#version 400 #extension GL_ARB_texture_gather : enable // shader 34755035276148c0 // AA removal Twlight princess uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 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 uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 in vec4 passParameter0; layout(location = 0) out vec4 passPixelColor0; int clampFI32(int v) { if( v == 0x7FFFFFFF ) return floatBitsToInt(1.0); else if( v == 0xFFFFFFFF ) return floatBitsToInt(0.0); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; 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; int loopStuckCounter = 0; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameter0); R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy); R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); /* R0i.w = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).y); // 0 R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889)); PV0i.x = R1i.x; R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6)); PV0i.y = R1i.y; R2i.z = R0i.x; PV0i.z = R2i.z; R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6)); PS0i = R2i.y; // 1 R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889)); PV1i.x = R3i.x; R3i.y = R0i.y; PV1i.y = R3i.y; R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw); R2i.yz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R2i.zy)).yz); R3i.xy = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R3i.xy)).xy); // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R3i.x)); PV0i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R0i.w)); PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.y)); PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.y)); // 1 R123i.x = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.x)))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.y)))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.z)))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.w)))); PV1i.w = R123i.w; // 2 PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); // 3 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xb400d959)); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xb400d959)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xb400d959)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(0xb400d959)); // 4 R123i.x = ((intBitsToFloat(PV1i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); PV0i.x = R123i.x; R123i.y = ((intBitsToFloat(PV1i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); PV0i.y = R123i.y; R123i.z = ((intBitsToFloat(PV1i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); PV0i.z = R123i.z; R123i.w = ((intBitsToFloat(PV1i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); PV0i.w = R123i.w; // 5 tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e800000)); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; // 6 R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(0x3f400000))); PV0i.z = R127i.z; // 7 R1i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba088889) + intBitsToFloat(R0i.x))); PV1i.x = R1i.x; R1i.y = R0i.y; PV1i.y = R1i.y; R2i.z = R0i.x; PV1i.z = R2i.z; R2i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba72b9d6) + intBitsToFloat(R0i.y))); PS1i = R2i.y; // 8 R3i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a088889) + intBitsToFloat(R0i.x))); PV0i.x = R3i.x; R3i.y = R0i.y; PV0i.y = R3i.y; R0i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a72b9d6) + intBitsToFloat(R0i.y))); PV0i.w = R0i.w; R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.zy)).xyzw); R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw); R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xw)).xyzw); // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R2i.w)); PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y)); PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x)); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.x)); PV1i.y = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.y)); PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.z)); PV1i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.w)); // 2 backupReg0i = R0i.y; backupReg1i = R0i.x; PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.x)); PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(PV1i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z)); PV0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV1i.w)); // 3 R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3e800000))); PV1i.x = R0i.x; R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e800000))); PV1i.y = R0i.y; R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(0x3e800000))); PV1i.z = R0i.z; R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(0x3e800000))); PV1i.w = R0i.w; // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); */ }