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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
188 lines
7.0 KiB
Plaintext
188 lines
7.0 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : 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 de960d36a997b34d
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// Divine Laser Beams Customizer - beams
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// Credit for hsv functions below
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// http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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#define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored
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#define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely
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#define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png
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#define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping
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#define VALUE_FACTOR 1.0 //same as above; applies to Value
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#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency
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const float hueRotation = HUE_ROTATION / 360.0;
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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uniform float uf_alphaTestRef;
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[3];
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uniform float uf_alphaTestRef;
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2188b000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8
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TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem3;
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layout(location = 3) in vec4 passParameterSem4;
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layout(location = 4) in vec4 passParameterSem5;
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layout(location = 5) in vec4 passParameterSem8;
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layout(location = 6) in vec4 passParameterSem12;
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layout(location = 7) in vec4 passParameterSem14;
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layout(location = 0) out vec4 passPixelColor0;
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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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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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#if (DISABLE_BEAMS == 1) && (RAINBOW_EFFECT == 0)
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discard;
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#endif
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem3;
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R3f = passParameterSem4;
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R4f = passParameterSem5;
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R5f = passParameterSem8;
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R6f = passParameterSem12;
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R7f = passParameterSem14;
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R1f.w = (texture(textureUnitPS0, R5f.xy).x);
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// 0
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backupReg0f = R4f.y;
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R127f.x = 1.0;
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R4f.y = R5f.w + 0.0;
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R3f.z = -(R3f.y) + backupReg0f;
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R123f.w = (R1f.w * 2.0 + -(1.0));
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PV0f.w = R123f.w;
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PS0f = 1.0 / R2f.w;
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// 1
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backupReg0f = R5f.z;
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R5f.x = mul_nonIEEE(R2f.x, PS0f);
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R5f.y = mul_nonIEEE(R2f.y, PS0f);
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R5f.z = R0f.x + -(R1f.x);
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R5f.w = R0f.y + -(R1f.y);
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R4f.x = (PV0f.w * intBitsToFloat(0x3dcccccd) + backupReg0f);
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PS1f = R4f.x;
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// 2
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backupReg0f = R6f.y;
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tempf.x = dot(vec4(R6f.x,backupReg0f,R6f.z,R127f.x),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),intBitsToFloat(uf_remappedPS[0].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R6f.y = tempf.x;
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R6f.x = 1.0 / R2f.w;
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PS0f = R6f.x;
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R5f.x = (texture(textureUnitPS4, R5f.xy).x);
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R4f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw);
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// 0
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R127f.x = mul_nonIEEE(R0f.w, R4f.w);
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R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.x) + intBitsToFloat(uf_remappedPS[1].x));
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PV0f.z = -(R3f.y) + -(R6f.y);
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PV0f.w = R2f.z * R6f.x;
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PS0f = 1.0 / R3f.z;
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// 1
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PV1f.x = mul_nonIEEE(PV0f.z, PS0f);
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PV1f.x = clamp(PV1f.x, 0.0, 1.0);
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R123f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y)));
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PV1f.y = R123f.y;
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R127f.w = R0f.z + -(R1f.z);
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R0f.x = (mul_nonIEEE(R5f.z,R4f.x) + R1f.x);
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PS1f = R0f.x;
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// 2
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R0f.y = (mul_nonIEEE(R5f.w,R4f.y) + R1f.y);
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R127f.z = mul_nonIEEE(R127f.x, PV1f.x);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PS0f = 1.0 / PV1f.y;
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// 3
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R0f.z = (mul_nonIEEE(R127f.w,R4f.z) + R1f.z);
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PV1f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
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R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].y);
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PS1f = R127f.w;
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// 4
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PV0f.x = -(PV1f.w) + R127f.y;
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// 5
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PV1f.z = PV0f.x * R127f.w;
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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// 6
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PV0f.y = mul_nonIEEE(R127f.z, PV1f.z);
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// 7
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PV1f.x = mul_nonIEEE(R3f.x, PV0f.y);
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// 8
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R0f.w = mul_nonIEEE(R7f.w, PV1f.x);
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// export
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if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
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#if (RAINBOW_EFFECT == 1)
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passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + 3.0*R5f.y, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
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#else
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passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
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#endif
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passPixelColor0.a *= ALPHA_FACTOR;
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}
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