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503 lines
14 KiB
Plaintext
503 lines
14 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 430ac3a85ece61af // bloom sampling scale
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const float resScale = ($height/$gameHeight);
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highp float lineRand(vec2 co) //to reduce banding
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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//const float resScale = ($height/$gameHeight); // = 4.0;
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 256x144x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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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 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = 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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R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy)*0.005);
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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R0f.x = intBitsToFloat(uf_remappedPS[0].x);
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PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].y)/ resScale);
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PV0f.z = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
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R0f.w = intBitsToFloat(uf_remappedPS[0].y);
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R1f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(uf_remappedPS[1].y);
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PS0f = R1f.w;
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// 1
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R10f.x = PV0f.z * intBitsToFloat(0x3d000000);
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PV1f.x = R10f.x;
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R2f.z = PS0f * intBitsToFloat(uf_remappedPS[1].y);
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PV1f.z = R2f.z;
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R5f.w = PV0f.y * intBitsToFloat(0x3d000000);
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PV1f.w = R5f.w;
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// 2
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R1f.x = PV1f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale;
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PV0f.x = R1f.x;
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R1f.y = PV1f.w + intBitsToFloat(uf_remappedPS[0].y) / resScale;
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PV0f.y = R1f.y;
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R2f.w = PV1f.z * intBitsToFloat(uf_remappedPS[1].y) ;
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PV0f.w = R2f.w;
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// 3
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R2f.x = R10f.x + PV0f.x;
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PV1f.x = R2f.x;
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R2f.y = R5f.w + PV0f.y;
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PV1f.y = R2f.y;
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R3f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
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PV1f.w = R3f.w;
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// 4
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R3f.x = R10f.x + PV1f.x;
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R3f.y = R5f.w + PV1f.y;
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R4f.w = PV1f.w * intBitsToFloat(uf_remappedPS[1].y);
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R0f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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R5f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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// 0
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backupReg0f = R0f.y;
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R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[1].x) + 0.0);
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PV0f.x = R123f.x;
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R0f.y = R5f.w + R3f.y;
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PV0f.y = R0f.y;
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R123f.z = (R0f.x * intBitsToFloat(uf_remappedPS[1].x) + 0.0);
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PV0f.z = R123f.z;
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R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[1].x) + 0.0);
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PV0f.w = R123f.w;
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R0f.x = R10f.x + R3f.x;
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PS0f = R0f.x;
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// 1
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backupReg0f = R1f.z;
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R123f.x = (R1f.w * R1f.y + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (R1f.w * R1f.x + PV0f.z);
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PV1f.y = R123f.y;
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R1f.z = R10f.x + PS0f;
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PV1f.z = R1f.z;
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R123f.w = (R1f.w * backupReg0f + PV0f.x);
