[TPHD] UI aspect matching 21:9, 16:10, 16:9

Scales UI and video to match current 3d aspect.
This commit is contained in:
getdls 2019-08-14 00:25:23 +02:00
parent 755153c3f1
commit f9d602e10f
21 changed files with 2631 additions and 114 deletions

View File

@ -0,0 +1,127 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 15e4acf324eb0912 missing
//map mission objectives missing
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// skipped unused attribute for r5
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R0f.x = 0.0;
PS0f = R0f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R3f.x = R2f.x;
PS1f = R3f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R3f.y = R2f.y;
PS0f = R3f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R3f.z = R127f.w;
PS1f = R3f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

View File

@ -0,0 +1,126 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 18893ce415f2fcc7
//Map icon position
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// skipped unused attribute for r8
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R0f.x = 0.0;
PS0f = R0f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R3f.x = R2f.x;
PS1f = R3f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R3f.y = R2f.y;
PS0f = R3f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R3f.z = R127f.w;
PS1f = R3f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

View File

@ -0,0 +1,136 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 1caed2ca3d14f36b
//object box bg 2
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[10];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R127f.w = R1f.w;
PS0f = R127f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R2f.z = 1.0;
PS1f = R2f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
PS0f = 1.0;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R3f.z = PS0f;
PS1f = R3f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// 7
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R3f.x = PV0f.x;
PS1f = R3f.x;
// 2
R3f.y = PV1f.x;
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

View File

@ -0,0 +1,123 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 24b09ef9b11b98d5
//UI text front
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R2f.x = R3f.x;
PS0f = R2f.x;
// 3
R3f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R3f.x;
PV1f.y = R3f.x;
PV1f.z = R3f.x;
PV1f.w = R3f.x;
R2f.y = R3f.y;
PS1f = R2f.y;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R3f.y = tempf.x;
R2f.z = R127f.w;
PS0f = R2f.z;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R3f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R3f.w = tempf.x;
// export
gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -0,0 +1,174 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 27b429c755f71162
//Map arrows
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[11];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
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 passParameterSem3;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R127f.w = R2f.w;
PS0f = R127f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R0f.z = 1.0;
PS1f = R0f.z;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.z = tempf.x;
R127f.z = 1.0;
PS0f = R127f.z;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R126f.w = 1.0;
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R126f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R0f.y = 0.0;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R126f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R4f.z = R127f.z;
PS1f = R4f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R126f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
R5f.z = R126f.w;
PS0f = R5f.z;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// 0
backupReg0f = R0f.z;
backupReg0f = R0f.z;
tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
backupReg0f = R0f.z;
backupReg0f = R0f.z;
tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R4f.x = PV0f.x;
PS1f = R4f.x;
// 2
backupReg0f = R0f.z;
backupReg0f = R0f.z;
tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R4f.y = PV1f.x;
PS0f = R4f.y;
// 3
backupReg0f = R0f.z;
backupReg0f = R0f.z;
tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R5f.x = PV0f.x;
PS1f = R5f.x;
// 4
R5f.y = PV1f.x;
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem3 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

View File

@ -0,0 +1,142 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4f5f72f9eec53a90
//BG box 3
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[9];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R3f.z = 1.0;
PS1f = R3f.z;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R127f.w = 1.0;
PS0f = R127f.w;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.z = 0.0;
PS1f = R0f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R4f.z = R127f.w;
PS0f = R4f.z;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// 0
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R4f.x = PV0f.x;
PS1f = R4f.x;
// 2
R4f.y = PV1f.x;
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -0,0 +1,123 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5f2ae4dbd2256d0c
//minimap
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// skipped unused attribute for r8
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R3f.x = 0.0;
PS0f = R3f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R0f.x = R2f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R0f.y = R2f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,129 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 6dc0977212eae7b3
//hearts
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R4f.x = 0.0;
PS0f = R4f.x;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.x = R3f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R0f.y = R3f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,142 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 70e776430cd020a9
//box bg 5
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[10];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R3f.z = 1.0;
PS1f = R3f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R127f.w = 1.0;
PS0f = R127f.w;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R2f.z = 0.0;
PS1f = R2f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R4f.z = R127f.w;
PS0f = R4f.z;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// 7
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R4f.x = PV0f.x;
PS1f = R4f.x;
// 2
R4f.y = PV1f.x;
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -0,0 +1,142 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 7674f1be5f1b1e0c
//object box BG
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[9];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R3f.z = 1.0;
PS1f = R3f.z;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R127f.w = 1.0;
PS0f = R127f.w;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.z = 0.0;
PS1f = R0f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R4f.z = R127f.w;
PS0f = R4f.z;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// 0
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R4f.x = PV0f.x;
PS1f = R4f.x;
// 2
R4f.y = PV1f.x;
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -0,0 +1,129 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 7c5a0f2532be049f
//Map highlight
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R4f.x = 0.0;
PS0f = R4f.x;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.x = R3f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R0f.y = R3f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,135 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 7fc573264230ed00
//lights bloom sensor
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[10];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R127f.w = R1f.w;
PS0f = R127f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R2f.z = 1.0;
PS1f = R2f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
PS0f = 1.0;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R3f.z = PS0f;
PS1f = R3f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// 7
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R3f.x = PV0f.x;
PS1f = R3f.x;
// 2
R3f.y = PV1f.x;
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

