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https://github.com/cemu-project/cemu_graphic_packs.git
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f3d35c75dc
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe. I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more: - \Enhancements\TwilightPrincessHD_Bicubic - \Resolutions\DevilsThird_Resolution - \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders) - \Resolutions\LegoStarWars_Resolution - \Resolutions\TokyoMirage_Resolution (this one could also be manually verified) I hope I didn't make too many mistakes with this one.
351 lines
11 KiB
Plaintext
351 lines
11 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader d121b990e877579c
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//shadow penumbra
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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 = 1, binding = 5) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[11];
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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[11];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(11, 1, 0) uniform sampler2D textureUnitPS11;
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TEXTURE_LAYOUT(12, 1, 1) uniform sampler2DShadow textureUnitPS12;
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TEXTURE_LAYOUT(13, 1, 2) uniform sampler2D textureUnitPS13;
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TEXTURE_LAYOUT(14, 1, 3) uniform sampler2D textureUnitPS14;
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TEXTURE_LAYOUT(15, 1, 4) uniform sampler2D textureUnitPS15;
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem131;
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layout(location = 2) in vec4 passParameterSem132;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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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 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = 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 = passParameterSem130;
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R1f = passParameterSem131;
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R2f = passParameterSem132;
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R3f.x = (texture(textureUnitPS15, R0f.xy).x);
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R4f.xyz = (texture(textureUnitPS11, R0f.xy).xyz);
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R7f.xy = (texture(textureUnitPS13, R0f.xy).xy);
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R0f.xyz = (texture(textureUnitPS14, R0f.xy).xyz);
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// 0
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PV0f.x = R2f.x;
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PV0f.x /= 2.0;
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PV0f.y = R2f.y;
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PV0f.y /= 2.0;
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PV0f.z = R3f.x + -(intBitsToFloat(uf_remappedPS[0].y));
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R127f.w = 1.0;
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R6f.x = (R4f.x * 2.0 + -(1.0));
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PS0f = R6f.x;
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// 1
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R5f.x = (R4f.y * 2.0 + -(1.0));
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R127f.y = fract(PV0f.y);
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PV1f.y = R127f.y;
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R127f.z = fract(PV0f.x);
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PV1f.z = R127f.z;
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R7f.w = (R4f.z * 2.0 + -(1.0));
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PS1f = 1.0 / PV0f.z;
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// 2
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R123f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
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PV0f.y = R123f.y;
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R5f.z = R0f.x;
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R126f.w = PS1f * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.w = R126f.w;
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R6f.w = 0.0;
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PS0f = R6f.w;
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// 3
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R123f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
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PV1f.y = R123f.y;
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R2f.z = mul_nonIEEE(R1f.z, PV0f.w);
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PV1f.z = R2f.z;
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R124f.w = PV0f.x + 0.0;
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R0f.w = PV0f.y + 0.0;
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PS1f = R0f.w;
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// 4
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R127f.x = mul_nonIEEE(R1f.x, PV1f.z);
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PV0f.x = R127f.x;
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R127f.y = mul_nonIEEE(R1f.y, PV1f.z);
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PV0f.y = R127f.y;
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R127f.z = mul_nonIEEE(R1f.z, PV1f.z);
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PV0f.z = R127f.z;
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R125f.w = PV1f.x + 0.0;
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R126f.z = PV1f.y + 0.0;
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PS0f = R126f.z;
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// 5
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R3f.x = mul_nonIEEE(R1f.x, R126f.w);
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PS1f = R3f.x;
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// 6
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].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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R126f.x = 1.0 / PV1f.x;
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PS0f = R126f.x;
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// 7
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R126f.y = PV0f.x * PS0f;
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PS1f = R126f.y;
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// 8