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PV1f.w = R123f.w;
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R1f.y = R5f.w + PV0f.y;
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PS1f = R1f.y;
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// 2
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backupReg0f = R4f.x;
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R4f.x = R10f.x + PV1f.z;
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PV0f.x = R4f.x;
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R123f.y = (R2f.z * R4f.y + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R2f.z * R4f.z + PV1f.w);
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PV0f.z = R123f.z;
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R123f.w = (R2f.z * backupReg0f + PV1f.y);
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PV0f.w = R123f.w;
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R4f.y = R5f.w + PS1f;
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PS0f = R4f.y;
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// 3
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backupReg0f = R5f.x;
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backupReg1f = R5f.z;
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backupReg2f = R2f.w;
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backupReg3f = R5f.y;
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R5f.x = (R2f.w * backupReg0f + PV0f.w);
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R5f.y = R4f.w * intBitsToFloat(uf_remappedPS[1].y);
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PV1f.y = R5f.y;
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R5f.z = (R2f.w * backupReg1f + PV0f.z);
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R2f.w = (backupReg2f * backupReg3f + PV0f.y);
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R3f.x = R10f.x + PV0f.x;
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PS1f = R3f.x;
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// 4
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R6f.x = R10f.x + PS1f;
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R3f.y = R5f.w + R4f.y;
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R1f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.zy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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// 0
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R123f.x = (R3f.w * R0f.y + R2f.w);
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PV0f.x = R123f.x;
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R123f.y = (R3f.w * R0f.x + R5f.x);
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PV0f.y = R123f.y;
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R123f.z = (R3f.w * R0f.z + R5f.z);
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PV0f.z = R123f.z;
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R6f.w = R5f.w + R3f.y;
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// 1
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R0f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y);
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PV1f.x = R0f.x;
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R123f.y = (R4f.w * R1f.z + PV0f.z);
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PV1f.y = R123f.y;
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R123f.z = (R4f.w * R1f.y + PV0f.x);
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PV1f.z = R123f.z;
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R123f.w = (R4f.w * R1f.x + PV0f.y);
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PV1f.w = R123f.w;
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R1f.x = R10f.x + R6f.x;
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PS1f = R1f.x;
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// 2
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R123f.x = (R5f.y * R4f.x + PV1f.w);
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PV0f.x = R123f.x;
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R1f.y = R5f.w + R6f.w;
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PV0f.y = R1f.y;
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R123f.z = (R5f.y * R4f.y + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R5f.y * R4f.z + PV1f.y);
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PV0f.w = R123f.w;
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R4f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y);
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PS0f = R4f.w;
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// 3
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backupReg0f = R2f.x;
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R2f.x = (R1f.w * R2f.z + PV0f.w);
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R4f.y = (R1f.w * R2f.y + PV0f.z);
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R2f.z = (R1f.w * backupReg0f + PV0f.x);
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R2f.w = R10f.x + R1f.x;
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PV1f.w = R2f.w;
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R2f.y = R5f.w + PV0f.y;
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PS1f = R2f.y;
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// 4
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R5f.x = R10f.x + PV1f.w;
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R5f.y = R5f.w + PS1f;
