
PV1i.x = R126i.x;
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV0i.y));
PV1i.y = R125i.y;
R125i.z = floatBitsToInt(intBitsToFloat(R5i.w) + intBitsToFloat(PV0i.z));
PV1i.z = R125i.z;
R125i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(uf_remappedPS[11].z));
R125i.w = clampFI32(R125i.w);
PV1i.w = R125i.w;
R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(uf_remappedPS[12].z)));
R126i.w = clampFI32(R126i.w);
PS1i = R126i.w;
// 14
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R0i.w = floatBitsToInt(max(-(intBitsToFloat(R4i.z)), 0.0));
PS0i = R0i.w;
// 15
R6i.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(R127i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(R5i.z) * intBitsToFloat(R126i.z) + intBitsToFloat(0x80000000) * 0.0);
R6i.x = clampFI32(R6i.x);
PV1i.x = R6i.x;
PV1i.y = R6i.x;
PV1i.z = R6i.x;
PV1i.w = R6i.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 16
backupReg0i = R126i.x;
backupReg1i = R125i.y;
backupReg2i = R127i.z;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.x = R126i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R2i.w) + intBitsToFloat(R5i.y)));
PV0i.w = R123i.w;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R127i.w)));
PS0i = R125i.z;
// 17
tempi.x = floatBitsToInt(intBitsToFloat(R7i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R4i.w) * intBitsToFloat(PV0i.y) + intBitsToFloat(R5i.w) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R127i.w;
// 18
tempi.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(R126i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R5i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.y;
// 19
backupReg0i = R124i.y;
backupReg1i = R9i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
PV1i.x = R126i.x;
R124i.y = floatBitsToInt(max(intBitsToFloat(R125i.w), intBitsToFloat(R126i.w)));
PV1i.y = R124i.y;
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.w)));
PV1i.z = R5i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R9i.x = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].z)) * intBitsToFloat(backupReg1i) + 1.0));
R9i.x = clampFI32(R9i.x);
PS1i = R9i.x;
// 20
backupReg0i = R125i.y;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
R125i.y = floatBitsToInt(min(intBitsToFloat(R0i.w), 1.0));
PV0i.y = R125i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R10i.x) * intBitsToFloat(PV1i.w) + 1.0));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0);
PS0i = R127i.y;
// 21
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R6i.y = floatBitsToInt(-(intBitsToFloat(R124i.y)) + 1.0);
PV1i.y = R6i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV0i.w)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV0i.x)));
PV1i.w = R4i.w;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(R124i.x)));
PS1i = R5i.y;
// 22
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(R124i.x)));
PV0i.x = R10i.x;
R4i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
PV0i.y = R4i.y;
R4i.z = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(R1i.w)));
PV0i.z = R4i.z;
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(R124i.x)));
PV0i.w = R5i.w;
R0i.w = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
PS0i = R0i.w;
// 0
R123i.x = floatBitsToInt((intBitsToFloat(R4i.w) * intBitsToFloat(R6i.y) + -(1.0)));
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(0x3ea2f983)));
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(R0i.w));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(0x3ea2f983)));
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(0x3ea2f983)));
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R4i.y)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.w)));
R124i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[10].w) + 1.0));
PV1i.w = R124i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PS0i)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PV1i.x)));
// 3
R11i.x = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x42000000)));
PV1i.x = R11i.x;
R11i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
PV1i.y = R11i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e800000));
R11i.z = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x42000000)));
PS1i = R11i.z;
// 4
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV1i.z)));
// 5
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.w), intBitsToFloat(PV0i.y)));
// 6
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(PV0i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV0i.w)));
// 8
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.z)));
// 9
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.z)));
// 10
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV1i.z)));
// 11
R4i.x = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
PV1i.x = R4i.x;
R4i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x42000000)));
PV1i.y = R4i.y;
R4i.z = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(0x42000000)));
PV1i.z = R4i.z;
// 12
R0i.x = R11i.x;
PV0i.x = R0i.x;
R0i.y = R11i.y;
PV0i.y = R0i.y;
R0i.z = R11i.z;
PV0i.z = R0i.z;
R0i.w = R11i.w;
PV0i.w = R0i.w;
// 13
R1i.x = R4i.x;
PV1i.x = R1i.x;
R1i.y = R4i.y;
PV1i.y = R1i.y;
R1i.z = R4i.z;
PV1i.z = R1i.z;
R1i.w = R4i.w;
PV1i.w = R1i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -0,0 +1,211 @@
#version 400
#extension GL_ARB_texture_gather : enable //DOF light bath scene
