mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
f3d35c75dc
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe. I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more: - \Enhancements\TwilightPrincessHD_Bicubic - \Resolutions\DevilsThird_Resolution - \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders) - \Resolutions\LegoStarWars_Resolution - \Resolutions\TokyoMirage_Resolution (this one could also be manually verified) I hope I didn't make too many mistakes with this one.
319 lines
9.9 KiB
Plaintext
319 lines
9.9 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 945d9672d0114248
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// Used for: Second horizontal and vertical bloom blur pass
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float resXScale = float($width)/float($gameWidth);
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float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_uniformRegisterVS[256];
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};
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#else
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uniform ivec4 uf_uniformRegisterVS[256];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem129;
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layout(location = 2) out vec4 passParameterSem130;
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layout(location = 3) out vec4 passParameterSem131;
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layout(location = 0) out vec4 passParameterSem128;
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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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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ivec4 Ri[128];
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Ri[0] = ivec4(0);
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Ri[1] = ivec4(0);
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Ri[2] = ivec4(0);
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Ri[3] = ivec4(0);
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Ri[4] = ivec4(0);
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Ri[5] = ivec4(0);
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Ri[6] = ivec4(0);
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Ri[7] = ivec4(0);
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Ri[8] = ivec4(0);
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Ri[9] = ivec4(0);
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Ri[10] = ivec4(0);
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Ri[11] = ivec4(0);
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Ri[12] = ivec4(0);
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Ri[13] = ivec4(0);
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Ri[14] = ivec4(0);
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Ri[15] = ivec4(0);
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Ri[16] = ivec4(0);
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Ri[17] = ivec4(0);
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Ri[18] = ivec4(0);
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Ri[19] = ivec4(0);
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Ri[20] = ivec4(0);
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Ri[21] = ivec4(0);
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Ri[22] = ivec4(0);
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Ri[23] = ivec4(0);
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Ri[24] = ivec4(0);
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Ri[25] = ivec4(0);
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Ri[26] = ivec4(0);
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Ri[27] = ivec4(0);
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Ri[28] = ivec4(0);
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Ri[29] = ivec4(0);
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Ri[30] = ivec4(0);
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Ri[31] = ivec4(0);
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Ri[32] = ivec4(0);
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Ri[33] = ivec4(0);
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Ri[34] = ivec4(0);
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Ri[35] = ivec4(0);
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Ri[36] = ivec4(0);
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Ri[37] = ivec4(0);
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Ri[38] = ivec4(0);
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Ri[39] = ivec4(0);
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Ri[40] = ivec4(0);
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Ri[41] = ivec4(0);
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Ri[42] = ivec4(0);
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Ri[43] = ivec4(0);
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Ri[44] = ivec4(0);
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Ri[45] = ivec4(0);
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Ri[46] = ivec4(0);
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Ri[47] = ivec4(0);
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Ri[48] = ivec4(0);
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Ri[49] = ivec4(0);
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Ri[50] = ivec4(0);
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Ri[51] = ivec4(0);
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Ri[52] = ivec4(0);
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Ri[53] = ivec4(0);
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Ri[54] = ivec4(0);
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Ri[55] = ivec4(0);
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Ri[56] = ivec4(0);
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Ri[57] = ivec4(0);
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Ri[58] = ivec4(0);
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Ri[59] = ivec4(0);
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Ri[60] = ivec4(0);
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Ri[61] = ivec4(0);
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Ri[62] = ivec4(0);
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Ri[63] = ivec4(0);
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Ri[64] = ivec4(0);
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Ri[65] = ivec4(0);
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Ri[66] = ivec4(0);
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Ri[67] = ivec4(0);
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Ri[68] = ivec4(0);
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Ri[69] = ivec4(0);
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Ri[70] = ivec4(0);
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Ri[71] = ivec4(0);
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Ri[72] = ivec4(0);
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Ri[73] = ivec4(0);
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Ri[74] = ivec4(0);
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Ri[75] = ivec4(0);
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Ri[76] = ivec4(0);
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Ri[77] = ivec4(0);
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Ri[78] = ivec4(0);
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Ri[79] = ivec4(0);
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Ri[80] = ivec4(0);
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Ri[81] = ivec4(0);
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Ri[82] = ivec4(0);
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Ri[83] = ivec4(0);
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Ri[84] = ivec4(0);
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Ri[85] = ivec4(0);
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Ri[86] = ivec4(0);
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Ri[87] = ivec4(0);
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Ri[88] = ivec4(0);
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Ri[89] = ivec4(0);
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Ri[90] = ivec4(0);
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Ri[91] = ivec4(0);
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Ri[92] = ivec4(0);
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Ri[93] = ivec4(0);
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Ri[94] = ivec4(0);
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Ri[95] = ivec4(0);
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Ri[96] = ivec4(0);
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Ri[97] = ivec4(0);
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Ri[98] = ivec4(0);
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Ri[99] = ivec4(0);
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Ri[100] = ivec4(0);
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Ri[101] = ivec4(0);
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Ri[102] = ivec4(0);
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Ri[103] = ivec4(0);
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Ri[104] = ivec4(0);