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R4f.z = R4f.w * intBitsToFloat(uf_remappedPS[1].y);
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R6f.xyz = (texture(textureUnitPS0, R6f.xw).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R2f.wy).xyz);
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R7f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
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// 0
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R123f.x = (R0f.x * R6f.z + R2f.x);
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PV0f.x = R123f.x;
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R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y);
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PV0f.y = R127f.y;
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R123f.z = (R0f.x * R6f.x + R2f.z);
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PV0f.z = R123f.z;
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R123f.w = (R0f.x * R6f.y + R4f.y);
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PV0f.w = R123f.w;
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R2f.y = R5f.w + R5f.y;
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PS0f = R2f.y;
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// 1
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R123f.x = (R4f.w * R1f.y + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (R4f.w * R1f.x + PV0f.z);
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PV1f.y = R123f.y;
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R2f.z = R10f.x + R5f.x;
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PV1f.z = R2f.z;
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R123f.w = (R4f.w * R1f.z + PV0f.x);
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PV1f.w = R123f.w;
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R2f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y);
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PS1f = R2f.w;
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// 2
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backupReg0f = R3f.x;
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R3f.x = R10f.x + PV1f.z;
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PV0f.x = R3f.x;
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R123f.y = (R4f.z * R3f.y + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R4f.z * R3f.z + PV1f.w);
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PV0f.z = R123f.z;
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R123f.w = (R4f.z * backupReg0f + PV1f.y);
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PV0f.w = R123f.w;
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R3f.y = R5f.w + R2f.y;
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PS0f = R3f.y;
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// 3
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backupReg0f = R7f.z;
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R1f.x = (R127f.y * R7f.x + PV0f.w);
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R1f.y = R2f.w * intBitsToFloat(uf_remappedPS[1].y);
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PV1f.y = R1f.y;
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R7f.z = (R127f.y * backupReg0f + PV0f.z);
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R4f.w = (R127f.y * R7f.y + PV0f.y);
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R7f.x = R10f.x + PV0f.x;
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PS1f = R7f.x;
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// 4
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R5f.x = R10f.x + PS1f;
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PV0f.x = R5f.x;
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R7f.y = R5f.w + R3f.y;
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PV0f.y = R7f.y;
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R6f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
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PV0f.w = R6f.w;
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// 5
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R8f.x = R10f.x + PV0f.x;
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R5f.y = R5f.w + PV0f.y;
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R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
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R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
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// 0
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R123f.x = (R2f.w * R2f.y + R4f.w);
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PV0f.x = R123f.x;
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R123f.y = (R2f.w * R2f.x + R1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R2f.w * R2f.z + R7f.z);
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PV0f.z = R123f.z;
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R8f.w = R5f.w + R5f.y;
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// 1
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backupReg0f = R3f.x;
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R3f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y);
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PV1f.x = R3f.x;
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R123f.y = (R1f.y * R3f.z + PV0f.z);
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PV1f.y = R123f.y;
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R123f.z = (R1f.y * R3f.y + PV0f.x);