const float overwriteWidth = 640.0; //overwidth value.0
const float overwriteHeight = 480.0;
// shader 5c8493f4fb8147f3
uniform ivec4 uf_remappedPS[4];
uniform sampler3D textureUnitPS1;// Tex1 addr 0x3dd9c800 res 32x32x32 dim 2 tm: 7 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x20) Sampler1 ClampX/Y/Z: 0 0 0 border: 1
in vec4 passParameter0;
in vec4 passParameter1;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[3];
bool activeMaskStackC[4];
activeMaskStack[0] = false;
activeMaskStack[1] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStackC[2] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(gl_FragCoord.xyzw);
R1i = floatBitsToInt(passParameter1);
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
backupReg0i = R1i.y;
backupReg1i = R1i.z;
backupReg2i = R1i.x;
R1i.x = floatBitsToInt(1.0);
PV0i.x = R1i.x;
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[0].x)));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[0].x)));
PV0i.z = R1i.z;
PV0i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(0x3f59999a));
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(uf_remappedPS[0].x)));
PS0i = R3i.x;
// 1
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3f969696)));
R0i.z = clampFI32(R0i.z);
PV1i.z = R0i.z;
// 2
predResult = (1.0 > intBitsToFloat(uf_remappedPS[1].w));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(uf_remappedPS[2].z)));
PV0i.x = R2i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[2].z)));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_remappedPS[2].z)));
PV0i.z = R2i.z;
R3i.y = R1i.z;
R3i.y = floatBitsToInt(intBitsToFloat(R3i.y) / 2.0);
PS0i = R3i.y;
}
if( activeMaskStackC[2] == true ) {
R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
R2i.x = R3i.x;
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0);
PV0i.x = R2i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[2].y)));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].w) * intBitsToFloat(R0i.w) + intBitsToFloat(R3i.y)));
PV0i.z = R2i.z;
}
if( activeMaskStackC[2] == true ) {
R1i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
}
if( activeMaskStackC[2] == true ) {
// 0
if( (intBitsToFloat(R0i.z) > intBitsToFloat(R1i.z))) discard;
}
if( activeMaskStackC[2] == true ) {
activeMaskStack[2] = activeMaskStack[1];
activeMaskStackC[3] = activeMaskStackC[2];
// 0
predResult = (intBitsToFloat(R0i.z) > intBitsToFloat(R1i.z));
activeMaskStack[2] = predResult;
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
}
else {
activeMaskStack[2] = false;
activeMaskStackC[3] = false;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (intBitsToFloat(uf_remappedPS[1].w) >= 1.0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3e800000)));
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) + intBitsToFloat(uf_remappedPS[3].w));
PV0i.y = clampFI32(PV0i.y);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(0x3e800000)));
// 1
PV1i.y = floatBitsToInt(fract(intBitsToFloat(PV0i.w)));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 4.0);
PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 4.0);
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40e00000) + 1.0));
PV1i.w = R123i.w;
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.y));
R127i.z = int(intBitsToFloat(PV1i.w));
PS0i = R127i.z;
// 3
R127i.x = int(intBitsToFloat(PV0i.y));
PS1i = R127i.x;
// 4
R127i.w = floatBitsToInt(float(R127i.z));
PS0i = R127i.w;
// 5
R127i.z = floatBitsToInt(abs(intBitsToFloat(PS0i)));
PV1i.z = R127i.z;
R126i.z = floatBitsToInt(float(R127i.x));
PS1i = R126i.z;
// 6
R127i.y = floatBitsToInt(abs(intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(R127i.w)));
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R126i.z)), intBitsToFloat(PS0i)));
// 8
PV0i.w = floatBitsToInt(trunc(intBitsToFloat(PV1i.x)));
// 9
R127i.x = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(R127i.z) + intBitsToFloat(R127i.y)));
PV1i.x = R127i.x;
// 10
PV0i.z = floatBitsToInt((intBitsToFloat(PV1i.x) >= abs(intBitsToFloat(R127i.w)))?1.0:0.0);
PV0i.w = floatBitsToInt(-(abs(intBitsToFloat(R127i.w))) + intBitsToFloat(PV1i.x));
// 11
R127i.y = ((intBitsToFloat(PV0i.z) == 0.0)?(R127i.x):(PV0i.w));
PV1i.y = R127i.y;
// 12
PV0i.x = floatBitsToInt(abs(intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.y));
// 13
R123i.w = ((-(intBitsToFloat(R127i.y)) > 0.0)?(PV0i.x):(R127i.y));
PV1i.w = R123i.w;
// 14
R123i.z = ((-(intBitsToFloat(R126i.z)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.w)))):(PV1i.w));
PV0i.z = R123i.z;
// 15
R123i.y = ((intBitsToFloat(R127i.w) == 0.0)?(R126i.z):(PV0i.z));
PV1i.y = R123i.y;
// 16
PS0i = int(intBitsToFloat(PV1i.y));
// 17
if( (PS0i == 0)) discard;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.x));
}

View File

@ -0,0 +1,561 @@
#version 400
#extension GL_ARB_texture_gather : enable // overhad bath scene. dependency on depth shader
const float overwriteWidth = 640.0; //overwidth value.0
const float overwriteHeight = 480.0;
// shader b44e557a637e76dc
uniform ivec4 uf_remappedPS[10];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS2;// Tex2 addr 0x3de11800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
noperspective in vec4 passParameter1;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(gl_FragCoord.xyzw);
R1i = floatBitsToInt(passParameter1);
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
