mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 17:49:17 +01:00
3d492aa656
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh. Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however. Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
249 lines
10 KiB
Plaintext
249 lines
10 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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 1a14de8e58d5b30a
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// Used for: Restoring the native BotW Anti-Aliasing implementation
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 0, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[5];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;
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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 = 2) out vec4 passParameterSem2;
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layout(location = 3) out vec4 passParameterSem4;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 4) out vec4 passParameterSem6;
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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 R5i = 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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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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xyzw = attrDataSem0.xyzw;
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attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
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attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.x = attrDataSem1.x;
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attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
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attrDecoder.y = 0;
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
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if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
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if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
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if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
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attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
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attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
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attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
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attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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// 0
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backupReg0i = R0i.x;
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PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
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R127i.y = 0x3f800000;
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PV0i.z = 0x3f800000;
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PV0i.w = 0x40400000;
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R127i.z = 0xbf800000;
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PS0i = R127i.z;
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// 1
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R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
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PV1i.x = R123i.x;
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R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
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PV1i.y = R123i.y;
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R0i.z = 0;
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PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
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R2i.w = 0x3f800000;
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PS1i = R2i.w;
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// 2
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R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
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PV0i.x = R2i.x;
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R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
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PV0i.y = R2i.y;
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R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
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R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
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R0i.w = 0x3ec00000;
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R0i.x = 0x3eeaaaab;
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PS0i = R0i.x;
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// 3
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R1i.x = 0x3d2aaaab;
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R0i.y = 0;
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R1i.z = 0;
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R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
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R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
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PS1i = R5i.x;
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R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz);
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R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
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R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y);
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// export
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SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)));
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// 0
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R127i.x = uf_remappedVS[1].z;
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R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
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PV0i.x = R127i.x;
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R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5));
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PV0i.y = R5i.y;
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R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
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R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
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R127i.w = R2i.x;
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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R1i.z = R5i.x;
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PS0i = R1i.z;
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// 1
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backupReg0i = R2i.y;
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R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
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R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
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PV1i.x = R2i.x;
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R2i.y = uf_remappedVS[3].y;
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R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
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PV1i.y = R2i.y;
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R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
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R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
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R1i.w = PV0i.y;
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PV1i.w = R1i.w;
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R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
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PS1i = R126i.y;
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// 2
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backupReg0i = R127i.w;
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R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
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PV0i.x = R126i.x;
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PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
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PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale);
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R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
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PS0i = R127i.y;
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// 3
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PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
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R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y));
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R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
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R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale);
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R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y)));
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PS1i = R125i.w;
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// 4
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backupReg0i = R127i.y;
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backupReg1i = R126i.z;
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x)));
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R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i)));
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R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w)));
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R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
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R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
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PS0i = R125i.z;
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// 5
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backupReg0i = R126i.x;
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backupReg1i = R126i.w;
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backupReg2i = R126i.y;
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R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
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R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
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R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
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R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
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R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i));
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R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y)));
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PS1i = R124i.w;
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// 6
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backupReg0i = R0i.y;
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backupReg1i = R0i.x;
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backupReg2i = R125i.w;
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PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z));
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PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i));
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i));
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R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z)));
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R2i.z = backupReg2i;
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PS0i = R2i.z;
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// 7
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x)));
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R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y)));
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R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z)));
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R2i.w = R126i.z;
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R5i.z = R127i.y;
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PS1i = R5i.z;
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// 8
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R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5));
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R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5));
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R3i.z = R126i.y;
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R5i.w = R127i.x;
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R3i.w = R126i.x;
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PS0i = R3i.w;
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// 9
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R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w)));
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R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z)));
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R0i.z = R124i.w;
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R0i.w = R125i.w;
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// export
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passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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// export
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passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
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// export
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passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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// export
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passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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}
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