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PV1f.z = R123f.z;
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R123f.w = (R1f.y * backupReg0f + PV0f.y);
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PV1f.w = R123f.w;
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R1f.x = R10f.x + R8f.x;
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PS1f = R1f.x;
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// 2
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R123f.x = (R6f.w * R4f.x + PV1f.w);
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PV0f.x = R123f.x;
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R1f.y = R5f.w + R8f.w;
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PV0f.y = R1f.y;
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R123f.z = (R6f.w * R4f.y + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R6f.w * R4f.z + PV1f.y);
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PV0f.w = R123f.w;
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R6f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y);
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PS0f = R6f.w;
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// 3
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backupReg0f = R0f.x;
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R0f.x = (R1f.w * R0f.z + PV0f.w);
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R4f.y = (R1f.w * R0f.y + PV0f.z);
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R0f.z = (R1f.w * backupReg0f + PV0f.x);
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R0f.w = R10f.x + R1f.x;
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PV1f.w = R0f.w;
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R0f.y = R5f.w + PV0f.y;
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PS1f = R0f.y;
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// 4
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R2f.x = R10f.x + PV1f.w;
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R2f.y = R5f.w + PS1f;
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R4f.z = R6f.w * intBitsToFloat(uf_remappedPS[1].y);
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R8f.xyz = (texture(textureUnitPS0, R8f.xw).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R5f.xyz = (texture(textureUnitPS0, R0f.wy).xyz);
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R7f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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// 0
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R123f.x = (R3f.x * R8f.z + R0f.x);
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PV0f.x = R123f.x;
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R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y);
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PV0f.y = R127f.y;
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R123f.z = (R3f.x * R8f.x + R0f.z);
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PV0f.z = R123f.z;
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R123f.w = (R3f.x * R8f.y + R4f.y);
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PV0f.w = R123f.w;
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R0f.y = R5f.w + R2f.y;
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PS0f = R0f.y;
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// 1
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R123f.x = (R6f.w * R1f.y + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (R6f.w * R1f.x + PV0f.z);
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PV1f.y = R123f.y;
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R0f.z = R10f.x + R2f.x;
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PV1f.z = R0f.z;
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R123f.w = (R6f.w * R1f.z + PV0f.x);
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PV1f.w = R123f.w;
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R0f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y);
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PS1f = R0f.w;
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// 2
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backupReg0f = R5f.x;
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R5f.x = R10f.x + PV1f.z;
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PV0f.x = R5f.x;
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R123f.y = (R4f.z * R5f.y + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R4f.z * R5f.z + PV1f.w);
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PV0f.z = R123f.z;
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R123f.w = (R4f.z * backupReg0f + PV1f.y);
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PV0f.w = R123f.w;
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R5f.y = R5f.w + R0f.y;
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|
PS0f = R5f.y;
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// 3
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|
backupReg0f = R7f.z;
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|
R1f.x = (R127f.y * R7f.x + PV0f.w);
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|
R1f.y = R0f.w * intBitsToFloat(uf_remappedPS[1].y);
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|
PV1f.y = R1f.y;
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|
R7f.z = (R127f.y * backupReg0f + PV0f.z);
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R6f.w = (R127f.y * R7f.y + PV0f.y);
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R7f.x = R10f.x + PV0f.x;
