#version 420 #extension GL_ARB_texture_gather : enable // shader af7acf7fb6dca1be //cutscene shadow scaling //to do - extra edge smooth pass, //const float resScale = 2.0;// 2.0 looks good const float resScale = ; const float shadowExposure = 0.75; //By truncating shadow, we decrease overall exposure during day only. uniform ivec4 uf_remappedPS[31]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf599a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2 layout(binding = 3) uniform sampler2DShadow textureUnitPS3;// Tex3 addr 0xf571a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 6 6 6 border: 2 layout(binding = 4) uniform sampler2DShadow textureUnitPS4;// Tex4 addr 0xf591a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 6 6 6 border: 2 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; highp float lineRand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt = dot(co.xy, vec2(a, b)); highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); } 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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R5i = ivec4(0); ivec4 R6i = ivec4(0); ivec4 R7i = ivec4(0); ivec4 R8i = ivec4(0); ivec4 R9i = ivec4(0); ivec4 R10i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; bool activeMaskStack[4]; bool activeMaskStackC[5]; activeMaskStack[0] = false; activeMaskStack[1] = false; activeMaskStack[2] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStackC[2] = false; activeMaskStackC[3] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0)+ (lineRand(gl_FragCoord.xy)*0.0001)); R1i = floatBitsToInt(passParameterSem1)-(lineRand(gl_FragCoord.yx)*0.0001)); if( activeMaskStackC[1] == true ) { R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); } if( activeMaskStackC[1] == true ) { // 0 backupReg0i = R0i.z; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R5i.w = tempi.x; PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i)); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PS0i)); R5i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].y) * 1.0); R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) * 1.0); R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) * 1.0); R4i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].x) * 1.0); PS1i = R4i.x; // 2 R5i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PV1i.x)); R6i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV1i.x)); R5i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) * 1.0); PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) * 1.0); // 3 backupReg0i = R127i.z; R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].x) + intBitsToFloat(R127i.w))); PV1i.x = R123i.x; R127i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].z) + intBitsToFloat(PV0i.w))); R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].y) + intBitsToFloat(backupReg0i))); PV1i.w = R123i.w; // 4 R127i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(PV1i.w))); R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(PV1i.x))); R126i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(R4i.x))); R127i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R5i.y))); // 5 R126i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z))); R126i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(R127i.z))); // 6 backupReg0i = R127i.x; backupReg1i = R127i.y; backupReg2i = R127i.w; R127i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R126i.z))); R127i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(backupReg0i))); PV0i.y = R127i.y; R126i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(backupReg1i))); PV0i.z = R126i.z; R127i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(backupReg2i))); // 7 backupReg0i = R126i.y; backupReg1i = R126i.w; PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5)); R126i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5)); R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(backupReg0i))); PV1i.z = R123i.z; R126i.w = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(backupReg1i))); // 8 R6i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(R127i.x))); R0i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(R127i.w))); R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); PS0i = R2i.x; // 9 R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0)); PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)); PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)); R7i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y)))); PS1i = R7i.y; // 10 R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0)); PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)); PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)); R0i.w = PV1i.y; R0i.w = clampFI32(R0i.w); R1i.w = PV1i.z; R1i.w = clampFI32(R1i.w); PS0i = R1i.w; // 11 R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); //distant shadow PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)); R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale); R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); R3i.w = PV0i.y; R3i.w = clampFI32(R3i.w); PS1i = R3i.w; // 12 R1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[10].x) / resScale); R1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[10].y) / resScale); R2i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[12].x) / resScale); R4i.w = PV1i.y; R4i.w = clampFI32(R4i.w); R2i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[12].y) / resScale); PS0i = R2i.y; // 13 R3i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[11].x) / resScale); R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[11].y) / resScale); R4i.z = floatBitsToInt(intBitsToFloat(R6i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale); R6i.w = ((R127i.x == 0)?