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].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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R127f.w = PV1f.x * R126f.x;
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PS0f = R127f.w;
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// 9
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backupReg0f = R126f.x;
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R126f.x = R126f.y;
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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R4f.y = mul_nonIEEE(R1f.y, R126f.w);
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R127f.z = PV0f.x * backupReg0f;
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PV1f.z = R127f.z;
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R5f.w = -(R3f.x) + intBitsToFloat(uf_remappedPS[6].x);
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R1f.x = PS0f + R125f.w;
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PS1f = R1f.x;
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// 10
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R4f.x = R127f.w + R125f.w;
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R1f.y = PV1f.z + R126f.z;
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R4f.z = PV1f.z + R0f.w;
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R1f.w = PV1f.x;
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R2f.y = PV1f.z + R126f.z;
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PS0f = R2f.y;
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// 11
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R2f.x = R127f.w + R124f.w;
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R3f.y = R127f.z + R0f.w;
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R3f.z = R127f.w + R124f.w;
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R4f.w = R126f.x;
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R2f.w = R126f.x;
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PS1f = R2f.w;
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// 12
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backupReg0f = R0f.z;
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R0f.x = R0f.y;
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R0f.y = -(R4f.y) + intBitsToFloat(uf_remappedPS[6].y)/3;
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R0f.z = -(R2f.z) + intBitsToFloat(uf_remappedPS[6].z)/3;
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R3f.w = R126f.x;
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R1f.z = backupReg0f;
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PS0f = R1f.z;
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R1f.x = (texture(textureUnitPS12, vec3(R1f.xy, R1f.w)));
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R1f.y = (texture(textureUnitPS12, vec3(R4f.xz, R4f.w)));
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R4f.z = (texture(textureUnitPS12, vec3(R2f.xy, R2f.w)));
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R3f.w = (texture(textureUnitPS12, vec3(R3f.zy, R3f.w)));
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// 0
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tempf.x = dot(vec4(R3f.x,R4f.y,R2f.z,-0.0),vec4(R3f.x,R4f.y,R2f.z,0.0));
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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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R126f.x = intBitsToFloat(uf_remappedPS[7].x);
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PS0f = R126f.x;
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// 1
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backupReg0f = R0f.y;
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backupReg0f = R0f.y;
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backupReg1f = R0f.z;
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backupReg1f = R0f.z;
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tempf.x = dot(vec4(R5f.w,backupReg0f,backupReg1f,-0.0),vec4(R5f.w,backupReg0f,backupReg1f,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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tempResultf = 1.0 / sqrt(PV0f.x);
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PS1f = tempResultf;
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// 2
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R127f.x = mul_nonIEEE(R3f.x, PS1f);
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PV0f.x = R127f.x;
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R126f.y = mul_nonIEEE(R4f.y, PS1f);
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PV0f.y = R126f.y;
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R127f.z = mul_nonIEEE(R2f.z, PS1f);
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PV0f.z = R127f.z;
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R127f.w = intBitsToFloat(uf_remappedPS[7].y);
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R127f.y = sqrt(PV1f.x);
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PS0f = R127f.y;
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// 3
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tempf.x = dot(vec4(R6f.x,R5f.x,R7f.w,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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PS1f = 1.0 / PS0f;
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// 4
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R125f.x = R5f.w * PS1f;
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PV0f.x = R125f.x;
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R125f.y = R0f.y * PS1f;
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PV0f.y = R125f.y;
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R126f.z = R0f.z * PS1f;
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PV0f.z = R126f.z;
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R124f.w = PV1f.x + PV1f.x;
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PV0f.w = R124f.w;
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PS0f = intBitsToFloat(uf_remappedPS[7].z);
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// 5
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backupReg0f = R127f.x;
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tempf.x = dot(vec4(-(R126f.x),-(R127f.w),-(PS0f),-(R6f.w)),vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.z));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R127f.x = (mul_nonIEEE(-(PV0f.w),R6f.x) + backupReg0f);
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PS1f = R127f.x;
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// 6
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backupReg0f = R127f.z;