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|
PS1f = R7f.x;
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// 4
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|
R2f.x = R10f.x + PS1f;
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PV0f.x = R2f.x;
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R7f.y = R5f.w + R5f.y;
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PV0f.y = R7f.y;
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R8f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
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PV0f.w = R8f.w;
|
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// 5
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|
R9f.x = R10f.x + PV0f.x;
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R2f.y = R5f.w + PV0f.y;
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R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
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R0f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
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R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
|
// 0
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|
R123f.x = (R0f.w * R0f.y + R6f.w);
|
|
PV0f.x = R123f.x;
|
|
R123f.y = (R0f.w * R0f.x + R1f.x);
|
|
PV0f.y = R123f.y;
|
|
R123f.z = (R0f.w * R0f.z + R7f.z);
|
|
PV0f.z = R123f.z;
|
|
R9f.w = R5f.w + R2f.y;
|
|
// 1
|
|
backupReg0f = R5f.x;
|
|
R5f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y);
|
|
PV1f.x = R5f.x;
|
|
R123f.y = (R1f.y * R5f.z + PV0f.z);
|
|
PV1f.y = R123f.y;
|
|
R123f.z = (R1f.y * R5f.y + PV0f.x);
|
|
PV1f.z = R123f.z;
|
|
R123f.w = (R1f.y * backupReg0f + PV0f.y);
|
|
PV1f.w = R123f.w;
|
|
R1f.x = R10f.x + R9f.x;
|
|
PS1f = R1f.x;
|
|
// 2
|
|
R123f.x = (R8f.w * R4f.x + PV1f.w);
|
|
PV0f.x = R123f.x;
|
|
R1f.y = R5f.w + R9f.w;
|
|
PV0f.y = R1f.y;
|
|
R123f.z = (R8f.w * R4f.y + PV1f.z);
|
|
PV0f.z = R123f.z;
|
|
R123f.w = (R8f.w * R4f.z + PV1f.y);
|
|
PV0f.w = R123f.w;
|
|
R8f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y);
|
|
PS0f = R8f.w;
|
|
// 3
|
|
backupReg0f = R3f.x;
|
|
R3f.x = (R1f.w * R3f.z + PV0f.w);
|
|
R4f.y = (R1f.w * R3f.y + PV0f.z);
|
|
R3f.z = (R1f.w * backupReg0f + PV0f.x);
|
|
R3f.w = R10f.x + R1f.x;
|
|
PV1f.w = R3f.w;
|
|
R3f.y = R5f.w + PV0f.y;
|
|
PS1f = R3f.y;
|
|
// 4
|
|
R0f.x = R10f.x + PV1f.w;
|
|
R0f.y = R5f.w + PS1f;
|
|
R4f.z = R8f.w * intBitsToFloat(uf_remappedPS[1].y);
|
|
R6f.w = 1.0;
|
|
R9f.xyz = (texture(textureUnitPS0, R9f.xw).xyz);
|
|
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
|
R2f.xyz = (texture(textureUnitPS0, R3f.wy).xyz);
|
|
R7f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
|
// 0
|
|
R123f.x = (R5f.x * R9f.z + R3f.x);
|
|
PV0f.x = R123f.x;
|
|
R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y);
|
|
PV0f.y = R127f.y;
|
|
R123f.z = (R5f.x * R9f.x + R3f.z);
|
|
PV0f.z = R123f.z;
|
|
R123f.w = (R5f.x * R9f.y + R4f.y);
|
|
PV0f.w = R123f.w;
|
|
R3f.y = R5f.w + R0f.y;
|
|
PS0f = R3f.y;
|
|
// 1
|
|
R123f.x = (R8f.w * R1f.y + PV0f.w);
|
|
PV1f.x = R123f.x;
|
|
R123f.y = (R8f.w * R1f.x + PV0f.z);
|
|
PV1f.y = R123f.y;
|
|
R3f.z = R10f.x + R0f.x;
|
|
PV1f.z = R3f.z;
|
|
R123f.w = (R8f.w * R1f.z + PV0f.x);
|
|
PV1f.w = R123f.w;
|
|
R3f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y);
|
|
PS1f = R3f.w;
|
|
// 2
|
|
backupReg0f = R2f.x;
|
|
R2f.x = R10f.x + PV1f.z;
|
|
PV0f.x = R2f.x;
|
|
R123f.y = (R4f.z * R2f.y + PV1f.x);
|
|
PV0f.y = R123f.y;
|
|
R123f.z = (R4f.z * R2f.z + PV1f.w);
|
|
PV0f.z = R123f.z;
|
|
R123f.w = (R4f.z * backupReg0f + PV1f.y);
|
|
PV0f.w = R123f.w;
|
|
R2f.y = R5f.w + R3f.y;
|
|
PS0f = R2f.y;
|
|
// 3
|
|
backupReg0f = R7f.z;
|
|
R0f.x = (R127f.y * R7f.x + PV0f.w);
|
|
R0f.y = R3f.w * intBitsToFloat(uf_remappedPS[1].y);
|
|
PV1f.y = R0f.y;
|
|
R7f.z = (R127f.y * backupReg0f + PV0f.z);
|
|
R8f.w = (R127f.y * R7f.y + PV0f.y);
|
|
R7f.x = R10f.x + PV0f.x;
|
|
PS1f = R7f.x;
|
|
// 4
|
|
backupReg0f = R10f.x;
|
|
R10f.x = backupReg0f + PS1f;
|
|
R7f.y = R5f.w + R2f.y;
|
|
PV0f.y = R7f.y;
|
|
R9f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
|
|
PV0f.w = R9f.w;
|
|
// 5
|
|
R10f.y = R5f.w + PV0f.y;
|
|
R5f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
|
|
R3f.xyz = (texture(textureUnitPS0, R3f.zy).xyz);
|
|
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
|
R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
|
|
R10f.xyz = (texture(textureUnitPS0, R10f.xy).xyz);
|
|
// 0
|
|
R123f.x = (R3f.w * R3f.y + R8f.w);
|
|
PV0f.x = R123f.x;
|
|
R123f.y = (R3f.w * R3f.x + R0f.x);
|
|
PV0f.y = R123f.y;
|
|
R123f.z = (R3f.w * R3f.z + R7f.z);
|
|
PV0f.z = R123f.z;
|
|
// 1
|
|
R123f.y = (R0f.y * R2f.z + PV0f.z);
|
|
PV1f.y = R123f.y;
|
|
R123f.z = (R0f.y * R2f.y + PV0f.x);
|
|
PV1f.z = R123f.z;
|
|
R123f.w = (R0f.y * R2f.x + PV0f.y);
|
|
PV1f.w = R123f.w;
|
|
// 2
|
|
R123f.x = (R9f.w * R4f.x + PV1f.w);
|
|
PV0f.x = R123f.x;
|
|
R123f.z = (R9f.w * R4f.y + PV1f.z);
|
|
PV0f.z = R123f.z;
|
|
R123f.w = (R9f.w * R4f.z + PV1f.y);
|
|
PV0f.w = R123f.w;
|
|
// 3
|
|
R123f.x = (R5f.w * R10f.z + PV0f.w);
|
|
PV1f.x = R123f.x;
|
|
R123f.y = (R5f.w * R10f.y + PV0f.z);
|
|
PV1f.y = R123f.y;
|
|
R123f.z = (R5f.w * R10f.x + PV0f.x);
|
|
PV1f.z = R123f.z;
|
|
// 4
|
|
R6f.x = PV1f.z * intBitsToFloat(uf_remappedPS[1].z);
|
|
R6f.y = PV1f.y * intBitsToFloat(uf_remappedPS[1].z);
|
|
R6f.z = PV1f.x * intBitsToFloat(uf_remappedPS[1].z);
|
|
// export
|
|
passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
|
|
}
|