diff --git a/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt deleted file mode 100644 index 6e5c1065..00000000 --- a/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt +++ /dev/null @@ -1,172 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : enable -// shader bb50d2ee4fa87bc2 -// Fixed radius blur -// in multi target scene - not sure 2 - h+v -const float resXScale = 0; -const float resYScale = 0; - -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 1) out vec4 passParameterSem2; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 2) out vec4 passParameterSem6; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R3i = ivec4(0); -ivec4 R4i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R125i = ivec4(0); -ivec4 R126i = ivec4(0); -ivec4 R127i = ivec4(0); -uvec4 attrDecoder; -int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; -ivec4 PV0i = ivec4(0), PV1i = ivec4(0); -int PS0i = 0, PS1i = 0; -ivec4 tempi = ivec4(0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); -attrDecoder.xyzw = attrDataSem0.xyzw; -attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); -attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); -R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); -attrDecoder.x = attrDataSem1.x; -attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); -attrDecoder.y = 0; -attrDecoder.z = 0; -attrDecoder.w = 0; -attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); -if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; -if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; -if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; -attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); -attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); -attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); -attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); -R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); -// 0 -backupReg0i = R0i.x; -PV0i.x = 0x3f800000; -PV0i.y = 0x40400000; -PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); -R127i.w = 0x3f800000; -R127i.x = 0xbf800000; -PS0i = R127i.x; -// 1 -PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); -R0i.y = 0; -R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); -PV1i.z = R123i.z; -R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); -PV1i.w = R123i.w; -R2i.w = 0x3f800000; -PS1i = R2i.w; -// 2 -R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); -PV0i.x = R2i.x; -R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); -PV0i.y = R2i.y; -R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); -R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); -R0i.w = 0x3d2aaaab; -R1i.x = 0x3e000000; -PS0i = R1i.x; -// 3 -R3i.x = uf_remappedVS[1].z; -R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); -R1i.y = 0; -R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); -R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); -R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); -R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); -PS1i = R4i.x; -R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); -R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); -// export -gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); -// export -passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); -// 0 -R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); -R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); -PV0i.y = R4i.y; -PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); -PV0i.w = R2i.x; -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); -PS0i = R126i.x; -// 1 -R125i.x = uf_remappedVS[3].y; -R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0); -R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); -R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); -PV1i.y = R126i.y; -R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); -PV1i.z = R123i.z; -PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); -R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); -PS1i = R127i.z; -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x)); -R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); -R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x))); -PV0i.w = R123i.w; -R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w))); -PS0i = R127i.y; -// 3 -backupReg0i = R127i.x; -R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z))); -R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); -PV1i.y = R123i.y; -R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); -R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i)); -R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x))); -PS1i = R125i.z; -// 4 -R3i.x = PV1i.y; -PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x)); -R3i.w = R126i.z; -R4i.z = R127i.y; -PS0i = R4i.z; -// 5 -R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); -R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z))); -R1i.z = R127i.z; -R4i.w = R127i.x; -R1i.w = R125i.z; -PS1i = R1i.w; -// export -passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); -// export -// skipped export to semanticId 255 -// export -passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); -} diff --git a/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt deleted file mode 100644 index e0d53552..00000000 --- a/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt +++ /dev/null @@ -1,157 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader c92c1c4c0a2fb839 -// Fixed radius blur -// in camera dof, samples from 2 mips -const float resXScale = 0; -const float resYScale = 0; - -uniform ivec4 uf_remappedPS[5]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R3i = ivec4(0); -ivec4 R4i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R127i = ivec4(0); -int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; -ivec4 PV0i = ivec4(0), PV1i = ivec4(0); -int PS0i = 0, PS1i = 0; -ivec4 tempi = ivec4(0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -bool activeMaskStack[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem2); -if( activeMaskStackC[1] == true ) { -R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x); -R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x); -} -if( activeMaskStackC[1] == true ) { -// 0 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); -R123i.x = clampFI32(R123i.x); -PV0i.x = R123i.x; -// 1 -R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); -PV1i.z = R0i.z; -// 2 -R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0)); -PV0i.y = R1i.y; -// 3 -if( (PV0i.y == 0)) discard; -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -predResult = (R1i.y != 0); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0)); -// 1 -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0)); -PV1i.z = R123i.z; -// 2 -tempResultf = log2(intBitsToFloat(PV1i.z)); -PS0i = floatBitsToInt(tempResultf); -// 3 -R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0)); -PV1i.x = R127i.x; -// 4 -R2i.z = PV1i.x; -R1i.w = PV1i.x; -PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x))); -// 5 -PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w)); -R3i.w = R127i.x; -R4i.w = R127i.x; -PS1i = R4i.w; -// 6 -backupReg0i = R127i.x; -R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y))); -PV0i.x = R127i.x; -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale)); -R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale)); -R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z))); -PV0i.w = R127i.w; -R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0); -R2i.w = clampFI32(R2i.w); -PS0i = R2i.w; -// 7 -R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y)); -R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x)); -R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w)); -R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y))); -PS1i = R2i.x; -// 8 -R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z)); -R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x))); -R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w))); -R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z))); -PS0i = R4i.y; -} -if( activeMaskStackC[2] == true ) { -R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz); -R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz); -R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz); -R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz); -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); -PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y)); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); -PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x)); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -// 1 -R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w))); -PV1i.x = R123i.x; -R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y))); -PV1i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z))); -PV1i.w = R123i.w; -// 2 -R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0); -R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0); -R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); -} diff --git a/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt b/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt deleted file mode 100644 index ba8b52e2..00000000 --- a/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt +++ /dev/null @@ -1,199 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : enable -// shader c9f2fd37115b0ee1 -// Fixed radius blur -// in multi target scene - not sure - h+v -const float resXScale = 0; -const float resYScale = 0; - -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -layout(location = 2) out vec4 passParameterSem6; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R3i = ivec4(0); -ivec4 R4i = ivec4(0); -ivec4 R5i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R124i = ivec4(0); -ivec4 R125i = ivec4(0); -ivec4 R126i = ivec4(0); -ivec4 R127i = ivec4(0); -uvec4 attrDecoder; -int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; -ivec4 PV0i = ivec4(0), PV1i = ivec4(0); -int PS0i = 0, PS1i = 0; -ivec4 tempi = ivec4(0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); -attrDecoder.xyzw = attrDataSem0.xyzw; -attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); -attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); -R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); -attrDecoder.x = attrDataSem1.x; -attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); -attrDecoder.y = 0; -attrDecoder.z = 0; -attrDecoder.w = 0; -attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); -if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; -if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; -if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; -attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); -attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); -attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); -attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); -R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); -// 0 -backupReg0i = R0i.x; -PV0i.x = 0x3f800000; -PV0i.y = 0x40400000; -PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); -R127i.w = 0x3f800000; -R127i.x = 0xbf800000; -PS0i = R127i.x; -// 1 -R3i.x = uf_remappedVS[0].z; -R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); -PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); -R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); -PV1i.z = R123i.z; -R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); -PV1i.w = R123i.w; -R2i.w = 0x3f800000; -PS1i = R2i.w; -// 2 -R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); -R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); -PV0i.y = R2i.y; -R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); -R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); -R0i.w = 0x3ec00000; -R0i.y = 0; -PS0i = R0i.y; -// 3 -R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab); -R1i.w = 0; -R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y))); -PS1i = R0i.x; -R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz); -R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); -R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y); -// export -gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); -// 0 -R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); -R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); -PV0i.x = R127i.x; -R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5)); -PV0i.y = R0i.y; -R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); -R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); -R127i.w = R2i.x; -R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); -R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5)); -PS0i = R0i.x; -// 1 -R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); -R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0); -PV1i.x = R2i.x; -R2i.y = uf_remappedVS[3].y; -R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); -PV1i.y = R2i.y; -R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); -PV1i.z = R123i.z; -R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); -R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); -PS1i = R125i.x; -// 2 -backupReg0i = R127i.z; -R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y))); -R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x)); -R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x)); -R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i)); -PS0i = R126i.z; -// 3 -R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w)); -R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x))); -R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y))); -R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x))); -PV1i.w = R123i.w; -R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y))); -PS1i = R125i.w; -// 4 -backupReg0i = R127i.x; -R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w))); -R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x))); -R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w)); -R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z))); -PS0i = R124i.w; -// 5 -backupReg0i = R0i.y; -backupReg1i = R125i.z; -PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z)); -PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y)); -R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x)); -R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x))); -R3i.w = backupReg1i; -PS1i = R3i.w; -// 6 -R3i.x = R127i.y; -R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y))); -PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x)); -R2i.w = R127i.z; -R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z))); -PS0i = R1i.z; -// 7 -R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x))); -R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z))); -R2i.z = R125i.w; -R0i.w = R127i.x; -R0i.z = R126i.y; -PS1i = R0i.z; -// 8 -R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w))); -R5i.z = R126i.w; -R5i.w = R124i.w; -// export -passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); -// export -passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); -// export -// skipped export to semanticId 255 -// export -// skipped export to semanticId 255 -// export -passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); -}