// 0
R123i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + 1.0));
PV0i.x = R123i.x;
R6i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[0].y));
PV0i.y = R6i.y;
R0i.z = 0;
PV0i.z = R0i.z;
R2i.w = floatBitsToInt(-(intBitsToFloat(R1i.x)) + intBitsToFloat(uf_remappedPS[0].x));
PV0i.w = R2i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
// 1
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
PV1i.x = R2i.x;
R0i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x)));
PV1i.w = R0i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
// 2
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
PV0i.y = R2i.y;
R13i.w = 0;
PV0i.w = R13i.w;
R1i.w = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[2].w));
PS0i = R1i.w;
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[3].y) * intBitsToFloat(R2i.x) + intBitsToFloat(uf_remappedPS[3].x)));
PV0i.w = R127i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(R0i.w));
R126i.w = floatBitsToInt(tempResultf);
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R125i.x = floatBitsToInt(-(intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[4].z));
PV0i.x = R125i.x;
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R126i.w)));
PV0i.y = R9i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), -(intBitsToFloat(R127i.w))));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), -(intBitsToFloat(backupReg0i))));
PV0i.w = R127i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R4i.x;
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R11i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.z = R6i.z;
R124i.w = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + intBitsToFloat(uf_remappedPS[4].x));
PV1i.w = R124i.w;
R125i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(uf_remappedPS[4].y));
PS1i = R125i.y;
// 4
tempi.x = floatBitsToInt(-(intBitsToFloat(PV1i.w)) * intBitsToFloat(uf_remappedPS[2].x) + -(intBitsToFloat(PS1i)) * intBitsToFloat(uf_remappedPS[2].y) + -(intBitsToFloat(R125i.x)) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R126i.w)));
PS0i = R10i.y;
// 5
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R126i.w)));
PV1i.x = R0i.x;
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
PV1i.y = R3i.y;
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R1i.w));
R127i.z = clampFI32(R127i.z);
PV1i.z = R127i.z;
R0i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[5].x));
PV1i.w = R0i.w;
R5i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[5].y));
PS1i = R5i.y;
// 6
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedPS[4].x)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedPS[4].y)));
PV0i.y = R123i.y;
R125i.z = floatBitsToInt((intBitsToFloat(PV1i.y) * 0.5 + 0.5));
PV0i.z = R125i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(0x3d4ccccd)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.z), intBitsToFloat(PV1i.x)));
// 7
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.x)));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(intBitsToFloat(PV0i.y)));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].z) * intBitsToFloat(R127i.z) + intBitsToFloat(uf_remappedPS[4].z)));
PV1i.w = R123i.w;
R122i.x = floatBitsToInt((intBitsToFloat(R11i.y) * intBitsToFloat(R10i.y) + intBitsToFloat(PS0i)));
PS1i = R122i.x;
// 8
backupReg0i = R125i.z;
backupReg0i = R125i.z;
R127i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(R9i.y) + intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R12i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + -(1.0));
PV0i.y = R12i.y;
R125i.z = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(PV1i.w)));
PV0i.z = R125i.z;
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg0i)));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV0i.w = R4i.w;
R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(0x3ea2f983)));
PS0i = R8i.z;
// 9
tempi.x = floatBitsToInt(-(intBitsToFloat(R126i.x)) * -(intBitsToFloat(R126i.x)) + -(intBitsToFloat(R127i.y)) * -(intBitsToFloat(R127i.y)) + -(intBitsToFloat(PV0i.z)) * -(intBitsToFloat(PV0i.z)) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R3i.z = tempi.x;
PS1i = PV0i.x;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 10
R1i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(PS1i) + -(intBitsToFloat(R9i.y))));
PV0i.x = R1i.x;
R1i.y = floatBitsToInt((intBitsToFloat(R11i.y) * intBitsToFloat(PS1i) + -(intBitsToFloat(R10i.y))));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt((intBitsToFloat(R6i.z) * intBitsToFloat(PS1i) + -(intBitsToFloat(R0i.x))));
PV0i.z = R1i.z;
R127i.w = R127i.x;
R127i.w = clampFI32(R127i.w);
PV0i.w = R127i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 11
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R126i.x)), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R127i.y)), intBitsToFloat(PS0i)));
R5i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS0i)));
PV1i.z = R5i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].w), intBitsToFloat(PS0i)));
PV1i.w = R125i.w;
R2i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
PS1i = R2i.x;
// 12
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R11i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(R6i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.w = tempi.x;
R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PS0i = R126i.y;
// 13
