mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 11:34:15 +01:00
549758507f
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
591 lines
26 KiB
Plaintext
591 lines
26 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.
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// shader b8a18eeb20759bfd
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UNIFORM_BUFFER_LAYOUT(33, 1, 6) uniform uniformBlockPS1
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{
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vec4 uf_blockPS1[1024];
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};
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UNIFORM_BUFFER_LAYOUT(38, 1, 7) uniform uniformBlockPS6
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{
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vec4 uf_blockPS6[1024];
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};
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UNIFORM_BUFFER_LAYOUT(42, 1, 8) uniform uniformBlockPS10
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{
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vec4 uf_blockPS10[1024];
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};
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TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
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TEXTURE_LAYOUT(5, 1, 2) uniform sampler2D textureUnitPS5;
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TEXTURE_LAYOUT(7, 1, 3) uniform sampler2DArray textureUnitPS7;
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TEXTURE_LAYOUT(12, 1, 4) uniform sampler2D textureUnitPS12;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem5;
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layout(location = 2) in vec4 passParameterSem6;
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layout(location = 5) out vec4 passPixelColor5;
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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 vec4 uf_fragCoordScale;
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};
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#else
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uniform vec2 uf_fragCoordScale;
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#endif
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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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float textureShadow_1(sampler2DArray s, vec4 coord) {
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vec4 v;
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vec2 texSize = vec2(textureSize(s,0).xy);
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vec2 texSizeR = vec2(1.0) / texSize;
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vec2 texCoordFract = mod(coord.xy,texSizeR);
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vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
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texCoordFract /= texSizeR;
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v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
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return r;
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}
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float textureShadow_2(sampler2DArray s, vec4 coord) {
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vec4 v;
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vec2 texSize = vec2(textureSize(s,0).xy);
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vec2 texSizeR = vec2(1.0) / texSize;
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vec2 texCoordFract = mod(coord.xy,texSizeR);
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vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
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texCoordFract /= texSizeR;
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v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
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return r;
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}
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float textureShadow_3(sampler2DArray s, vec4 coord) {
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vec4 v;
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vec2 texSize = vec2(textureSize(s,0).xy);
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vec2 texSizeR = vec2(1.0) / texSize;
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vec2 texCoordFract = mod(coord.xy,texSizeR);
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vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
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texCoordFract /= texSizeR;
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v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
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return r;
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}
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float textureShadow_4(sampler2DArray s, vec4 coord) {
