mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
5f6725df66
Add - Scaling of AO noise, blur steps and partial coverage
456 lines
15 KiB
Plaintext
456 lines
15 KiB
Plaintext
<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 986b29629873321d
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/// AO 1st pass detection
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const float AOScale = 1.5; // AO detail vs volume 1.5 as a compromise 1.0 default. Scale to res = 100% detail but sharp and tiny. lines 357, 360 for comments: Needs blur++
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const float noiseScale = <?=$scaleFactorX?>;
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//const float noiseScale = 4.0; //multiple of noise texture samples ie banding vs details
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5984000 res 4x4x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R7i = ivec4(0);
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ivec4 R8i = ivec4(0);
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ivec4 R9i = ivec4(0);
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ivec4 R10i = ivec4(0);
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ivec4 R11i = ivec4(0);
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ivec4 R12i = ivec4(0);
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ivec4 R13i = ivec4(0);
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ivec4 R14i = ivec4(0);
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ivec4 R15i = ivec4(0);
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ivec4 R16i = ivec4(0);
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ivec4 R17i = ivec4(0);
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ivec4 R18i = ivec4(0);
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ivec4 R19i = ivec4(0);
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ivec4 R20i = ivec4(0);
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ivec4 R21i = ivec4(0);
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ivec4 R22i = ivec4(0);
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ivec4 R23i = ivec4(0);
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ivec4 R24i = ivec4(0);
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ivec4 R25i = ivec4(0);
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ivec4 R26i = ivec4(0);
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ivec4 R27i = ivec4(0);
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ivec4 R28i = ivec4(0);
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ivec4 R29i = ivec4(0);
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ivec4 R30i = ivec4(0);
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ivec4 R31i = ivec4(0);
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ivec4 R32i = ivec4(0);
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ivec4 R33i = ivec4(0);
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ivec4 R34i = ivec4(0);
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ivec4 R35i = ivec4(0);
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ivec4 R36i = ivec4(0);
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ivec4 R37i = ivec4(0);
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ivec4 R38i = ivec4(0);
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ivec4 R39i = ivec4(0);
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ivec4 R40i = ivec4(0);
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ivec4 R41i = ivec4(0);
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ivec4 R42i = ivec4(0);
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ivec4 R43i = ivec4(0);
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ivec4 R44i = ivec4(0);
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ivec4 R45i = ivec4(0);
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ivec4 R46i = ivec4(0);
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ivec4 R47i = ivec4(0);
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ivec4 R48i = ivec4(0);
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ivec4 R49i = ivec4(0);
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ivec4 R50i = ivec4(0);
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ivec4 R51i = ivec4(0);
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ivec4 R52i = ivec4(0);
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ivec4 R53i = ivec4(0);
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ivec4 R54i = ivec4(0);
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ivec4 R55i = ivec4(0);
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ivec4 R56i = ivec4(0);
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ivec4 R57i = ivec4(0);
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ivec4 R58i = ivec4(0);
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ivec4 R59i = ivec4(0);
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ivec4 R60i = ivec4(0);
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ivec4 R61i = ivec4(0);
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ivec4 R62i = ivec4(0);
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ivec4 R63i = ivec4(0);
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ivec4 R64i = ivec4(0);
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ivec4 R65i = ivec4(0);
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ivec4 R66i = ivec4(0);
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ivec4 R67i = ivec4(0);
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ivec4 R68i = ivec4(0);
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ivec4 R69i = ivec4(0);
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ivec4 R70i = ivec4(0);
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ivec4 R71i = ivec4(0);
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ivec4 R72i = ivec4(0);
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ivec4 R73i = ivec4(0);
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ivec4 R74i = ivec4(0);
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ivec4 R75i = ivec4(0);
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ivec4 R76i = ivec4(0);
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ivec4 R77i = ivec4(0);
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ivec4 R78i = ivec4(0);
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ivec4 R79i = ivec4(0);
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ivec4 R80i = ivec4(0);
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ivec4 R81i = ivec4(0);
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ivec4 R82i = ivec4(0);
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ivec4 R83i = ivec4(0);
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ivec4 R84i = ivec4(0);
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ivec4 R85i = ivec4(0);
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ivec4 R86i = ivec4(0);
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ivec4 R87i = ivec4(0);
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ivec4 R88i = ivec4(0);
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ivec4 R89i = ivec4(0);
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ivec4 R90i = ivec4(0);
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ivec4 R91i = ivec4(0);
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ivec4 R92i = ivec4(0);
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ivec4 R93i = ivec4(0);
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ivec4 R94i = ivec4(0);
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ivec4 R95i = ivec4(0);
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ivec4 R96i = ivec4(0);
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ivec4 R97i = ivec4(0);
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ivec4 R98i = ivec4(0);
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ivec4 R99i = ivec4(0);
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ivec4 R100i = ivec4(0);
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ivec4 R101i = ivec4(0);
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ivec4 R102i = ivec4(0);
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ivec4 R103i = ivec4(0);
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ivec4 R104i = ivec4(0);
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ivec4 R105i = ivec4(0);
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ivec4 R106i = ivec4(0);
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ivec4 R107i = ivec4(0);
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ivec4 R108i = ivec4(0);
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ivec4 R109i = ivec4(0);
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ivec4 R110i = ivec4(0);
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ivec4 R111i = ivec4(0);
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ivec4 R112i = ivec4(0);
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ivec4 R113i = ivec4(0);
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ivec4 R114i = ivec4(0);