tempi.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(R1i.y) + intBitsToFloat(uf_remappedPS[2].z) * intBitsToFloat(R1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
R122i.x = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(R2i.x) + intBitsToFloat(R4i.w)));
PS1i = R122i.x;
// 14
tempi.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(R125i.y) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(R125i.x) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.w = tempi.x;
R7i.z = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
PS0i = R7i.z;
// 15
tempi.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(R1i.x) + intBitsToFloat(R125i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(R125i.x) * intBitsToFloat(R1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R125i.z = tempi.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.y)));
PS1i = R126i.x;
// 16
tempi.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(R124i.w) + intBitsToFloat(R125i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R125i.x) * intBitsToFloat(R125i.x) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV1i.x)));
// 17
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(max(intBitsToFloat(R126i.w), -(1.0)));
PV1i.x = R126i.x;
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[2].w)) * intBitsToFloat(R125i.z) + intBitsToFloat(backupReg0i)));
PV1i.y = R123i.y;
R125i.z = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(R127i.y) + intBitsToFloat(PS0i)));
PV1i.z = R125i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(0x40400000)));
PV1i.w = R126i.w;
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
PS1i = R5i.w;
// 18
tempi.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(R0i.w) + intBitsToFloat(R5i.y) * intBitsToFloat(R5i.y) + intBitsToFloat(R0i.z) * intBitsToFloat(R5i.y) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 19
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(min(intBitsToFloat(backupReg0i), 1.0));
PV1i.x = R126i.x;
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(uf_remappedPS[7].y)));
PV1i.y = R0i.y;
R4i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(uf_remappedPS[8].y)));
PV1i.z = R4i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS0i));
PV1i.w = clampFI32(PV1i.w);
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 20
R3i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(PV1i.w) + intBitsToFloat(R124i.w)));
PV0i.x = R3i.x;
R8i.y = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(PV1i.w) + intBitsToFloat(R125i.y)));
PV0i.y = R8i.y;
R2i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].z) * intBitsToFloat(PV1i.w) + intBitsToFloat(R125i.x)));
PV0i.z = R2i.z;
R3i.w = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PS1i));
R3i.w = clampFI32(R3i.w);
PV0i.w = R3i.w;
R2i.y = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
PS0i = R2i.y;
// 21
tempi.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R1i.w = tempi.x;
R4i.y = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(uf_remappedPS[8].w)));
PS1i = R4i.y;
R7i.y = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zy)).x);
// 0
R126i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.w) + -(intBitsToFloat(R3i.x))));
PV0i.x = R126i.x;
R125i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.w) + -(intBitsToFloat(R8i.y))));
PV0i.y = R125i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(R1i.w) + -(intBitsToFloat(R2i.z))));
PV0i.z = R127i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(uf_remappedPS[9].y)));
R124i.w = clampFI32(R124i.w);
PV0i.w = R124i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R3i.w));
// 1
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.y) * intBitsToFloat(PS0i));
PS1i = R126i.w;
// 2
backupReg0i = R0i.z;
tempi.x = floatBitsToInt(-(intBitsToFloat(R2i.w)) * intBitsToFloat(R0i.w) + -(intBitsToFloat(R6i.y)) * intBitsToFloat(R5i.y) + -(intBitsToFloat(R6i.y)) * intBitsToFloat(backupReg0i) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
// 3
backupReg0i = R0i.y;
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.y));
R125i.x = clampFI32(R125i.x);
PV1i.x = R125i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(backupReg0i)));
R123i.z = floatBitsToInt((-(intBitsToFloat(R124i.w)) * intBitsToFloat(R124i.w) + 1.0));
PV1i.z = R123i.z;
PV1i.w = ((intBitsToFloat(R4i.z) > intBitsToFloat(uf_remappedPS[7].x))?int(0xFFFFFFFF):int(0x0));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
// 4
R123i.x = floatBitsToInt((intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.w)));
PV0i.x = R123i.x;
R126i.y = ((PV1i.w == 0)?(R7i.y):(PV1i.y));
PV0i.y = R126i.y;
R125i.z = floatBitsToInt((intBitsToFloat(R5i.y) * intBitsToFloat(PV1i.x) + intBitsToFloat(R6i.y)));
PV0i.z = R125i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].w) * intBitsToFloat(PS1i));
PV0i.w = clampFI32(PV0i.w);
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PV1i.z)));
PS0i = R5i.y;
// 5
backupReg0i = R126i.x;
backupReg1i = R125i.y;
backupReg2i = R127i.z;
R126i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)));
PV1i.x = R126i.x;
R125i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y)));
PV1i.y = R125i.y;
R127i.z = floatBitsToInt((intBitsToFloat(backupReg2i) * intBitsToFloat(PV0i.w) + intBitsToFloat(R2i.z)));
PV1i.z = R127i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.w = R124i.w;
