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https://github.com/cemu-project/cemu_graphic_packs.git
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306da0b802
Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course. Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below. **Here's the script that I've made to do all of this. No manual edits were needed:** https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
347 lines
14 KiB
Plaintext
347 lines
14 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors.
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// shader a7f4801a8d29e333
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform vec4 uf_fragCoordScale;
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uniform ivec4 uf_remappedPS[3];
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};
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#else
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uniform vec2 uf_fragCoordScale;
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uniform ivec4 uf_remappedPS[3];
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#endif
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const float hazeFactor = 0.1;
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const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = $exposure; // 1.0 is neutral
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const float vibrance = $vibrance; // 0.0 is neutral
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const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float contrastCurve = $contrastCurve;
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vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//lumasharpen
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const float sharp_mix = $sharp_mix;
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const float sharp_strength = 2.0;
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const float sharp_clamp = 0.75;
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const float offset_bias = 1.0;
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float Sigmoid (float x) {
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
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}
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#define px (1.0/1920.0*uf_fragCoordScale.x)
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#define py (1.0/1080.0*uf_fragCoordScale.y)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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return sharp_luma;
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}
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vec3 LiftGammaGainPass(vec3 colorInput)
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{ //reshade BSD https://reshade.me , Alexkiri port
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vec3 color = colorInput;
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0);
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color *= RGB_Gain;
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color = pow(color, 1.0 / RGB_Gamma);
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return clamp(color, 0.0, 1.0);
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}
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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//fColour = LiftGammaGainPass(fColour);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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fColour = LiftGammaGainPass(fColour);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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const float resScale = 3.0; //AA in PS
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem137;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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 R123i = 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(passParameterSem136);
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R1i = floatBitsToInt(passParameterSem137);
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if( activeMaskStackC[1] == true ) {
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R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.zy),0.0).y);
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R0i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).y);
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R0i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xw),0.0).y);
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R2i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.zw),0.0).y);
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R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw);
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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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backupReg0i = R2i.y;
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R127i.x = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R0i.z)));
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R2i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaa8));
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PV0i.y = R2i.y;
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R127i.z = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R0i.z)));
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// 1
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PV1i.x = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.y)));
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PV1i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.y)));
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// 2
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R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.w)));
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PV0i.z = R4i.z;
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R4i.w = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
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PV0i.w = R4i.w;
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// 3
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
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PV1i.y = floatBitsToInt(max(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.w)));
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PV1i.z = floatBitsToInt(min(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.z)));
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// 4
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PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
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PV0i.w = floatBitsToInt(max(intBitsToFloat(uf_remappedPS[0].y), intBitsToFloat(PV1i.x)));
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// 5
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PV1i.y = ((intBitsToFloat(PV0i.w) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
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// 6
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backupReg0i = R1i.y;
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backupReg1i = R1i.z;
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backupReg2i = R1i.w;
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backupReg3i = R1i.x;
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R3i.x = ((PV1i.y == 0)?(0):(0x3f800000));
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R1i.y = ((PV1i.y == 0)?(0):(backupReg0i));
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R1i.z = ((PV1i.y == 0)?(0):(backupReg1i));
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R1i.w = ((PV1i.y == 0)?(0):(backupReg2i));
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R1i.x = ((PV1i.y == 0)?(0):(backupReg3i));
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PS0i = R1i.x;
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// 7
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predResult = (R3i.x == 0);
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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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backupReg0i = R0i.w;
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PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + -(intBitsToFloat(R2i.y)));
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R127i.z = 0;
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PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R2i.x));
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// 1
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R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.w));
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PV1i.x = R127i.x;
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R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.w)));
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PV1i.y = R127i.y;
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// 2
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 3
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
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PS1i = floatBitsToInt(tempResultf);
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// 4
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backupReg0i = R127i.y;
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R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
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PV0i.y = R127i.y;
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
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PV0i.z = R127i.z;
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// 5
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PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z) / resScale, intBitsToFloat(uf_remappedPS[1].x))); // sharpen pass?
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y)/ resScale, intBitsToFloat(uf_remappedPS[1].y))); //sharpen pass?
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
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// 6
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R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV1i.y)));
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R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(PV1i.z)));
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PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w)));
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R2i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV1i.y) / resScale);
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV1i.z) / resScale);
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PS0i = R2i.y;
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// 7
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].w))); //?
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// 8
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
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// 9
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
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// 10
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PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000)));
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)));
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// 11
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PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
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PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
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// 12
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PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w) , intBitsToFloat(PV1i.z)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z) , intBitsToFloat(PV1i.w)));
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// 13
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backupReg0i = R0i.x ;
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backupReg1i = R0i.y;
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(-(intBitsToFloat(PV0i.w) / resScale),-(intBitsToFloat(PV0i.z) / resScale),intBitsToFloat(PV0i.w) / resScale));
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R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.z) / resScale);
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw);
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R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.wy),0.0).xyzw);
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R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw);
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R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127i.xyz = floatBitsToInt(vec3(intBitsToFloat(R1i.y),intBitsToFloat(R1i.x),intBitsToFloat(R1i.w)) + vec3(intBitsToFloat(R2i.y),intBitsToFloat(R2i.x),intBitsToFloat(R2i.w)));
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PV0i.y = R127i.y;
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R127i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
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// 1
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backupReg0i = R0i.x;
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backupReg1i = R0i.z;
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PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R0i.y));
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PV1i.y = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg0i));
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PV1i.z = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R0i.w));
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PV1i.w = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(backupReg1i));
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R126i.z = PV0i.y;
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R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
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PS1i = R126i.z;
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV1i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.y));
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PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z));
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PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.w));
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R126i.y = R127i.x;
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
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PS0i = R126i.y;
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// 3
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backupReg0i = R127i.w;
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R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25 );
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PV1i.x = R127i.x;
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R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
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R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
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R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25);
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R126i.x = backupReg0i;
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R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
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PS1i = R126i.x;
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// 4
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PV0i.x = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.w))?int(0xFFFFFFFF):int(0x0));
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PV0i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
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// 5
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R123i.w = ((PV0i.y == 0)?(PV0i.x):(int(-1)));
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PV1i.w = R123i.w;
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// 6
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R1i.x = ((PV1i.w == 0)?(R127i.y):(R126i.z));
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|
R1i.y = ((PV1i.w == 0)?(R127i.x):(R126i.y));
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R1i.z = ((PV1i.w == 0)?(R127i.w):(R126i.x));
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R1i.w = ((PV1i.w == 0)?(R127i.z):(R127i.z));
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}
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|
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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|
// export
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|
|
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vec3 R0f = vec3(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z));
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|
|
|
R0f.xyz = contrasty(R0f.xyz);
|
|
R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
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|
float smask = lumasharping(textureUnitPS0, passParameterSem136.xy);
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|
vec3 temp3 = R0f.xyz;
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|
R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);
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|
|
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passPixelColor0 = vec4(R0f.xyz, intBitsToFloat(R1i.w));
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|
|
|
//passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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|
}
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