#version 420 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shaders was auto-converted from OpenGL to Cemu. // shader b8a18eeb20759bfd UNIFORM_BUFFER_LAYOUT(33, 1, 6) uniform uniformBlockPS1 { vec4 uf_blockPS1[1024]; }; UNIFORM_BUFFER_LAYOUT(38, 1, 7) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; UNIFORM_BUFFER_LAYOUT(42, 1, 8) uniform uniformBlockPS10 { vec4 uf_blockPS10[1024]; }; TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5; TEXTURE_LAYOUT(7, 1, 3) uniform sampler2DArray textureUnitPS7; TEXTURE_LAYOUT(12, 1, 4) uniform sampler2D textureUnitPS12; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem5; layout(location = 2) in vec4 passParameterSem6; layout(location = 5) out vec4 passPixelColor5; #ifdef VULKAN layout(set = 1, binding = 5) uniform ufBlock { uniform vec4 uf_fragCoordScale; }; #else uniform vec2 uf_fragCoordScale; #endif 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; } float textureShadow_1(sampler2DArray s, vec4 coord) { vec4 v; vec2 texSize = vec2(textureSize(s,0).xy); vec2 texSizeR = vec2(1.0) / texSize; vec2 texCoordFract = mod(coord.xy,texSizeR); vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0; texCoordFract /= texSizeR; v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0; v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0; v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y); return r; } float textureShadow_2(sampler2DArray s, vec4 coord) { vec4 v; vec2 texSize = vec2(textureSize(s,0).xy); vec2 texSizeR = vec2(1.0) / texSize; vec2 texCoordFract = mod(coord.xy,texSizeR); vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0; texCoordFract /= texSizeR; v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0; v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0; v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y); return r; } float textureShadow_3(sampler2DArray s, vec4 coord) { vec4 v; vec2 texSize = vec2(textureSize(s,0).xy); vec2 texSizeR = vec2(1.0) / texSize; vec2 texCoordFract = mod(coord.xy,texSizeR); vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0; texCoordFract /= texSizeR; v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0; v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0; v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y); return r; } float textureShadow_4(sampler2DArray s, vec4 coord) { vec4 v; vec2 texSize = vec2(textureSize(s,0).xy); vec2 texSizeR = vec2(1.0) / texSize; vec2 texCoordFract = mod(coord.xy,texSizeR); vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0; texCoordFract /= texSizeR; v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0; v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0; v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y); return r; } float textureShadow_5(sampler2DArray s, vec4 coord) { vec4 v; vec2 texSize = vec2(textureSize(s,0).xy); vec2 texSizeR = vec2(1.0) / texSize; vec2 texCoordFract = mod(coord.xy,texSizeR); vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0; texCoordFract /= texSizeR; v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0; v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0; v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0; float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y); return r; } void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R5i = ivec4(0); ivec4 R6i = ivec4(0); ivec4 R7i = ivec4(0); ivec4 R8i = ivec4(0); ivec4 R9i = ivec4(0); ivec4 R10i = ivec4(0); ivec4 R11i = ivec4(0); ivec4 R12i = ivec4(0); ivec4 R122i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R124i = ivec4(0); ivec4 R125i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; bool activeMaskStack[3]; bool activeMaskStackC[4]; activeMaskStack[0] = false; activeMaskStack[1] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStackC[2] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem5); R2i = floatBitsToInt(passParameterSem6); if( activeMaskStackC[1] == true ) { R3i.w = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x); R4i.x = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x); R4i.z = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).x); R4i.w = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x); R5i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw); R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).w); } if( activeMaskStackC[1] == true ) { // 0 R127i.x = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R4i.x)) + uf_blockPS1[14].x)); R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),uf_blockPS1[16].x) + uf_blockPS1[14].x)); PV0i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R4i.w)) + uf_blockPS1[14].x)); PV0i.z = R123i.z; R127i.w = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R4i.z)) + uf_blockPS1[14].x)); PV0i.w = R127i.w; R124i.x = floatBitsToInt((intBitsToFloat(R5i.x) * 2.0 + -(1.0))); PS0i = R124i.x; // 1 backupReg0i = R1i.x; backupReg1i = R1i.y; R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.y)))); PV1i.x = R1i.x; R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.y)))); R0i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), -(intBitsToFloat(PV0i.w)))); R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), -(intBitsToFloat(PV0i.w)))); PS1i = R127i.z; // 2 PV0i.x = floatBitsToInt(-(intBitsToFloat(R127i.w))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), -(intBitsToFloat(R127i.x)))); PV0i.z = floatBitsToInt(-(intBitsToFloat(R127i.x))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), -(intBitsToFloat(R127i.x)))); R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.w)); PS0i = R126i.x; // 3 R127i.x = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.w)); PV1i.x = R127i.x; R126i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(R127i.z)); PV1i.y = R126i.y; R127i.zwy = floatBitsToInt(vec3(-(intBitsToFloat(R1i.x)),-(intBitsToFloat(R0i.z)),-(intBitsToFloat(R0i.z))) + vec3(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.z))); PV1i.z = R127i.z; PV1i.w = R127i.w; PS1i = R127i.y; // 4 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z))); R125i.y = floatBitsToInt((intBitsToFloat(R5i.y) * 2.0 + -(1.0))); R125i.z = floatBitsToInt((intBitsToFloat(R5i.z) * 2.0 + -(1.0))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i))); R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV1i.x))); PS0i = R125i.x; // 5 backupReg0i = R127i.y; R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.x)),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.w))); R127i.y = floatBitsToInt(intBitsToFloat(R5i.w) * intBitsToFloat(0x437f0000)); R126i.z = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x437f0000)); PV1i.w = floatBitsToInt(uf_blockPS6[53].z * intBitsToFloat(0x3d4ccccd)); R2i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.x))); PS1i = R2i.y; // 6 R12i.x = floatBitsToInt((-(intBitsToFloat(R0i.z)) * intBitsToFloat(0x3d4ccccd) + -(intBitsToFloat(PV1i.w)))); R12i.x = clampFI32(R12i.x); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R125i.z))); R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R126i.y)) + intBitsToFloat(R125i.x))); R0i.w = 0x3f800000; R2i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.z)), uf_blockPS1[17].y)); PS0i = R2i.z; // 7 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R125i.y),intBitsToFloat(PV0i.y),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R125i.y),1.0,0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R127i.w = tempi.x; PS1i = int(intBitsToFloat(R127i.y)); // 8 tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R2i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R1i.z)),-0.0),vec4(-(intBitsToFloat(R2i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R1i.z)),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R127i.y = tempi.x; PS0i = PS1i & int(1); // 9 R5i.z = ((PS0i == 0)?(0):(0x3f800000)); PS1i = int(intBitsToFloat(R126i.z)); // 10 R125i.x = PS1i & 0x00000002; tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.w)); PS0i = floatBitsToInt(tempResultf); // 11 R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS0i))); R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS0i))); R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i))); tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.y)); R1i.w = floatBitsToInt(tempResultf); PS1i = R1i.w; // 12 R4i.w = floatBitsToInt(float(R125i.x)); R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); PS0i = R4i.w; } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 R5i.x = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].x, uf_blockPS10[2].w)); R9i.y = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].y, uf_blockPS10[2].w)); // 1 R4i.z = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].z, uf_blockPS10[2].w)); R9i.w = 0; // 2 predResult = (1.0 > intBitsToFloat(R12i.x)); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R9i.x) * 1.5); PV0i.y = floatBitsToInt(intBitsToFloat(R10i.y) * 1.5); R127i.z = ((-(intBitsToFloat(R0i.z)) > uf_blockPS1[58].y)?int(0xFFFFFFFF):int(0x0)); PV0i.w = ((-(intBitsToFloat(R0i.z)) > uf_blockPS1[58].x)?int(0xFFFFFFFF):int(0x0)); PS0i = floatBitsToInt(intBitsToFloat(R10i.z) * 1.5); // 1 backupReg0i = R2i.x; backupReg1i = R2i.z; R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(R1i.w)) + intBitsToFloat(PV0i.x))); PV1i.y = PV0i.w & int(1); R2i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R1i.w)) + intBitsToFloat(PV0i.y))); R2i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.z)),intBitsToFloat(R1i.w)) + intBitsToFloat(PS0i))); R122i.x = floatBitsToInt((intBitsToFloat(backupReg1i) * 0.25 + 1.0)); PS1i = R122i.x; // 2 R4i.x = PV1i.y - R127i.z; PV0i.x = R4i.x; R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x))); R3i.z = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i)); R3i.w = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i)); R4i.y = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i)); PS0i = R4i.y; // 3 backupReg0i = R4i.w; backupReg1i = R0i.z; R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y))); R3i.y = floatBitsToInt(uf_blockPS6[53].y); R3i.y = floatBitsToInt(intBitsToFloat(R3i.y) / 2.0); PV1i.z = PV0i.x << 0x00000002; R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg1i))); R127i.y = floatBitsToInt(float(PV0i.x)); PS1i = R127i.y; // 4 R1i.x = PV1i.z + 0x0000002b; R1i.y = PV1i.z + 0x0000002a; R1i.z = PV1i.z + 0x0000002d; R1i.w = PV1i.z + 0x0000002c; R5i.w = floatBitsToInt(uf_blockPS6[53].x); R5i.w = floatBitsToInt(intBitsToFloat(R5i.w) / 2.0); PS0i = R5i.w; // 5 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R2i.y = tempi.x; R9i.z = floatBitsToInt(roundEven(intBitsToFloat(R127i.y))); PS1i = R9i.z; } if( activeMaskStackC[2] == true ) { R6i.xyzw = floatBitsToInt(uf_blockPS1[R1i.z].xyzw); R7i.xyzw = floatBitsToInt(uf_blockPS1[R1i.w].xyzw); R8i.xyzw = floatBitsToInt(uf_blockPS1[R1i.y].xyzw); R1i.xyzw = floatBitsToInt(uf_blockPS1[R1i.x].xyzw); } if( activeMaskStackC[2] == true ) { // 0 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R9i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),intBitsToFloat(R10i.z)),vec4(-(intBitsToFloat(R5i.x)),-(intBitsToFloat(R9i.y)),-(intBitsToFloat(R4i.z)),-(intBitsToFloat(R9i.w))))); tempi.x = clampFI32(tempi.x); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R126i.z = tempi.x; tempResultf = 1.0 / sqrt(intBitsToFloat(R2i.y)); PS0i = floatBitsToInt(tempResultf); // 1 R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS0i))); PV1i.x = R127i.x; R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i))); PV1i.y = R127i.y; R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(PS0i))); PV1i.z = R127i.z; R127i.w = floatBitsToInt(-(intBitsToFloat(R3i.y))); R2i.z = R9i.z; PS1i = R2i.z; // 2 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R9i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R125i.y = floatBitsToInt(-(intBitsToFloat(R5i.w))); PS0i = R125i.y; // 3 R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.z))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R9i.y)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.y))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(PV0i.x)) + 1.0)); PV1i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.x))); PV1i.w = R123i.w; R126i.x = R3i.y; PS1i = R126i.x; // 4 backupReg0i = R126i.z; R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.z))); R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R4i.y))); R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R3i.w))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(backupReg0i))); R10i.z = R9i.z; PS0i = R10i.z; // 5 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PV0i.w))); R11i.z = R9i.z; // 6 R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(R5i.y))); PV0i.x = R5i.x; R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(R3i.x))); R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.w))); // 7 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R7i.x))); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R6i.x))); R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R8i.x))); // 8 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R6i.y)) + intBitsToFloat(PV1i.y))); PV0i.x = R123i.x; R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R7i.y)) + intBitsToFloat(PV1i.x))); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R1i.x))); // 9 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R8i.y)) + intBitsToFloat(R126i.z))); PV1i.x = R123i.x; R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.z))); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R6i.z)) + intBitsToFloat(PV0i.x))); PV1i.w = R123i.w; // 10 backupReg0i = R0i.z; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R8i.z)) + intBitsToFloat(PV1i.x))); PV0i.x = R123i.x; PV0i.z = floatBitsToInt(intBitsToFloat(R6i.w) + intBitsToFloat(PV1i.w)); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R7i.z)) + intBitsToFloat(R127i.y))); PV0i.w = R123i.w; // 11 backupReg0i = R0i.z; PV1i.x = floatBitsToInt(intBitsToFloat(R8i.w) + intBitsToFloat(PV0i.x)); PV1i.z = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(PV0i.w)); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R1i.z)) + intBitsToFloat(R126i.y))); PV1i.w = R123i.w; R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z)); PS1i = R126i.y; // 12 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i))); R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i))); PV0i.y = R127i.y; PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w)); // 13 R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xbb03126f)); R127i.x = clampFI32(R127i.x); PV1i.x = R127i.x; R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R126i.y))); PV1i.w = R126i.w; R9i.x = floatBitsToInt((uf_blockPS6[53].x * 0.5 + intBitsToFloat(PV0i.y))); PS1i = R9i.x; // 14 R2i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R5i.w)); R9i.y = floatBitsToInt((uf_blockPS6[53].y * 0.5 + intBitsToFloat(PV1i.w))); R9i.w = PV1i.x; R2i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.w)); PS0i = R2i.y; // 15 R10i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R125i.y)); R10i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(R126i.x)); R2i.w = R127i.x; R10i.w = R127i.x; PS1i = R10i.w; // 16 R11i.x = floatBitsToInt((-(uf_blockPS6[53].x) * 0.5 + intBitsToFloat(R127i.y))); R11i.y = floatBitsToInt((-(uf_blockPS6[53].y) * 0.5 + intBitsToFloat(R126i.w))); R11i.w = R127i.x; } if( activeMaskStackC[2] == true ) { R9i.y = floatBitsToInt(textureShadow_1(textureUnitPS7, vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R9i.z),intBitsToFloat(R9i.w)))); R2i.x = floatBitsToInt(textureShadow_2(textureUnitPS7, vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)))); R10i.w = floatBitsToInt(textureShadow_3(textureUnitPS7, vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),intBitsToFloat(R10i.w)))); R11i.z = floatBitsToInt(textureShadow_4(textureUnitPS7, vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R11i.z),intBitsToFloat(R11i.w)))); } if( activeMaskStackC[2] == true ) { activeMaskStack[2] = activeMaskStack[1]; activeMaskStackC[3] = activeMaskStackC[2]; // 0 PV0i.z = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(R2i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); // 1 R123i.y = floatBitsToInt((intBitsToFloat(R10i.w) * 0.5 + intBitsToFloat(PV0i.z))); PV1i.y = R123i.y; // 2 R0i.w = floatBitsToInt((intBitsToFloat(R11i.z) * 0.5 + intBitsToFloat(PV1i.y))/2.0); PV0i.w = R0i.w; // 3 PV1i.x = ((1.0 > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0)); // 4 R1i.z = ((R4i.x > 0)?(PV1i.x):(0)); // 5 predResult = (R1i.z != 0); activeMaskStack[2] = predResult; activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; } else { activeMaskStack[2] = false; activeMaskStackC[3] = false; } if( activeMaskStackC[3] == true ) { // 0 PV0i.x = int(-1) + R4i.x; // 1 PV1i.w = PV0i.x << 0x00000002; PS1i = floatBitsToInt(float(PV0i.x)); // 2 R1i.x = PV1i.w + 0x0000002c; R1i.y = PV1i.w + 0x0000002a; R1i.z = PV1i.w + 0x0000002b; R1i.w = PV1i.w + 0x0000002d; R5i.z = floatBitsToInt(roundEven(intBitsToFloat(PS1i))); PS0i = R5i.z; } if( activeMaskStackC[3] == true ) { R2i.xyzw = floatBitsToInt(uf_blockPS1[R1i.w].xyzw); R3i.xyzw = floatBitsToInt(uf_blockPS1[R1i.x].xyzw); R4i.xyzw = floatBitsToInt(uf_blockPS1[R1i.y].xyzw); R1i.xyzw = floatBitsToInt(uf_blockPS1[R1i.z].xyzw); } if( activeMaskStackC[3] == true ) { // 0 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R3i.x))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R2i.x))); // 1 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x))); PV1i.x = R123i.x; PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R4i.x))); R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R2i.y)) + intBitsToFloat(PV0i.y))); PV1i.z = R123i.z; PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R1i.x))); // 2 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R2i.z)) + intBitsToFloat(PV1i.z))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV1i.w))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R4i.y)) + intBitsToFloat(PV1i.y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R3i.z)) + intBitsToFloat(PV1i.x))); PV0i.w = R123i.w; // 3 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R4i.z)) + intBitsToFloat(PV0i.z))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R1i.z)) + intBitsToFloat(PV0i.y))); PV1i.y = R123i.y; R127i.z = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.w)); PV1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.x)); // 4 PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.y)); PV0i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV1i.x)); PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w)); // 5 R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i))); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PS0i))); PS1i = R5i.y; // 6 R5i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0xbb03126f)); R5i.w = clampFI32(R5i.w); } if( activeMaskStackC[3] == true ) { R5i.y = floatBitsToInt(textureShadow_5(textureUnitPS7, vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),intBitsToFloat(R5i.w)))); } if( activeMaskStackC[3] == true ) { // 0 backupReg0i = R0i.w; R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R5i.y))); } activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; if( activeMaskStackC[2] == true ) { // 0 PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) + 1.0); // 1 backupReg0i = R0i.w; R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R12i.x)) + intBitsToFloat(backupReg0i))); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { R0i.y = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R0i.xy)).y); } if( activeMaskStackC[1] == true ) { // 0 R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),uf_blockPS10[3].z) + uf_blockPS10[1].y)); R0i.x = clampFI32(R0i.x); R0i.z = 0x3f800000; } // export passPixelColor5 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z)); }