View File

@ -0,0 +1,102 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader cac95df4d2d6f5b8
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
//Remove cutscene box
uniform ivec4 uf_remappedVS[8];
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R127f.w = R1f.w;
PS0f = R127f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// 7
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
// export
//gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,123 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader acbedb86f89efae4
//mapscreen bg
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// skipped unused attribute for r8
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R3f.x = 0.0;
PS0f = R3f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R0f.x = R2f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R0f.y = R2f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,128 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader aebb1e76797684a2
//UI text bg
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R4f.x = 0.0;
PS0f = R4f.x;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.x = R3f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R0f.y = R3f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,142 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader b5241d6db4feef42
//selection highlight
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[10];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R3f.z = 1.0;
PS1f = R3f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R127f.w = 1.0;
PS0f = R127f.w;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R2f.z = 0.0;
PS1f = R2f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R4f.z = R127f.w;
PS0f = R4f.z;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// 7
R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R4f.x = PV0f.x;
PS1f = R4f.x;
// 2
R4f.y = PV1f.x;
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -0,0 +1,123 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader ce7aa5fffc34aab0
//action buttons
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R2f.x = R3f.x;
PS0f = R2f.x;
// 3
R3f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R3f.x;
PV1f.y = R3f.x;
PV1f.z = R3f.x;
PV1f.w = R3f.x;
R2f.y = R3f.y;
PS1f = R2f.y;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R3f.y = tempf.x;
R2f.z = R127f.w;
PS0f = R2f.z;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R3f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R3f.w = tempf.x;
// export
gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -0,0 +1,128 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader eec9403a9d54137e
//Map bg middle layer
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R4f.x = 0.0;
PS0f = R4f.x;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.x = R3f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R0f.y = R3f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -0,0 +1,131 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc148873ef522f50
// objective shadow
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
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 passParameterSem3;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R0f.x = 0.0;
PS0f = R0f.x;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R4f.x = R3f.x;
PS1f = R4f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R4f.y = R3f.y;
PS0f = R4f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R4f.z = R127f.w;
PS1f = R4f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -2,7 +2,7 @@
moduleMatches = 0x1A03E108 moduleMatches = 0x1A03E108
#rodata constants #rodata constants
0x1005AAD8 = .float $aspectRatio #$width/$height 0x1005AAD8 = .float $aspectRatio
_aspectAddr = 0x1006AAD8 _aspectAddr = 0x1006AAD8