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backupReg1f = R127f.y;
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R123f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[8].z)) + intBitsToFloat(uf_remappedPS[8].w));
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R123f.x = clamp(R123f.x, 0.0, 1.0);
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PV0f.x = R123f.x;
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R127f.y = (mul_nonIEEE(-(R124f.w),R5f.x) + R126f.y);
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R127f.z = (mul_nonIEEE(-(R124f.w),R7f.w) + backupReg0f);
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R123f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[8].x)) + intBitsToFloat(uf_remappedPS[8].y));
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R123f.w = clamp(R123f.w, 0.0, 1.0);
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PV0f.w = R123f.w;
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R2f.w = 0.0;
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PS0f = R2f.w;
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// 7
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tempf.x = dot(vec4(R1f.x,R1f.y,R4f.z,R3f.w),vec4(0.25,0.25,0.25,0.25));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R126f.x = mul_nonIEEE(PV0f.w, PV0f.x);
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PS1f = R126f.x;
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// 8
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tempf.x = dot(vec4(R125f.x,R125f.y,R126f.z,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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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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R127f.x = PV1f.x + -(1.0);
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PS0f = R127f.x;
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// 9
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backupReg0f = R126f.z;
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R124f.x = mul_nonIEEE(R7f.y, intBitsToFloat(uf_remappedPS[9].y));
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R127f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].x));
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R126f.z = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].y));
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PV1f.w = max(PV0f.x, -(PV0f.x));
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PS1f = mul_nonIEEE(R7f.w, backupReg0f);
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// 10
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R123f.x = (mul_nonIEEE(R5f.x,R125f.y) + PS1f);
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PV0f.x = R123f.x;
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PV0f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].z));
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R123f.w = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
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PV0f.w = R123f.w;
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tempResultf = log2(PV1f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 11
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backupReg0f = R126f.z;
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R123f.x = (mul_nonIEEE(R6f.x,R125f.x) + PV0f.x);
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R123f.x = clamp(R123f.x, 0.0, 1.0);
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PV1f.x = R123f.x;
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PV1f.y = mul_nonIEEE(R124f.x, PS0f);
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R126f.z = mul_nonIEEE(R127f.y, PV0f.w);
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PV1f.z = R126f.z;
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R124f.w = mul_nonIEEE(backupReg0f, PV0f.w);
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PV1f.w = R124f.w;
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R124f.x = mul_nonIEEE(PV0f.y, PV0f.w);
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PS1f = R124f.x;
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// 12
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PV0f.x = mul_nonIEEE(PV1f.x, PV1f.z);
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PV0f.x *= 2.0;
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PV0f.z = mul_nonIEEE(PV1f.x, PS1f);
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PV0f.z *= 2.0;
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PV0f.w = mul_nonIEEE(PV1f.x, PV1f.w);
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PV0f.w *= 2.0;
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R125f.x = exp2(PV1f.y);
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PS0f = R125f.x;
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// 13
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backupReg0f = R0f.x;
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backupReg1f = R124f.w;
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PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w);
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PV1f.y = mul_nonIEEE(R5f.z, PV0f.x);
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PV1f.z = mul_nonIEEE(PS0f, R126f.z);
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R124f.w = mul_nonIEEE(R1f.z, PV0f.z);
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PS1f = mul_nonIEEE(PS0f, backupReg1f);
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// 14
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R123f.x = (mul_nonIEEE(R7f.x,PS1f) + PV1f.x);
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PV0f.x = R123f.x;
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PV0f.y = mul_nonIEEE(R125f.x, R124f.x);
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R123f.z = (mul_nonIEEE(R7f.x,PV1f.z) + PV1f.y);
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PV0f.z = R123f.z;
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// 15
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R123f.x = (mul_nonIEEE(R7f.x,PV0f.y) + R124f.w);
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PV1f.x = R123f.x;
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R2f.y = PV0f.x * 0.25;
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R2f.x = PV0f.z * 0.25;
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PS1f = R2f.x;
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// 16
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R2f.z = PV1f.x * 0.25;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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