PS1i = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[5].z));
// 6
backupReg0i = R125i.x;
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[0].z)));
PS0i = R125i.x;
// 7
R127i.x = floatBitsToInt(max(-(intBitsToFloat(R5i.z)), 0.0));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(R126i.y)));
PV1i.y = R127i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R125i.z) * intBitsToFloat(R125i.z) + intBitsToFloat(R124i.w)));
PV1i.z = R123i.z;
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(R126i.y)));
PV1i.w = R124i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.z;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.x = R126i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
PV0i.y = R126i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
R125i.w = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PV1i.z) + 1.0));
R125i.w = clampFI32(R125i.w);
PV0i.w = R125i.w;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(backupReg2i)));
PS0i = R124i.y;
// 9
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(PV0i.x));
PV1i.x = R127i.x;
R125i.y = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(PV0i.y));
PV1i.y = R125i.y;
R125i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.z));
PV1i.z = R125i.z;
PV1i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), 1.0));
PS1i = floatBitsToInt(-(intBitsToFloat(R5i.y)) + 1.0);
// 10
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R8i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(PS1i) + intBitsToFloat(R5i.y)));
PS0i = R8i.y;
// 11
backupReg0i = R126i.y;
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R126i.x) + intBitsToFloat(R11i.y) * intBitsToFloat(backupReg0i) + intBitsToFloat(R6i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.y = tempi.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 12
backupReg0i = R127i.x;
backupReg1i = R125i.y;
backupReg2i = R125i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PS1i)));
PV0i.z = R125i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R2i.x) + intBitsToFloat(R4i.w)));
PV0i.w = R123i.w;
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(0x3ea2f983)));
PS0i = R125i.x;
// 13
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.x;
// 14
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R127i.x) + intBitsToFloat(R11i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R6i.z) * intBitsToFloat(R125i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.z;
// 15
backupReg0i = R127i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3ea2f983)));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(R126i.x)));
PV1i.w = R124i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(0x3ea2f983)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R125i.x)));
R123i.w = floatBitsToInt((intBitsToFloat(R12i.y) * intBitsToFloat(PV1i.x) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PV1i.z)));
// 17
R13i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x42000000)));
PV1i.x = R13i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
R13i.z = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
PV1i.z = R13i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV0i.x)));
R13i.y = floatBitsToInt(min(intBitsToFloat(PS0i), intBitsToFloat(0x42000000)));
PS1i = R13i.y;
// 18
R125i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
PV0i.z = R125i.z;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 19
PV1i.w = floatBitsToInt(intBitsToFloat(R8i.z) * intBitsToFloat(PS0i));
// 20
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R125i.z)));
// 21
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV0i.y)));
// 22
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e800000));
// 23
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
// 24
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.z)));
// 25
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.y)));
// 26
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(PV1i.x)));
// 27
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.z)));
// 28
backupReg0i = R8i.y;
backupReg0i = R8i.y;
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(PV1i.w)));
PV0i.x = R4i.x;
R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
PV0i.y = R8i.y;
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.z)));
PV0i.w = R5i.w;
// 0
backupReg0i = R4i.x;
R4i.x = floatBitsToInt(min(intBitsToFloat(R8i.y), intBitsToFloat(0x42000000)));
PV0i.x = R4i.x;
R4i.y = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(0x42000000)));
PV0i.y = R4i.y;
R4i.z = floatBitsToInt(min(intBitsToFloat(R5i.w), intBitsToFloat(0x42000000)));
PV0i.z = R4i.z;
// 1
R0i.x = R13i.x;
PV1i.x = R0i.x;
R0i.y = R13i.y;
PV1i.y = R0i.y;
R0i.z = R13i.z;
PV1i.z = R0i.z;
R0i.w = R13i.w;
PV1i.w = R0i.w;
// 2
R1i.x = R4i.x;
PV0i.x = R1i.x;
R1i.y = R4i.y;
PV0i.y = R1i.y;
R1i.z = R4i.z;
PV0i.z = R1i.z;
R1i.w = R4i.w;
PV0i.w = R1i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -0,0 +1,49 @@
#version 400
#extension GL_ARB_texture_gather : enable
// shader b650afd18c646005 // BOTW AA removal
uniform ivec4 uf_remappedPS[4];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0x3877e000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameter0;
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -0,0 +1,456 @@
#version 400
#extension GL_ARB_texture_gather : enable // chest opening light. Dependency 640x360x1 upres must be in proportion to 1280 upres.