View File

@ -6,7 +6,7 @@ description = Changes the resolution of the game.
version = 3 version = 3
[Preset] [Preset]
name = 1920x1080 (Default) name = 1920x1080 (Native)
$width = 1920 $width = 1920
$height = 1080 $height = 1080
$gameWidth = 1920 $gameWidth = 1920
@ -19,35 +19,6 @@ $aspectRatio = (16.0/9.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset]
name = 2560x1080 (21:9 HD)
$width = 2560
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
[Preset]
name = 5760x1080 (48:9 HD)
$width = 5760
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
[Preset] [Preset]
name = 2560x1440 name = 2560x1440
$width = 2560 $width = 2560
@ -62,37 +33,6 @@ $aspectRatio = (16.0/9.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset]
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
[Preset]
name = 7680x1440 (48:9)
$width = 7680
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.70
$aspectRatio = (48.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
[Preset] [Preset]
name = 2732x1536 name = 2732x1536
$width = 2732 $width = 2732
@ -107,7 +47,6 @@ $aspectRatio = (16.0/9.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset] [Preset]
name = 3200x1800 name = 3200x1800
$width = 3200 $width = 3200
@ -122,7 +61,6 @@ $aspectRatio = (16.0/9.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset] [Preset]
name = 3840x2160 (4k - Native x2) name = 3840x2160 (4k - Native x2)
$width = 3840 $width = 3840
@ -137,22 +75,6 @@ $aspectRatio = (16.0/9.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset]
name = 5120x2160 (4k 21:9)
$width = 5120
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.75
$aspectRatio = (64.0 / 27.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
[Preset] [Preset]
name = 5120x2880 name = 5120x2880
$width = 5120 $width = 5120
@ -170,7 +92,7 @@ $UIAspectY = 1.0
// Enthusiast // Enthusiast
[Preset] [Preset]
name = 7680x4320 name = 7680x4320 (8k - Native x3)
$width = 7680 $width = 7680
$height = 4320 $height = 4320
$gameWidth = 1920 $gameWidth = 1920
@ -183,6 +105,62 @@ $aspectRatio = (16.0/9.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset]
name = -- 21:9 -- resolutions
$width = 2560
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
[Preset]
name = 2560x1080 (21:9 HD)
$width = 2560
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
[Preset]
name = 3440x1440 (21:9)
$width = 3440
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0
[Preset]
name = 5120x2160 (21:9)
$width = 5120
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.75
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
$UIAspectY = 1.0
[Preset] [Preset]
name = -- 16:10 -- resolutions name = -- 16:10 -- resolutions
$width = 1440 $width = 1440
@ -195,7 +173,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (1440.0/900.0) $aspectRatio = (1440.0/900.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 1440x900 (16:10) name = 1440x900 (16:10)
@ -209,8 +187,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (1440.0/900.0) $aspectRatio = (1440.0/900.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 1680x1050 (16:10) name = 1680x1050 (16:10)
@ -224,7 +201,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (1680.0/1050.0) $aspectRatio = (1680.0/1050.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 1920x1200 (16:10) name = 1920x1200 (16:10)
@ -238,8 +215,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (1920.0/1200.0) $aspectRatio = (1920.0/1200.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 2560x1600 (16:10) name = 2560x1600 (16:10)
@ -253,8 +229,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (2560.0/1600.0) $aspectRatio = (2560.0/1600.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 2880x1800 (16:10) name = 2880x1800 (16:10)
@ -268,8 +243,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (2880.0/1800.0) $aspectRatio = (2880.0/1800.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 3840x2400 (16:10) name = 3840x2400 (16:10)
@ -283,8 +257,7 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (3840.0/2400.0) $aspectRatio = (3840.0/2400.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0)
[Preset] [Preset]
name = 5120x3200 (16:10) name = 5120x3200 (16:10)
@ -298,6 +271,48 @@ $scaleBlur = 0.05
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (5120.0/3200.0) $aspectRatio = (5120.0/3200.0)
$UIAspectX = 1.0 $UIAspectX = 1.0
$UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0)
[Preset]
name = -- 48:9 -- resolutions
$width = 5760
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
[Preset]
name = 5760x1080 (48:9)
$width = 5760
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
[Preset]
name = 7680x1440 (48:9)
$width = 7680
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.70
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 )
$UIAspectY = 1.0 $UIAspectY = 1.0
@ -372,21 +387,7 @@ $scaleShader = 1.0
$scaleBlur = 0.25 $scaleBlur = 0.25
$internalRes = 1.0 $internalRes = 1.0
$aspectRatio = (64.0 / 27.0) $aspectRatio = (64.0 / 27.0)
$UIAspectX = 1.0 $UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
[Preset]
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
$width = 5760
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.5
$aspectRatio = (48.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset] [Preset]
@ -400,9 +401,24 @@ $scaleShader = 1.0
$scaleBlur = 0.25 $scaleBlur = 0.25
$internalRes = 0.75 # 2880 * 0.75 = 1080 x 2 $internalRes = 0.75 # 2880 * 0.75 = 1080 x 2
$aspectRatio = (64.0 / 27.0) $aspectRatio = (64.0 / 27.0)
$UIAspectX = 1.0 $UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0 $UIAspectY = 1.0
[Preset]
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
$width = 5760
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.5
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
[TextureRedefine] [TextureRedefine]
width = 1920 width = 1920
height = 1088 height = 1088
@ -459,7 +475,6 @@ formats = 0x007
overwriteWidth = ($width/$gameWidth) * (960*$internalRes) overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
overwriteHeight = ($height/$gameHeight) * (540*$internalRes) overwriteHeight = ($height/$gameHeight) * (540*$internalRes)
[TextureRedefine] [TextureRedefine]
width = 864 width = 864
height = 480 height = 480
@ -488,7 +503,6 @@ height = 272
overwriteWidth = ($width/$gameWidth) * (480*$internalRes) overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
overwriteHeight = ($height/$gameHeight) * (272*$internalRes) overwriteHeight = ($height/$gameHeight) * (272*$internalRes)
[TextureRedefine] #large map 8 rounding [TextureRedefine] #large map 8 rounding
width = 1376 width = 1376
height = 784 height = 784
@ -496,7 +510,6 @@ formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1376 overwriteWidth = ($width/$gameWidth) * 1376
overwriteHeight = ($height/$gameHeight) * 784 overwriteHeight = ($height/$gameHeight) * 784
[TextureRedefine] #large map rounding [TextureRedefine] #large map rounding
width = 1345 width = 1345
height = 773 height = 773
@ -504,7 +517,6 @@ formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1345 overwriteWidth = ($width/$gameWidth) * 1345
overwriteHeight = ($height/$gameHeight) * 773 overwriteHeight = ($height/$gameHeight) * 773
[TextureRedefine] #large map 8 rounding [TextureRedefine] #large map 8 rounding
width = 608 width = 608
height = 352 height = 352
@ -525,7 +537,7 @@ height = 270
#formats = 0x01a #formats = 0x01a
overwriteWidth = ($width/$gameWidth) * (480*$internalRes) overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
overwriteHeight = ($height/$gameHeight) * (270*$internalRes) overwriteHeight = ($height/$gameHeight) * (270*$internalRes)
#
[TextureRedefine] # [TextureRedefine] #
width = 448 width = 448
height = 384 height = 384