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vec4 v;
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vec2 texSize = vec2(textureSize(s,0).xy);
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vec2 texSizeR = vec2(1.0) / texSize;
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vec2 texCoordFract = mod(coord.xy,texSizeR);
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vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
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texCoordFract /= texSizeR;
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v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
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return r;
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}
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float textureShadow_5(sampler2DArray s, vec4 coord) {
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vec4 v;
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vec2 texSize = vec2(textureSize(s,0).xy);
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vec2 texSizeR = vec2(1.0) / texSize;
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vec2 texCoordFract = mod(coord.xy,texSizeR);
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vec2 texCoordBase = coord.xy - texCoordFract + texSizeR/2.0;
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texCoordFract /= texSizeR;
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v.x = texture(s, vec3(texCoordBase+vec2(0.0,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.y = texture(s, vec3(texCoordBase+vec2(texSizeR.x,0.0), coord.z)).x >= coord.w?1.0:0.0;
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v.z = texture(s, vec3(texCoordBase+vec2(0.0,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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v.w = texture(s, vec3(texCoordBase+vec2(texSizeR.x,texSizeR.y), coord.z)).x >= coord.w?1.0:0.0;
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float r = mix(mix(v.x, v.y, texCoordFract.x) , mix(v.z, v.w, texCoordFract.x) , texCoordFract.y);
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return r;
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}
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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 R6i = ivec4(0);
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ivec4 R7i = ivec4(0);
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ivec4 R8i = ivec4(0);
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ivec4 R9i = ivec4(0);
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ivec4 R10i = ivec4(0);
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ivec4 R11i = ivec4(0);
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ivec4 R12i = ivec4(0);
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ivec4 R122i = 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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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[3];
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bool activeMaskStackC[4];
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activeMaskStack[0] = false;
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activeMaskStack[1] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStackC[2] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem5);
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R2i = floatBitsToInt(passParameterSem6);
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if( activeMaskStackC[1] == true ) {
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R3i.w = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
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R4i.x = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
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R4i.z = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).x);
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R4i.w = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
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R5i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
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R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).w);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R127i.x = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R4i.x)) + uf_blockPS1[14].x));
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),uf_blockPS1[16].x) + uf_blockPS1[14].x));
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PV0i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R4i.w)) + uf_blockPS1[14].x));
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PV0i.z = R123i.z;
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R127i.w = floatBitsToInt((mul_nonIEEE(uf_blockPS1[16].x,intBitsToFloat(R4i.z)) + uf_blockPS1[14].x));
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PV0i.w = R127i.w;
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R124i.x = floatBitsToInt((intBitsToFloat(R5i.x) * 2.0 + -(1.0)));