const float overwriteWidth = 640.0; //overwidth value.0
const float overwriteHeight = 480.0;
// shader ce13b60ad9985473
uniform ivec4 uf_remappedPS[8];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS2;// Tex2 addr 0x3de11800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
noperspective in vec4 passParameter1;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(gl_FragCoord.xyzw);
R1i = floatBitsToInt(passParameter1);
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(uf_remappedPS[0].x)));
R127i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(uf_remappedPS[0].y)));
PV0i.y = R127i.y;
R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + 1.0));
PV0i.w = R123i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
// 1
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
PV1i.x = R2i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R5i.w = floatBitsToInt((0.0 * intBitsToFloat(uf_remappedPS[2].w) + 1.0));
PV1i.w = R5i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
// 2
R0i.x = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.y)));
PV0i.x = R0i.x;
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
PV0i.y = R2i.y;
R8i.w = 0;
PV0i.w = R8i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.z));
R0i.y = floatBitsToInt(tempResultf);
PS0i = R0i.y;
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x40000000) + -(1.0)));
PV0i.z = R127i.z;
R127i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[3].y) * intBitsToFloat(R2i.x) + intBitsToFloat(uf_remappedPS[3].x)));
PV0i.w = R127i.w;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(0x437f0000)));
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R124i.x = floatBitsToInt((intBitsToFloat(R1i.x) * -(intBitsToFloat(PV0i.w)) + -(intBitsToFloat(uf_remappedPS[4].x))));
PS1i = R124i.x;
// 2
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R0i.y)));
PV0i.x = R4i.x;
R2i.y = floatBitsToInt((intBitsToFloat(R1i.y) * -(intBitsToFloat(R127i.w)) + -(intBitsToFloat(uf_remappedPS[4].y))));
PV0i.y = R2i.y;
R125i.z = floatBitsToInt((intBitsToFloat(R1i.z) * -(intBitsToFloat(R127i.w)) + -(intBitsToFloat(uf_remappedPS[4].z))));
PV0i.z = R125i.z;
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R0i.y)));
PV0i.w = R0i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R5i.x;
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R1i.y;
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.z = R4i.z;
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R0i.y)));
PV1i.w = R1i.w;
PS1i = int(intBitsToFloat(R126i.w));
// 4
tempi.x = floatBitsToInt(-(intBitsToFloat(R124i.x)) * -(intBitsToFloat(R124i.x)) + -(intBitsToFloat(R2i.y)) * -(intBitsToFloat(R2i.y)) + -(intBitsToFloat(R125i.z)) * -(intBitsToFloat(R125i.z)) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R1i.x = PS1i & 0x00000002;
PS0i = R1i.x;
// 5
R125i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3a83126f)));
PV1i.x = R125i.x;
R0i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
PV1i.y = R0i.y;
R7i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].z)) * intBitsToFloat(R0i.x) + 1.0));
R7i.z = clampFI32(R7i.z);
PV1i.z = R7i.z;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R1i.w)));
// 6
R126i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R4i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R0i.w) + intBitsToFloat(PS1i) * 1.0 + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = R126i.x;
PV0i.y = R126i.x;
PV0i.z = R126i.x;
PV0i.w = R126i.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R124i.x)), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R2i.y)), intBitsToFloat(PS0i)));
R5i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS0i)));
PV1i.z = R5i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w), intBitsToFloat(PS0i)));
R126i.w = PV0i.x;
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) * 2.0);
PS1i = R126i.w;
// 8
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(R4i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R126i.z = tempi.x;
R124i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
PS0i = R124i.y;
// 9
R127i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(R126i.w) + -(intBitsToFloat(R4i.x))));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R126i.w) + -(intBitsToFloat(R0i.w))));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(R126i.w) + -(intBitsToFloat(R1i.w))));
PV1i.z = R127i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(R0i.y) + intBitsToFloat(0x3d4ccccd)));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
R126i.y = floatBitsToInt((intBitsToFloat(R0i.y) * 0.5 + 0.5));
PS1i = R126i.y;
// 10
tempi.x = floatBitsToInt(-(intBitsToFloat(R124i.x)) * intBitsToFloat(PV1i.x) + -(intBitsToFloat(R2i.y)) * intBitsToFloat(PV1i.y) + -(intBitsToFloat(R125i.z)) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.w)));
PS0i = R125i.y;
// 11
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.x) + intBitsToFloat(R124i.x)));
PV1i.x = R127i.x;
R3i.y = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.y)));
PV1i.y = R3i.y;
R127i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV0i.x) + intBitsToFloat(R125i.z)));
PV1i.z = R127i.z;
R2i.w = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.w = R2i.w;
R127i.y = floatBitsToInt(max(intBitsToFloat(R126i.z), -(1.0)));
PS1i = R127i.y;
// 12
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0);
PS0i = R2i.x;
// 13
R3i.x = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
PV1i.x = R3i.x;
PV1i.y = R126i.x;
PV1i.y = clampFI32(PV1i.y);
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(0x3ea2f983)));
PV1i.z = R6i.z;
PV1i.w = floatBitsToInt(min(intBitsToFloat(R127i.y), 1.0));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 14
backupReg0i = R125i.x;
R125i.x = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.x)));
PV0i.x = R125i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[2].y)));
R127i.y = clampFI32(R127i.y);
PV0i.y = R127i.y;
R126i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(uf_remappedPS[6].w)));
PV0i.z = R126i.z;
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R124i.y)));
PV0i.w = R4i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 15
backupReg0i = R124i.y;
R0i.x = ((intBitsToFloat(PV0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0));