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Ri[105] = ivec4(0);
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Ri[106] = ivec4(0);
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Ri[107] = ivec4(0);
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Ri[108] = ivec4(0);
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Ri[109] = ivec4(0);
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Ri[110] = ivec4(0);
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Ri[111] = ivec4(0);
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Ri[112] = ivec4(0);
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Ri[113] = ivec4(0);
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Ri[114] = ivec4(0);
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Ri[115] = ivec4(0);
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Ri[116] = ivec4(0);
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Ri[117] = ivec4(0);
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Ri[118] = ivec4(0);
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Ri[119] = ivec4(0);
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Ri[120] = ivec4(0);
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Ri[121] = ivec4(0);
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Ri[122] = ivec4(0);
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Ri[123] = ivec4(0);
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Ri[124] = ivec4(0);
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Ri[125] = ivec4(0);
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Ri[126] = ivec4(0);
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Ri[127] = ivec4(0);
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uvec4 attrDecoder;
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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[1];
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bool activeMaskStackC[2];
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activeMaskStackC[0] = 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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Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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if( activeMaskStackC[1] == true ) {
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// 0
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Ri[3].y = 0;
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PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
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PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
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Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
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PS1i = Ri[1].x;
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// 2
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Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0));
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// 3
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Ri[10].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
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Ri[10].w = Ri[1].w;
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}
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while( activeMaskStackC[1] == true )
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{
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if( activeMaskStackC[1] == true ) {
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// 0
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Ri[0].z = (0x00000003 > Ri[3].y)?int(0xFFFFFFFF):int(0x0);
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// 1
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predResult = (Ri[0].z != 0);
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if( predResult == false ) break;
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = Ri[3].y;
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backupReg0i = Ri[3].y;
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Ri[1].x = Ri[3].y + 0x00000005;
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Ri[3].y = backupReg0i + int(1);
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Ri[127].z = floatBitsToInt(float(backupReg0i));
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PS0i = Ri[127].z;
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// 1
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tempResultf = intBitsToFloat(PS0i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV1i.x = floatBitsToInt(tempResultf);
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale);
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PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale);
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PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale);
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PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale);
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// 3
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y)));
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
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// 4
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Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z)));
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Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w));
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// 5
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tempResulti = Ri[1].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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// 6
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Ri[7+ARi.x].x = Ri[0].x;
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Ri[7+ARi.x].y = Ri[0].y;
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Ri[7+ARi.x].z = Ri[0].z;
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Ri[7+ARi.x].w = Ri[0].w;
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}
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[5].y));
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PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[5].x));
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// 1
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
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// 2
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Ri[4].x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_uniformRegisterVS[1].z));
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Ri[4].y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[1].w));
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// 3
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Ri[11].x = Ri[4].x;
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Ri[11].y = Ri[4].y;
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// 4
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Ri[2].xyz = ivec3(Ri[10].x,Ri[10].y,Ri[10].z);
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Ri[2].w = Ri[10].w;
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// 5
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Ri[0].xyz = ivec3(Ri[12].x,Ri[12].y,Ri[12].z);
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Ri[0].w = Ri[12].w;
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// 6
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Ri[7].xyz = ivec3(Ri[0].x,Ri[0].y,Ri[0].z);
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Ri[7].w = Ri[0].w;
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// 7
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Ri[1].xyz = ivec3(Ri[13].x,Ri[13].y,Ri[13].z);
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Ri[1].w = Ri[13].w;
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// 8
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Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z);
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Ri[3].w = Ri[14].w;
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}
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// export
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SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)));
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// export
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passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w));
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// export
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passParameterSem130 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
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// export
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passParameterSem131 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w));
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// export
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passParameterSem128 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].z));
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if( activeMaskStackC[1] == true ) {
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// 0
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}
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}
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