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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.
199 lines
6.1 KiB
Plaintext
199 lines
6.1 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 50e29e8929cea348
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// Used for: Scaling Anti-Aliasing solution of game
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem1;
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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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float resScale = (1.0 / uf_fragCoordScale.x);
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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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 R123f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = 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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R0f = passParameterSem1;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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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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PV0f.x = R1f.z + R1f.w;
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PV0f.y = R1f.y + -(R1f.w);
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PV0f.z = R1f.x + -(R1f.z);
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R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R126f.w = min(R1f.z, R1f.w);
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PS0f = R126f.w;
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// 1
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R126f.x = PV0f.z + PV0f.y;
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PV1f.x = R126f.x;
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PV1f.y = R1f.x + PV0f.x;
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R127f.z = min(R1f.x, R1f.y);
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R125f.w = PV0f.z + -(PV0f.y);
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PV1f.w = R125f.w;
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R127f.y = max(R1f.z, R1f.w);
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PS1f = R127f.y;
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// 2
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PV0f.x = R1f.y + PV1f.y;
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PV0f.y = max(PV1f.w, -(PV1f.w));
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PV0f.z = max(PV1f.x, -(PV1f.x));
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PV0f.w = max(R1f.x, R1f.y);
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R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w);
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PS0f = R127f.x;
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// 3
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PV1f.x = min(PV0f.z, PV0f.y);
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PV1f.y = min(R126f.w, R127f.z);
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PV1f.z = max(R127f.y, PV0f.w);
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R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
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PV1f.w = R123f.w;
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// 4
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PV0f.x = min(R127f.x, PV1f.y);
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PV0f.y = max(R127f.x, PV1f.z);
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PV0f.w = max(PV1f.w, PV1f.x);
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// 5
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R0f.z = -(PV0f.x) + PV0f.y;
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PS1f = 1.0 / PV0f.w;
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// 6
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PV0f.x = R125f.w * PS1f;
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PV0f.y = R126f.x * PS1f;
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// 7
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PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
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PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
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// 8
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R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
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R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
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// 9
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predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x);
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R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y);
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R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x);
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R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y);
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R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x);
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PS0f = R3f.z;
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// 1
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R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x);
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R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y);
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R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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// 1
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PV1f.x = R2f.w + R3f.w;
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PV1f.x /= 2.0;
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PV1f.y = R2f.z + R3f.z;
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PV1f.y /= 2.0;
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PV1f.z = R2f.y + R3f.y;
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PV1f.z /= 2.0;
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PV1f.w = R2f.x + R3f.x;
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PV1f.w /= 2.0;
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// 2
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R2f.x = R127f.w + PV1f.w;
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R2f.x /= 2.0;
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R2f.y = R127f.z + PV1f.z;
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R2f.y /= 2.0;
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R2f.z = R127f.y + PV1f.y;
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R2f.z /= 2.0;
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R2f.w = R127f.x + PV1f.x;
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R2f.w /= 2.0;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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//passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
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passPixelColor0 = vec4(R2f.xyz, R2f.w);
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}
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