(0):(R126i.x)); R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale); PS1i = R4i.y; } if( activeMaskStackC[1] == true ) { R7i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xz), intBitsToFloat(R0i.w)))); R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); R9i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.zy), intBitsToFloat(R2i.w)))); R10i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); R0i.x = floatBitsToInt(texture(textureUnitPS4, vec3(intBitsToFloat(R4i.zy), intBitsToFloat(R4i.w)))); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 R8i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].x) * 1.0); PV0i.x = R8i.x; R4i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].y) * 1.0); PV0i.y = R4i.y; R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].z) * 1.0); PV0i.z = R2i.z; // 1 R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(PV0i.z))); PV1i.x = R123i.x; R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(PV0i.y))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(PV0i.x))); PV1i.w = R123i.w; // 2 R123i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV1i.w))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV1i.x))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV1i.z))); PV0i.w = R123i.w; // 3 R3i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV0i.y))); R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV0i.w))); R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV0i.z))); // 4 predResult = (R6i.w != 0); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { activeMaskStack[2] = activeMaskStack[1]; activeMaskStackC[3] = activeMaskStackC[2]; // 0 PV0i.z = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(R1i.x)); R0i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R7i.y))); // 1 PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R9i.x)); // 2 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R10i.x)); // 3 R6i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); // 4 predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(0x3eae147b)); activeMaskStack[2] = predResult; activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; } else { activeMaskStack[2] = false; activeMaskStackC[3] = false; } if( activeMaskStackC[3] == true ) { // 0 R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(uf_remappedPS[18].z))); PV0i.z = R1i.z; // 1 R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)); R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)); PV1i.z = R1i.z; R1i.w = PV0i.z; R1i.w = clampFI32(R1i.w); // 2 R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)); R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)); PV0i.z = R1i.z; R7i.w = PV1i.z; R7i.w = clampFI32(R7i.w); // 3 backupReg0i = R3i.x; backupReg1i = R3i.y; R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)); R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)); R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); PV1i.z = R1i.z; R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); // 4 R3i.w = PV1i.z; R3i.w = clampFI32(R3i.w); } if( activeMaskStackC[3] == true ) { R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R7i.xy), intBitsToFloat(R7i.w)))); R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); } if( activeMaskStackC[3] == true ) { // 0 PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(0x3eae147b))); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); // 2 PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R3i.x)); // 3 R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * 0.25 + -(intBitsToFloat(R6i.w)))); PV1i.x = R123i.x; // 4 backupReg0i = R6i.w; R6i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R127i.y) + intBitsToFloat(backupReg0i))); } activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; activeMaskStack[1] = activeMaskStack[1] == false; activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; if( activeMaskStackC[2] == true ) { activeMaskStack[2] = activeMaskStack[1]; activeMaskStackC[3] = activeMaskStackC[2]; // 0 R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(R2i.z))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(R4i.y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(R8i.x))); PV0i.w = R123i.w; // 1 R123i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV0i.w))); PV1i.x = R123i.x; R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV0i.y))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV0i.z))); PV1i.w = R123i.w; // 2 R1i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV1i.x))); PV0i.x = R1i.x; R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV1i.w))); PV0i.y = R3i.y; R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV1i.z))); // 3 PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); // 4 R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); PV0i.x = R2i.x; R1i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); PV0i.y = R1i.y; // 5 PV1i.x = ((0.5 > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); PV1i.y = ((0.5 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); // 6 R0i.w = ((PV1i.y == 0)?(0):(PV1i.x)); // 7 predResult = (R0i.w != 0); activeMaskStack[2] = predResult; activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; } else { activeMaskStack[2] = false; activeMaskStackC[3] = false; } if( activeMaskStackC[3] == true ) { // 0 backupReg0i = R0i.z; R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)); R7i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R1i.y))); // 1 R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x)); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x)); R0i.w = PV0i.z; R0i.w = clampFI32(R0i.w); R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)); PS1i = R1i.y; // 2 backupReg0i = R0i.z; R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x)); R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)); R1i.w = R127i.x; R1i.w = clampFI32(R1i.w); // 3 R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x)); PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y)); R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); // 4 R3i.w = PV1i.y; R3i.w = clampFI32(R3i.w); } if( activeMaskStackC[3] == true ) { R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R0i.w)))); R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R1i.w)))); R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R2i.w)))); R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R3i.w)))); } if( activeMaskStackC[3] == true ) { activeMaskStack[3] = activeMaskStack[2]; activeMaskStackC[4] = activeMaskStackC[3]; // 0 PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); // 1 PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); // 2 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.x)); // 3 R6i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); // 4 predResult = (intBitsToFloat(R7i.w) > intBitsToFloat(0x3eae147b)); activeMaskStack[3] = predResult; activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true; } else { activeMaskStack[3] = false; activeMaskStackC[4] = false; } if( activeMaskStackC[4] == true ) { // 0 backupReg0i = R4i.x; R4i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(backupReg0i))); PV0i.x = R4i.x; R4i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R5i.y))); PV0i.y = R4i.y; R0i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z))); PV0i.z = R0i.z; // 1 R4i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(PV0i.x))); PV1i.x = R4i.x; R4i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(PV0i.y))); PV1i.y = R4i.y; R0i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(PV0i.z))); PV1i.z = R0i.z; // 2 R4i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(PV1i.x))); PV0i.x = R4i.x; R4i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(PV1i.y))); PV0i.y = R4i.y; R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); PV0i.z = R0i.z; // 3 R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)); R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)); R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)); PV1i.z = R0i.z; // 4 R4i.w = PV1i.z; R4i.w = clampFI32(R4i.w); } if( activeMaskStackC[4] == true ) { R0i.x = floatBitsToInt(texture(textureUnitPS4, vec3(intBitsToFloat(R4i.xy), intBitsToFloat(R4i.w)))); } if( activeMaskStackC[4] == true ) { // 0 R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.w)) + intBitsToFloat(R0i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(R7i.w) + -(intBitsToFloat(0x3eae147b))); // 1 PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); // 2 backupReg0i = R6i.w; R6i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg0i))); } activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true; activeMaskStack[2] = activeMaskStack[2] == false; activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true; if( activeMaskStackC[3] == true ) { // 0 R127i.x = floatBitsToInt(-(intBitsToFloat(R0i.x)) + 1.0); PV0i.z = floatBitsToInt(intBitsToFloat(R0i.y) + -(0.5)); PV0i.w = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5)); // 1 PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); // 2 PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); // 3 PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(0x3ecccccd))); // 4 PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x41200000)); PV0i.y = clampFI32(PV0i.y); // 5 R6i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV0i.y) + intBitsToFloat(R0i.x))); } activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 PV0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].z) * 1.0); PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].y) * 1.0); PV0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].x) * 1.0); // 1 R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].z) + intBitsToFloat(PV0i.x))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].y) + intBitsToFloat(PV0i.y))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].x) + intBitsToFloat(PV0i.z))); PV1i.w = R123i.w; // 2 R123i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].x) + intBitsToFloat(PV1i.w))); PV0i.x = R123i.x; R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].z) + intBitsToFloat(PV1i.y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].y) + intBitsToFloat(PV1i.z))); PV0i.w = R123i.w; // 3 R1i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].x) + intBitsToFloat(PV0i.x))); PV1i.x = R1i.x; R1i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].y) + intBitsToFloat(PV0i.w))); PV1i.y = R1i.y; R2i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].z) + intBitsToFloat(PV0i.z))); // 4 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); // 5 PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); // 6 PV0i.x = ((0.5 > intBitsToFloat(PV1i.z))?int(0xFFFFFFFF):int(0x0)); PV0i.y = ((0.5 > intBitsToFloat(PV1i.w))?int(0xFFFFFFFF):int(0x0)); // 7 R0i.w = ((PV0i.y == 0)?(0):(PV0i.x)); // 8 predResult = (R0i.w != 0); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)) + vec3(intBitsToFloat(uf_remappedPS[26].x) / resScale,intBitsToFloat(uf_remappedPS[26].y) / resScale,intBitsToFloat(uf_remappedPS[27].x) / resScale)); R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(uf_remappedPS[27].y)/ resScale); // // 1 backupReg0i = R1i.x; backupReg1i = R1i.y; backupReg0i = R1i.x; backupReg1i = R1i.y; R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(intBitsToFloat(uf_remappedPS[28].x) / resScale,intBitsToFloat(uf_remappedPS[28].y) / resScale,intBitsToFloat(uf_remappedPS[29].x) / resScale)); R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); // } if( activeMaskStackC[2] == true ) { R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); } if( activeMaskStackC[2] == true ) { // 0 backupReg0i = R0i.x; PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R1i.x))); PV0i.y = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(backupReg0i))); PV0i.z = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R2i.x))); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R3i.x))); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[26].w)); PV1i.y = clampFI32(PV1i.y); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[26].w)); PV1i.z = clampFI32(PV1i.z); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[26].w)); PV1i.w = clampFI32(PV1i.w); // 2 PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0); R127i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(uf_remappedPS[26].w)); PV0i.z = clampFI32(PV0i.z); PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); // 3 R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(PV0i.x)); // 4 PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.y)); // 5 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R126i.y)); // 6 R0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25); } activeMaskStack[1] = activeMaskStack[1] == false; activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; if( activeMaskStackC[2] == true ) { // 0 R0i.w = 0x3f800000; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { // 0 PV0i.x = R6i.w; PV0i.y = R0i.w; PV0i.z = floatBitsToInt(intBitsToFloat(R6i.w) * intBitsToFloat(R0i.w)); R0i.w = 0; // 1 R0i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); } // export passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w)); }