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ivec4 R115i = ivec4(0);
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ivec4 R116i = ivec4(0);
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ivec4 R117i = ivec4(0);
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ivec4 R118i = ivec4(0);
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ivec4 R119i = ivec4(0);
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ivec4 R120i = ivec4(0);
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ivec4 R121i = ivec4(0);
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ivec4 R122i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0 );
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if( activeMaskStackC[1] == true ) {
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R9i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy) ).xx);
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}
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if( activeMaskStackC[1] == true ) {
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R1i.x = 0xbe000000;
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R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points
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R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3c75c28f)); //n
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PV0i.z = R0i.z;
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R2i.x = 0xbe800000;
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PS0i = R2i.x;
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// 1
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R3i.x = 0x3f400000;
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R2i.y = 0xbeddb3e1; // NNN
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R0i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3c75c28f) + intBitsToFloat(PV0i.z))); //n
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R3i.y = 0x3f000000;
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PS1i = R3i.y;
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R4i.x = 0x3e304eb9 ; // to be tweaked later, cut off points
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R5i.x = 0x3e474d45;
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PS0i = R5i.x;
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// 3
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R6i.x = 0x3e157895; //NN
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].x));//n
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PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
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// 4
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R10i.x = 0x3ff7d5aa;
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R123i.w = floatBitsToInt((intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x) + -(intBitsToFloat(PS1i))));//N
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PV0i.w = R123i.w;
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].y));
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PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
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// 5
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R7i.x = 0x3fdda0c7;
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R1i.z = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].y) + -(intBitsToFloat(PS0i))));//N
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R4i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25*noiseScale); //NNN
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R8i.x = 0x3fa95400; /// to be tweaked later, cut off points
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PS1i = R8i.x;
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// 6
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R13i.x = R1i.x;
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R13i.y = R1i.y;
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// 7
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R14i.x = R2i.x;
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R14i.y = R2i.y;
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// 8
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R15i.x = R3i.x;
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R15i.y = R3i.y;
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// 9
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R16i.x = R4i.x;
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// 10
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R17i.x = R5i.x;
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// 11
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R18i.x = R6i.x;
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// 12
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R19i.x = R10i.x;
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// 13
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R20i.x = R7i.x;
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// 14
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R4i.y = floatBitsToInt(intBitsToFloat(R1i.z) * 0.25*noiseScale);
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}
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if( activeMaskStackC[1] == true ) {
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R3i.xy = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.wy)).xy);// insert better noise here.. some day
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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R21i.x = R8i.x;
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// 1
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R4i.x = floatBitsToInt(-(intBitsToFloat(R3i.x))); //pos
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R1i.y = R3i.y ; //Don't scale here
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// 2
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predResult = (intBitsToFloat(R9i.x) >= intBitsToFloat(R0i.w));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R0i.x = 0x3f800000;
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R0i.y = 0;
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}
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activeMaskStack[1] = activeMaskStack[1] == false;
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activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
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if( activeMaskStackC[2] == true ) {
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + 1.0);
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PV0i.y = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(uf_remappedPS[2].z));//n
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PV0i.z = uf_remappedPS[2].y;//n
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
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R5i.x = 0;
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PS0i = R5i.x;
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// 1
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R6i.x = PV0i.z;
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PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[2].z)));//n
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R6i.y = PV0i.z;
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PS1i = R6i.y;
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// 2
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R0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(0x42c80000)));
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
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// 3
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PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[1].x));//prob
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R3i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[1].z)); //*4 prob
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R3i.w = clampFI32(R3i.w);
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// 4
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PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3cf5c28f)));
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// 5
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R3i.z = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e19999a)));
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}
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while( activeMaskStackC[2] == true )
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{
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if( activeMaskStackC[2] == true ) {
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// 0
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R1i.z = (0x00000003 > R5i.x)?int(0xFFFFFFFF):int(0x0);
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// 1
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predResult = (R1i.z != 0);
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if( predResult == false ) break;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R2i.x = R5i.x;
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R1i.x = R5i.x + 0x00000006; //5?