PV1i.x = R0i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
PV1i.y = R124i.y;
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].y)));
PV1i.z = R2i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) * intBitsToFloat(PS0i));
PV1i.w = clampFI32(PV1i.w);
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
PS1i = R126i.x;
// 16
backupReg0i = R127i.x;
backupReg1i = R127i.z;
R127i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R124i.x))));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R2i.y))));
PV0i.y = R125i.y;
R127i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R125i.z))));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(0x40400000)));
R3i.y = floatBitsToInt(1.0 / intBitsToFloat(R125i.x));
PS0i = R3i.y;
// 17
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
// 18
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R124i.y)));
R6i.y = floatBitsToInt((-(intBitsToFloat(R127i.y)) * intBitsToFloat(R127i.y) + 1.0));
PV0i.y = R6i.y;
R3i.z = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(uf_remappedPS[6].y)));
PV0i.z = R3i.z;
PV0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PS1i));
PV0i.w = clampFI32(PV0i.w);
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 19
backupReg0i = R0i.x;
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R0i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS0i)));
PV1i.y = R2i.y;
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.z = R1i.z;
R123i.w = ((backupReg0i == 0)?(0):(PV0i.x));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
// 20
backupReg0i = R1i.x;
backupReg1i = R0i.y;
R1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.x));
PV0i.x = R1i.x;
R0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.y));
PV0i.y = R0i.y;
R0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.z));
PV0i.z = R0i.z;
R3i.w = ((backupReg0i == 0)?(R126i.z):(PV1i.w));
PV0i.w = R3i.w;
R4i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PS1i));
PS0i = R4i.y;
R5i.y = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R3i.zw)).x);
// 0
backupReg0i = R0i.y;
backupReg0i = R0i.y;
backupReg1i = R0i.z;
backupReg1i = R0i.z;
tempi.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i) * intBitsToFloat(backupReg0i) + intBitsToFloat(backupReg1i) * intBitsToFloat(backupReg1i) + intBitsToFloat(0x80000000) * 0.0);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = ((intBitsToFloat(R3i.z) > intBitsToFloat(uf_remappedPS[7].x))?int(0xFFFFFFFF):int(0x0));
PS0i = R127i.y;
// 1
R125i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R0i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R2i.y) + intBitsToFloat(R4i.z) * intBitsToFloat(R1i.z) + intBitsToFloat(0x80000000) * 0.0);
R125i.x = clampFI32(R125i.x);
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
PV1i.w = R125i.x;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i)));
PV0i.x = R127i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i)));
PV0i.z = R126i.z;
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(R2i.x)));
PV0i.w = R123i.w;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R2i.z)));
PS0i = R127i.w;
// 3
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.w) * intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R126i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.w;
// 4
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R127i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R4i.z) * intBitsToFloat(R126i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.y;
// 5
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
PV1i.x = R127i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.y)));
PV1i.y = R126i.y;
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R126i.w)));
PV1i.z = R126i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PS1i = floatBitsToInt(max(-(intBitsToFloat(R5i.z)), 0.0));
// 6
R126i.x = ((R127i.y == 0)?(R5i.y):(R127i.w));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(min(intBitsToFloat(PS1i), 1.0));
PV0i.y = R127i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R2i.w) * intBitsToFloat(PV1i.w) + 1.0));
PV0i.z = R123i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV1i.x)));
// 7
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R6i.y)));
PV1i.y = R124i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.w)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV0i.x)));
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV0i.x)));
PS1i = R127i.x;
// 8
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
R125i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
PV0i.y = R125i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(0x3ea2f983)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(R126i.x)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 9
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R124i.y)));
PV1i.x = R127i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3ea2f983)));
PV1i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(PS0i));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3ea2f983)));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV0i.z)));
// 10
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R125i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS1i)));
// 11
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.z)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV0i.x)));
R8i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(0x42000000)));
PS1i = R8i.x;
// 12
R8i.y = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(0x42000000)));
PV0i.y = R8i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e800000));
R8i.z = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x42000000)));
PS0i = R8i.z;
// 13
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PV1i.y)));
// 15
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.x)));
// 16
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV1i.w)));
// 17
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.z)));
// 18
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z)));
// 19
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.z)));
// 20
R7i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(0x42000000)));
PV0i.x = R7i.x;
R7i.y = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(0x42000000)));