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PS0i = R124i.x;
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// 1
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backupReg0i = R1i.x;
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backupReg1i = R1i.y;
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R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.y))));
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PV1i.x = R1i.x;
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R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.y))));
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R0i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), -(intBitsToFloat(PV0i.w))));
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), -(intBitsToFloat(PV0i.w))));
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PS1i = R127i.z;
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// 2
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PV0i.x = floatBitsToInt(-(intBitsToFloat(R127i.w)));
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), -(intBitsToFloat(R127i.x))));
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R127i.x)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), -(intBitsToFloat(R127i.x))));
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R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.w));
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PS0i = R126i.x;
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// 3
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R127i.x = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.w));
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PV1i.x = R127i.x;
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R126i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(R127i.z));
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PV1i.y = R126i.y;
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R127i.zwy = floatBitsToInt(vec3(-(intBitsToFloat(R1i.x)),-(intBitsToFloat(R0i.z)),-(intBitsToFloat(R0i.z))) + vec3(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.z)));
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PV1i.z = R127i.z;
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PV1i.w = R127i.w;
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PS1i = R127i.y;
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// 4
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
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R125i.y = floatBitsToInt((intBitsToFloat(R5i.y) * 2.0 + -(1.0)));
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R125i.z = floatBitsToInt((intBitsToFloat(R5i.z) * 2.0 + -(1.0)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
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R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV1i.x)));
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PS0i = R125i.x;
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// 5
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backupReg0i = R127i.y;
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R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.x)),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.w)));
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R127i.y = floatBitsToInt(intBitsToFloat(R5i.w) * intBitsToFloat(0x437f0000));
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R126i.z = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x437f0000));
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PV1i.w = floatBitsToInt(uf_blockPS6[53].z * intBitsToFloat(0x3d4ccccd));
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R2i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.x)));
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PS1i = R2i.y;
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// 6
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R12i.x = floatBitsToInt((-(intBitsToFloat(R0i.z)) * intBitsToFloat(0x3d4ccccd) + -(intBitsToFloat(PV1i.w))));
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R12i.x = clampFI32(R12i.x);
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R125i.z)));
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R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R126i.y)) + intBitsToFloat(R125i.x)));
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R0i.w = 0x3f800000;
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R2i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.z)), uf_blockPS1[17].y));
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PS0i = R2i.z;
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// 7
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R125i.y),intBitsToFloat(PV0i.y),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R125i.y),1.0,0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.w = tempi.x;
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PS1i = int(intBitsToFloat(R127i.y));
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// 8