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PS0i = R1i.x;
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// 1
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tempResulti = R2i.x;
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tempResulti = clamp(tempResulti, -256, 255);
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ARi.x = tempResulti;
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PV1i.x = tempResulti;
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// 2
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R2i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0);
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R2i.y = ((ARi.x==0)?R13i.y:(ARi.x==1)?R14i.y:(ARi.x==2)?R15i.y:(ARi.x==3)?R16i.y:(ARi.x==4)?R17i.y:(ARi.x==5)?R18i.y:(ARi.x==6)?R19i.y:(ARi.x==7)?R20i.y:(ARi.x==8)?R21i.y:(ARi.x==110)?R123i.y:(ARi.x==113)?R126i.y:(ARi.x==114)?R127i.y:0);
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// 3
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tempResulti = R1i.x;
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tempResulti = clamp(tempResulti, -256, 255);
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ARi.x = tempResulti;
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PV1i.x = tempResulti;
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// 4
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R1i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0);
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// 5
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backupReg0i = R0i.w;
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PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R2i.y));
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PV1i.y = R1i.x;
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PV1i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(R2i.y));
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R2i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
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PS1i = R2i.w;
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// 6
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backupReg0i = R5i.x;
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R1i.x = R5i.x + 0x00000003; // //3
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R123i.y = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(PV1i.w)));
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PV0i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(R3i.y) + intBitsToFloat(PV1i.x)));
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PV0i.z = R123i.z;
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PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.y));
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R5i.x = backupReg0i + int(1);
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PS0i = R5i.x;
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// 7
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PV1i.z = PV0i.y;
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[1].y)/AOScale);
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
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// 8
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|
//scale here
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|
PV0i.x = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.w) / AOScale);
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PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x40400000) * AOScale);//intensity
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PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.z) / AOScale); //
|
|
// 9
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|
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.x) / AOScale);
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w) / AOScale); //
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R1i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.x) / AOScale));
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R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(PV0i.w) / AOScale));
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R2i.z = floatBitsToInt(intBitsToFloat(R3i.w) * intBitsToFloat(PV0i.z)* AOScale);
|
|
PS1i = R2i.z;
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|
}
|
|
if( activeMaskStackC[2] == true ) {
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|
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
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|
R2i.y = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).x);
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|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
tempResulti = R1i.x;
|
|
tempResulti = clamp(tempResulti, -256, 255);
|
|
ARi.x = tempResulti;
|
|
PV0i.x = tempResulti;
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|
// 1
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|
R1i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0);
|
|
// 2
|
|
PV0i.y = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R2i.x));
|
|
PV0i.w = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R2i.y));
|
|
// 3
|
|
R127i.x = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(PV0i.y) + 0.5));
|
|
R127i.x = clampFI32(R127i.x);
|
|
PV1i.x = R127i.x;
|
|
R127i.y = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(PV0i.w) + 0.5));
|
|
R127i.y = clampFI32(R127i.y);
|
|
PV1i.y = R127i.y;
|
|
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
|
|
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
|
|
// 4
|
|
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV1i.w)));
|
|
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV1i.z)));
|
|
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
|
|
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
|
// 5
|
|
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(R2i.w));
|
|
R126i.x = clampFI32(R126i.x);
|
|
PV1i.x = R126i.x;
|
|
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5));
|
|
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.w));
|
|
R127i.z = clampFI32(R127i.z);
|
|
PV1i.z = R127i.z;
|
|
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(0.5));
|
|
// 6
|
|
R126i.y = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.x) + 0.5));
|
|
PV0i.y = R126i.y;
|
|
R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(PV1i.z) + 0.5));
|
|
PV0i.w = R127i.w;
|
|
// 7
|
|
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + -(intBitsToFloat(PV0i.w)));
|
|
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) + -(intBitsToFloat(PV0i.y)));
|
|
// 8
|
|
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(R126i.x) + intBitsToFloat(R127i.w)));
|
|
PV0i.z = R123i.z;
|
|
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(R126i.y)));
|
|
PV0i.w = R123i.w;
|
|
// 9
|
|
backupReg0i = R6i.x;
|
|
backupReg1i = R6i.y;
|
|
R6i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i)));
|
|
R6i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg1i)));
|
|
}
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
backupReg0i = R0i.z;
|
|
PV0i.x = floatBitsToInt(intBitsToFloat(R6i.y) + -(0.5));
|
|
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
|
PV0i.x = clampFI32(PV0i.x);
|
|
PV0i.y = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5));
|
|
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
|
|
PV0i.y = clampFI32(PV0i.y);
|
|
PV0i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R9i.y));
|
|
// 1
|
|
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[3].x) ); //nope
|
|
PV1i.y = clampFI32(PV1i.y);
|
|
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.x));
|
|
PV1i.w = clampFI32(PV1i.w);
|
|
// 2
|
|
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.y));
|
|
PV0i.x = clampFI32(PV0i.x);
|
|
// 3
|
|
tempResultf = log2(intBitsToFloat(PV0i.x));
|
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
|
PS1i = floatBitsToInt(tempResultf);
|
|
// 4
|
|
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[2].w)); //nope
|
|
// 5
|
|
R0i.y = 0;
|
|
R0i.x = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
|
|
PS1i = R0i.x;
|
|
}
|
|
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
|
// export
|
|
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y));
|
|
|
|
//passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y));
|
|
|
|
}
|