PV0i.y = R7i.y;
R7i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x42000000)));
PV0i.z = R7i.z;
// 21
R0i.x = R8i.x;
PV1i.x = R0i.x;
R0i.y = R8i.y;
PV1i.y = R0i.y;
R0i.z = R8i.z;
PV1i.z = R0i.z;
R0i.w = R8i.w;
PV1i.w = R0i.w;
// 22
R1i.x = R7i.x;
PV0i.x = R1i.x;
R1i.y = R7i.y;
PV0i.y = R1i.y;
R1i.z = R7i.z;
PV0i.z = R1i.z;
R1i.w = R7i.w;
PV0i.w = R1i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -0,0 +1,131 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 32-Bit Mode"
[TextureRedefine] #TV
width = 1280
height = 720
formats = 0x019
overwriteFormat = 0x00b
overwriteWidth = 640
overwriteHeight = 480
[TextureRedefine] #TV2
width = 1280
height = 721
overwriteWidth = 640
overwriteHeight = 481
[TextureRedefine] #TV3
width = 1280
height = 608
overwriteWidth = 640
overwriteHeight = 405
[TextureRedefine] #TV4
width = 1152
height = 648
overwriteWidth = 576
overwriteHeight = 432
[TextureRedefine] #half-res1
width = 640
height = 360
overwriteWidth = 320
overwriteHeight = 240
[TextureRedefine] #half-res2
width = 640
height = 290
overwriteWidth = 320
overwriteHeight = 241
[TextureRedefine] #half-res3
width = 640
height = 288
overwriteWidth = 320
overwriteHeight = 203
[TextureRedefine] #half-res4
width = 576
height = 324
overwriteWidth = 288
overwriteHeight = 108
[TextureRedefine] #q-res1
width = 320
height = 180
overwriteWidth = 160
overwriteHeight = 120
[TextureRedefine] #q-res2
width = 320
height = 145
overwriteWidth = 160
overwriteHeight = 121
[TextureRedefine] #q-res3
width = 320
height = 144
overwriteWidth = 160
overwriteHeight = 102
[TextureRedefine] #q-res4
width = 288
height = 162
overwriteWidth = 144
overwriteHeight = 54
[TextureRedefine] #o-res1
width = 160
height = 90
overwriteWidth = 80
overwriteHeight = 60
[TextureRedefine] # O
width = 80
height = 45
overwriteWidth = 40
overwriteHeight = 30
[TextureRedefine] # M
width = 80
height = 44
overwriteWidth = 40
overwriteHeight = 29
[TextureRedefine] # F
width = 40
height = 23
overwriteWidth = 20
overwriteHeight = 15
[TextureRedefine] # G
width = 40
height = 22
overwriteWidth = 20
overwriteHeight = 15
[TextureRedefine] #fog
width = 720
height = 360
overwriteWidth = 360
overwriteHeight = 181
[TextureRedefine] #Gamepad
width = 854
height = 480
overwriteWidth = 427
overwriteHeight = 240
[TextureRedefine]
width = 360
height = 360
overwriteWidth = 180
overwriteHeight = 180
[TextureRedefine]
width = 720
height = 720
overwriteWidth = 360
overwriteHeight = 360

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 360p" name = "The Legend of Zelda: Breath of the Wild - 360p"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 576 overwriteWidth = 576
overwriteHeight = 324 overwriteHeight = 324
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,13 +48,12 @@ height = 288
overwriteWidth = 320 overwriteWidth = 320
overwriteHeight = 144 overwriteHeight = 144
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
width = 320 width = 320
height = 180 height = 180
overwriteWidth = 161 formatsExcluded = 0x816
overwriteHeight = 91 overwriteWidth = 160
overwriteHeight = 90
[TextureRedefine] #q-res2 [TextureRedefine] #q-res2
width = 320 width = 320

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 540p" name = "The Legend of Zelda: Breath of the Wild - 540p"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 864 overwriteWidth = 864
overwriteHeight = 486 overwriteHeight = 486
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,11 +48,10 @@ height = 288
overwriteWidth = 480 overwriteWidth = 480
overwriteHeight = 216 overwriteHeight = 216
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x816
overwriteWidth = 240 overwriteWidth = 240
overwriteHeight = 135 overwriteHeight = 135

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 1080p" name = "The Legend of Zelda: Breath of the Wild - 1080p"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 1728 overwriteWidth = 1728
overwriteHeight = 972 overwriteHeight = 972
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,11 +48,10 @@ height = 288
overwriteWidth = 960 overwriteWidth = 960
overwriteHeight = 432 overwriteHeight = 432
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 [TextureRedefine] #q-res1
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x816
overwriteWidth = 480 overwriteWidth = 480
overwriteHeight = 270 overwriteHeight = 270

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 1440p (2K)" name = "The Legend of Zelda: Breath of the Wild - 1440p (2K)"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 2304 overwriteWidth = 2304
overwriteHeight = 1296 overwriteHeight = 1296
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1 [TextureRedefine] #half-res1
width = 640 width = 640
height = 360 height = 360
@ -52,12 +48,11 @@ height = 288
overwriteWidth = 1280 overwriteWidth = 1280
overwriteHeight = 576 overwriteHeight = 576
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1, main bloom, AO [TextureRedefine] #q-res1, main bloom, AO
width = 320 width = 320
height = 180 height = 180
overwriteWidth = 641 formatsExcluded = 0x816
overwriteWidth = 640
overwriteHeight = 360 overwriteHeight = 360
[TextureRedefine] #q-res2 [TextureRedefine] #q-res2

View File

@ -1,5 +1,3 @@
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
[Definition] [Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 2160p (4K)" name = "The Legend of Zelda: Breath of the Wild - 2160p (4K)"
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
overwriteWidth = 3456 overwriteWidth = 3456
overwriteHeight = 1944 overwriteHeight = 1944
#Breaks lighting effects when scaled.
#Disabling this breaks heatwaves and shadow LODs
[TextureRedefine] #half-res1, soft pass toon shader, [TextureRedefine] #half-res1, soft pass toon shader,
width = 640 width = 640
height = 360 height = 360
@ -52,11 +48,10 @@ height = 288
overwriteWidth = 1920 overwriteWidth = 1920
overwriteHeight = 864 overwriteHeight = 864
#Makes bloom look "pixelated" when scaled.
#Disabling this breaks ambient occlusion
[TextureRedefine] #q-res1 Main bloom pass, AO [TextureRedefine] #q-res1 Main bloom pass, AO
width = 320 width = 320
height = 180 height = 180
formatsExcluded = 0x816
overwriteWidth = 960 overwriteWidth = 960
overwriteHeight = 540 overwriteHeight = 540