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tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R2i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R1i.z)),-0.0),vec4(-(intBitsToFloat(R2i.x)),-(intBitsToFloat(R2i.y)),-(intBitsToFloat(R1i.z)),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.y = tempi.x;
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PS0i = PS1i & int(1);
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// 9
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R5i.z = ((PS0i == 0)?(0):(0x3f800000));
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PS1i = int(intBitsToFloat(R126i.z));
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// 10
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R125i.x = PS1i & 0x00000002;
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tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.w));
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PS0i = floatBitsToInt(tempResultf);
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// 11
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R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS0i)));
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R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS0i)));
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R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i)));
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tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.y));
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R1i.w = floatBitsToInt(tempResultf);
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PS1i = R1i.w;
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// 12
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R4i.w = floatBitsToInt(float(R125i.x));
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R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
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PS0i = R4i.w;
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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R5i.x = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].x, uf_blockPS10[2].w));
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|
R9i.y = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].y, uf_blockPS10[2].w));
|
|
// 1
|
|
R4i.z = floatBitsToInt(mul_nonIEEE(uf_blockPS6[4].z, uf_blockPS10[2].w));
|
|
R9i.w = 0;
|
|
// 2
|
|
predResult = (1.0 > intBitsToFloat(R12i.x));
|
|
activeMaskStack[1] = predResult;
|
|
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
|
}
|
|
else {
|
|
activeMaskStack[1] = false;
|
|
activeMaskStackC[2] = false;
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
PV0i.x = floatBitsToInt(intBitsToFloat(R9i.x) * 1.5);
|
|
PV0i.y = floatBitsToInt(intBitsToFloat(R10i.y) * 1.5);
|
|
R127i.z = ((-(intBitsToFloat(R0i.z)) > uf_blockPS1[58].y)?int(0xFFFFFFFF):int(0x0));
|
|
PV0i.w = ((-(intBitsToFloat(R0i.z)) > uf_blockPS1[58].x)?int(0xFFFFFFFF):int(0x0));
|
|
PS0i = floatBitsToInt(intBitsToFloat(R10i.z) * 1.5);
|
|
// 1
|
|
backupReg0i = R2i.x;
|
|
backupReg1i = R2i.z;
|
|
R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(R1i.w)) + intBitsToFloat(PV0i.x)));
|
|
PV1i.y = PV0i.w & int(1);
|
|
R2i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R1i.w)) + intBitsToFloat(PV0i.y)));
|
|
R2i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.z)),intBitsToFloat(R1i.w)) + intBitsToFloat(PS0i)));
|
|
R122i.x = floatBitsToInt((intBitsToFloat(backupReg1i) * 0.25 + 1.0));
|
|
PS1i = R122i.x;
|
|
// 2
|
|
R4i.x = PV1i.y - R127i.z;
|
|
PV0i.x = R4i.x;
|
|
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)));
|
|
R3i.z = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i));
|
|
R3i.w = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i));
|
|
R4i.y = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i));
|
|
PS0i = R4i.y;
|
|
// 3
|
|
backupReg0i = R4i.w;
|
|
backupReg1i = R0i.z;
|
|
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)));
|
|
R3i.y = floatBitsToInt(uf_blockPS6[53].y);
|
|
R3i.y = floatBitsToInt(intBitsToFloat(R3i.y) / 2.0);
|
|
PV1i.z = PV0i.x << 0x00000002;
|
|
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg1i)));
|
|
R127i.y = floatBitsToInt(float(PV0i.x));
|
|
PS1i = R127i.y;
|
|
// 4
|
|
R1i.x = PV1i.z + 0x0000002b;
|
|
R1i.y = PV1i.z + 0x0000002a;
|
|
R1i.z = PV1i.z + 0x0000002d;
|
|
R1i.w = PV1i.z + 0x0000002c;
|
|
R5i.w = floatBitsToInt(uf_blockPS6[53].x);
|
|
R5i.w = floatBitsToInt(intBitsToFloat(R5i.w) / 2.0);
|
|
PS0i = R5i.w;
|
|
// 5
|
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w),0.0)));
|
|
PV1i.x = tempi.x;
|
|
PV1i.y = tempi.x;
|
|
PV1i.z = tempi.x;
|
|
PV1i.w = tempi.x;
|
|
R2i.y = tempi.x;
|
|
R9i.z = floatBitsToInt(roundEven(intBitsToFloat(R127i.y)));
|
|
PS1i = R9i.z;
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
R6i.xyzw = floatBitsToInt(uf_blockPS1[R1i.z].xyzw);
|
|
R7i.xyzw = floatBitsToInt(uf_blockPS1[R1i.w].xyzw);
|
|
R8i.xyzw = floatBitsToInt(uf_blockPS1[R1i.y].xyzw);
|
|
R1i.xyzw = floatBitsToInt(uf_blockPS1[R1i.x].xyzw);
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R9i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),intBitsToFloat(R10i.z)),vec4(-(intBitsToFloat(R5i.x)),-(intBitsToFloat(R9i.y)),-(intBitsToFloat(R4i.z)),-(intBitsToFloat(R9i.w)))));
|
|
tempi.x = clampFI32(tempi.x);
|
|
PV0i.x = tempi.x;
|
|
PV0i.y = tempi.x;
|
|
PV0i.z = tempi.x;
|
|
PV0i.w = tempi.x;
|
|
R126i.z = tempi.x;
|
|
tempResultf = 1.0 / sqrt(intBitsToFloat(R2i.y));
|
|
PS0i = floatBitsToInt(tempResultf);
|
|
// 1
|
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS0i)));
|
|
PV1i.x = R127i.x;
|
|
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i)));
|
|
PV1i.y = R127i.y;
|
|
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(PS0i)));
|
|
PV1i.z = R127i.z;
|
|
R127i.w = floatBitsToInt(-(intBitsToFloat(R3i.y)));
|
|
R2i.z = R9i.z;
|
|
PS1i = R2i.z;
|
|
// 2
|
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R9i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
|
|
PV0i.x = tempi.x;
|
|
PV0i.y = tempi.x;
|
|
PV0i.z = tempi.x;
|
|
PV0i.w = tempi.x;
|
|
R125i.y = floatBitsToInt(-(intBitsToFloat(R5i.w)));
|
|
PS0i = R125i.y;
|
|
// 3
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.z)));
|
|
PV1i.x = R123i.x;
|
|
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R9i.y)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.y)));
|
|
PV1i.y = R123i.y;
|
|
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(PV0i.x)) + 1.0));
|
|
PV1i.z = R123i.z;
|
|
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.x)));
|
|
PV1i.w = R123i.w;
|
|
R126i.x = R3i.y;
|
|
PS1i = R126i.x;
|
|
// 4
|
|
backupReg0i = R126i.z;
|
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.z)));
|
|
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R4i.y)));
|
|
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R3i.w)));
|
|
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(backupReg0i)));
|
|
R10i.z = R9i.z;
|
|
PS0i = R10i.z;
|
|
// 5
|
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PV0i.w)));
|
|
R11i.z = R9i.z;
|
|
// 6
|
|
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(R5i.y)));
|
|
PV0i.x = R5i.x;
|
|
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(R3i.x)));
|
|
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.w)));
|
|
// 7
|
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R7i.x)));
|
|
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R6i.x)));
|
|
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R8i.x)));
|
|
// 8
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R6i.y)) + intBitsToFloat(PV1i.y)));
|
|
PV0i.x = R123i.x;
|
|
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R7i.y)) + intBitsToFloat(PV1i.x)));
|
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R1i.x)));
|
|
// 9
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R8i.y)) + intBitsToFloat(R126i.z)));
|
|
PV1i.x = R123i.x;
|
|
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV0i.z)));
|
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R6i.z)) + intBitsToFloat(PV0i.x)));
|
|
PV1i.w = R123i.w;
|
|
// 10
|
|
backupReg0i = R0i.z;
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R8i.z)) + intBitsToFloat(PV1i.x)));
|
|
PV0i.x = R123i.x;
|
|
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.w) + intBitsToFloat(PV1i.w));
|
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R7i.z)) + intBitsToFloat(R127i.y)));
|
|
PV0i.w = R123i.w;
|
|
// 11
|
|
backupReg0i = R0i.z;
|
|
PV1i.x = floatBitsToInt(intBitsToFloat(R8i.w) + intBitsToFloat(PV0i.x));
|
|
PV1i.z = floatBitsToInt(intBitsToFloat(R7i.w) + intBitsToFloat(PV0i.w));
|
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R1i.z)) + intBitsToFloat(R126i.y)));
|
|
PV1i.w = R123i.w;
|
|
R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z));
|
|
PS1i = R126i.y;
|
|
// 12
|
|
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i)));
|
|
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
|
|
PV0i.y = R127i.y;
|
|
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w));
|
|
// 13
|
|
R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xbb03126f));
|
|
R127i.x = clampFI32(R127i.x);
|
|
PV1i.x = R127i.x;
|
|
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R126i.y)));
|
|
PV1i.w = R126i.w;
|
|
R9i.x = floatBitsToInt((uf_blockPS6[53].x * 0.5 + intBitsToFloat(PV0i.y)));
|
|
PS1i = R9i.x;
|
|
// 14
|
|
R2i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R5i.w));
|
|
R9i.y = floatBitsToInt((uf_blockPS6[53].y * 0.5 + intBitsToFloat(PV1i.w)));
|
|
R9i.w = PV1i.x;
|
|
R2i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.w));
|
|
PS0i = R2i.y;
|
|
// 15
|
|
R10i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R125i.y));
|
|
R10i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(R126i.x));
|
|
R2i.w = R127i.x;
|
|
R10i.w = R127i.x;
|
|
PS1i = R10i.w;
|
|
// 16
|
|
R11i.x = floatBitsToInt((-(uf_blockPS6[53].x) * 0.5 + intBitsToFloat(R127i.y)));
|
|
R11i.y = floatBitsToInt((-(uf_blockPS6[53].y) * 0.5 + intBitsToFloat(R126i.w)));
|
|
R11i.w = R127i.x;
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
R9i.y = floatBitsToInt(textureShadow_1(textureUnitPS7, vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R9i.z),intBitsToFloat(R9i.w))));
|
|
R2i.x = floatBitsToInt(textureShadow_2(textureUnitPS7, vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w))));
|
|
R10i.w = floatBitsToInt(textureShadow_3(textureUnitPS7, vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z),intBitsToFloat(R10i.w))));
|
|
R11i.z = floatBitsToInt(textureShadow_4(textureUnitPS7, vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R11i.z),intBitsToFloat(R11i.w))));
|
|
}
|
|
if( activeMaskStackC[2] == true ) {
|
|
activeMaskStack[2] = activeMaskStack[1];
|
|
activeMaskStackC[3] = activeMaskStackC[2];
|
|
// 0
|
|
PV0i.z = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(R2i.x));
|
|
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
|
|
// 1
|
|
R123i.y = floatBitsToInt((intBitsToFloat(R10i.w) * 0.5 + intBitsToFloat(PV0i.z)));
|
|
PV1i.y = R123i.y;
|
|
// 2
|
|
R0i.w = floatBitsToInt((intBitsToFloat(R11i.z) * 0.5 + intBitsToFloat(PV1i.y))/2.0);
|
|
PV0i.w = R0i.w;
|
|
// 3
|
|
PV1i.x = ((1.0 > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0));
|
|
// 4
|
|
R1i.z = ((R4i.x > 0)?(PV1i.x):(0));
|
|
// 5
|
|
predResult = (R1i.z != 0);
|
|
activeMaskStack[2] = predResult;
|
|
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
|
|
}
|
|
else {
|
|
activeMaskStack[2] = false;
|
|
activeMaskStackC[3] = false;
|
|
}
|
|
if( activeMaskStackC[3] == true ) {
|
|
// 0
|
|
PV0i.x = int(-1) + R4i.x;
|
|
// 1
|
|
PV1i.w = PV0i.x << 0x00000002;
|
|
PS1i = floatBitsToInt(float(PV0i.x));
|
|
// 2
|
|
R1i.x = PV1i.w + 0x0000002c;
|
|
R1i.y = PV1i.w + 0x0000002a;
|
|
R1i.z = PV1i.w + 0x0000002b;
|
|
R1i.w = PV1i.w + 0x0000002d;
|
|
R5i.z = floatBitsToInt(roundEven(intBitsToFloat(PS1i)));
|
|
PS0i = R5i.z;
|
|
}
|
|
if( activeMaskStackC[3] == true ) {
|
|
R2i.xyzw = floatBitsToInt(uf_blockPS1[R1i.w].xyzw);
|
|
R3i.xyzw = floatBitsToInt(uf_blockPS1[R1i.x].xyzw);
|
|
R4i.xyzw = floatBitsToInt(uf_blockPS1[R1i.y].xyzw);
|
|
R1i.xyzw = floatBitsToInt(uf_blockPS1[R1i.z].xyzw);
|
|
}
|
|
if( activeMaskStackC[3] == true ) {
|
|
// 0
|
|
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R3i.x)));
|
|
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R2i.x)));
|
|
// 1
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x)));
|
|
PV1i.x = R123i.x;
|
|
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R4i.x)));
|
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R2i.y)) + intBitsToFloat(PV0i.y)));
|
|
PV1i.z = R123i.z;
|
|
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(R1i.x)));
|
|
// 2
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R2i.z)) + intBitsToFloat(PV1i.z)));
|
|
PV0i.x = R123i.x;
|
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R1i.y)) + intBitsToFloat(PV1i.w)));
|
|
PV0i.y = R123i.y;
|
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R4i.y)) + intBitsToFloat(PV1i.y)));
|
|
PV0i.z = R123i.z;
|
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R3i.z)) + intBitsToFloat(PV1i.x)));
|
|
PV0i.w = R123i.w;
|
|
// 3
|
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R4i.z)) + intBitsToFloat(PV0i.z)));
|
|
PV1i.x = R123i.x;
|
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z),intBitsToFloat(R1i.z)) + intBitsToFloat(PV0i.y)));
|
|
PV1i.y = R123i.y;
|
|
R127i.z = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.w));
|
|
PV1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.x));
|
|
// 4
|
|
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.y));
|
|
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV1i.x));
|
|
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
|
|
// 5
|
|
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i)));
|
|
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
|
|
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PS0i)));
|
|
PS1i = R5i.y;
|
|
// 6
|
|
R5i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0xbb03126f));
|
|
R5i.w = clampFI32(R5i.w);
|
|
}
|
|
if( activeMaskStackC[3] == true ) {
|
|
R5i.y = floatBitsToInt(textureShadow_5(textureUnitPS7, vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),intBitsToFloat(R5i.w))));
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|
}
|
|
if( activeMaskStackC[3] == true ) {
|
|
// 0
|
|
backupReg0i = R0i.w;
|
|
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R5i.y)));
|
|
}
|
|
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
|
|
if( activeMaskStackC[2] == true ) {
|
|
// 0
|
|
PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) + 1.0);
|
|
// 1
|
|
backupReg0i = R0i.w;
|
|
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R12i.x)) + intBitsToFloat(backupReg0i)));
|
|
}
|
|
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
|
if( activeMaskStackC[1] == true ) {
|
|
R0i.y = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R0i.xy)).y);
|
|
}
|
|
if( activeMaskStackC[1] == true ) {
|
|
// 0
|
|
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),uf_blockPS10[3].z) + uf_blockPS10[1].y));
|
|
R0i.x = clampFI32(R0i.x);
|
|
R0i.z = 0x3f800000;
|
|
}
|
|
// export
|
|
passPixelColor5 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
|
|
}
|