mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
47264be1b8
Fixes intro blur (and possibly more), glitter bloom, more general blur fixes. This fixes the glitter issue from this repository.
279 lines
10 KiB
Plaintext
279 lines
10 KiB
Plaintext
<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 5661793d88425685
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// Used for: First glitter bloom pass
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const float resXScale = <?=$scaleFactorY?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[7];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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layout(location = 2) out vec4 passPixelColor2;
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layout(location = 3) out vec4 passPixelColor3;
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layout(location = 4) out vec4 passPixelColor4;
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layout(location = 5) out vec4 passPixelColor5;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = vec4(0.0);
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vec4 R11f = vec4(0.0);
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vec4 R12f = vec4(0.0);
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vec4 R13f = vec4(0.0);
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vec4 R14f = vec4(0.0);
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vec4 R15f = vec4(0.0);
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vec4 R16f = vec4(0.0);
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vec4 R17f = vec4(0.0);
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vec4 R18f = vec4(0.0);
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vec4 R122f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R8f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// 0
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R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale;
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R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale;
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R2f.z = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
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R4f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
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PV0f.w = R4f.w;
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R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
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PS0f = R2f.y;
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// 1
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R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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R9f.z = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w;
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// 2
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R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/resXScale;
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R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/resYScale;
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R0f.z = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
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R0f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
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R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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PS0f = R5f.x;
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
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// 0
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backupReg0f = R1f.y;
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R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R8f.z);
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PV0f.x = R123f.x;
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R1f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R8f.x);
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R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y);
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PV0f.z = R123f.z;
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R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.x + R8f.x);
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PV0f.w = R123f.w;
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R1f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R8f.y);
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PS0f = R1f.w;
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// 1
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R123f.x = (R4f.w * R2f.z + PV0f.x);
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PV1f.x = R123f.x;
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R6f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R8f.z);
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R123f.z = (R4f.w * R2f.y + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.w * R2f.x + PV0f.w);
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PV1f.w = R123f.w;
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R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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PS1f = R5f.y;
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// 2
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R12f.x = (R9f.z * R3f.x + PV1f.w);
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R12f.y = (R9f.z * R3f.y + PV1f.z);
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R12f.z = (R9f.z * R3f.z + PV1f.x);
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R3f.w = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/resXScale;
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R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/resYScale;
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PS0f = R3f.y;
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// 3
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R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x);
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R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y);
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R6f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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R6f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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R7f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x)/resXScale;
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PS1f = R7f.x;
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R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.wy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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// 0
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R123f.x = (R4f.w * R4f.z + R6f.y);
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PV0f.x = R123f.x;
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R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x);
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PV0f.y = R123f.y;
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R123f.z = (R4f.w * R4f.x + R1f.y);
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PV0f.z = R123f.z;
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R123f.w = (R4f.w * R4f.y + R1f.w);
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PV0f.w = R123f.w;
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R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z);
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PS0f = R122f.x;
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// 1
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R11f.x = (R9f.z * R5f.x + PV0f.z);
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R11f.y = (R9f.z * R5f.y + PV0f.w);
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R11f.z = (R9f.z * R5f.z + PV0f.x);
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R1f.w = (R4f.w * R2f.x + PV0f.y);
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R0f.w = (R4f.w * R2f.z + PS0f);
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PS1f = R0f.w;
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// 2
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R3f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x);
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R7f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y)/resYScale;
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R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y);
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PV0f.z = R123f.z;
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R3f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y);
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R5f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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PS0f = R5f.x;
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// 3
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R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale;
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R5f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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R2f.z = (R4f.w * R2f.y + PV0f.z);
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R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale;
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R1f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x);
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PS1f = R1f.x;
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R6f.xyz = (texture(textureUnitPS0, R6f.zw).xyz);
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R7f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.xw).xyz);
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R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
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// 0
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R10f.x = (R9f.z * R6f.x + R1f.w);
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R10f.y = (R9f.z * R6f.y + R2f.z);
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R10f.z = (R9f.z * R6f.z + R0f.w);
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R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.x + R8f.x);
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PV0f.w = R123f.w;
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R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.y + R8f.y);
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PS0f = R122f.x;
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// 1
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R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.z + R8f.z);
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PV1f.x = R123f.x;
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R1f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y);
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R123f.z = (R4f.w * R3f.y + PS0f);
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PV1f.z = R123f.z;
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R123f.w = (R4f.w * R3f.x + PV0f.w);
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PV1f.w = R123f.w;
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R7f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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PS1f = R7f.x;
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// 2
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R4f.x = (R9f.z * R5f.x + PV1f.w);
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R4f.y = (R9f.z * R5f.y + PV1f.z);
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R7f.z = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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R123f.w = (R4f.w * R3f.z + PV1f.x);
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PV0f.w = R123f.w;
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R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale;
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PS0f = R3f.x;
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// 3
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R5f.x = (intBitsToFloat(uf_remappedPS[6].x) * 2.0 + R0f.x);
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R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale;
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R4f.z = (R9f.z * R5f.z + PV0f.w);
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R5f.w = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y);
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R6f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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PS1f = R6f.x;
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R2f.xyz = (texture(textureUnitPS0, R2f.xw).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R7f.xyz = (texture(textureUnitPS0, R7f.xz).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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// 0
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backupReg0f = R2f.y;
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R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.z + R8f.z);
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PV0f.x = R123f.x;
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R2f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x);
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R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y);
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PV0f.z = R123f.z;
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R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.x + R8f.x);
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PV0f.w = R123f.w;
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R2f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y);
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PS0f = R2f.x;
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// 1
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backupReg0f = R0f.y;
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R123f.x = (R4f.w * R1f.z + PV0f.x);
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PV1f.x = R123f.x;
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R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z);
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R123f.z = (R4f.w * R1f.y + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.w * R1f.x + PV0f.w);
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PV1f.w = R123f.w;
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R6f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + backupReg0f);
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PS1f = R6f.y;
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// 2
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backupReg0f = R7f.x;
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backupReg1f = R7f.y;
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backupReg2f = R7f.z;
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R7f.x = (R9f.z * backupReg0f + PV1f.w);
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R7f.y = (R9f.z * backupReg1f + PV1f.z);
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R7f.z = (R9f.z * backupReg2f + PV1f.x);
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R5f.xyz = (texture(textureUnitPS0, R5f.xw).xyz);
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R6f.xyz = (texture(textureUnitPS0, R6f.xy).xyz);
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// 0
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R123f.x = (R4f.w * R5f.z + R0f.y);
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PV0f.x = R123f.x;
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R123f.z = (R4f.w * R5f.y + R2f.x);
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PV0f.z = R123f.z;
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R123f.w = (R4f.w * R5f.x + R2f.y);
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PV0f.w = R123f.w;
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// 1
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backupReg0f = R6f.x;
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backupReg1f = R6f.y;
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backupReg2f = R6f.z;
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R6f.x = (R9f.z * backupReg0f + PV0f.w);
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PV1f.x = R6f.x;
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R6f.y = (R9f.z * backupReg1f + PV0f.z);
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PV1f.y = R6f.y;
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R6f.z = (R9f.z * backupReg2f + PV0f.x);
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PV1f.z = R6f.z;
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// 2
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R18f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
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R18f.w = R6f.w;
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// 3
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R17f.xyz = vec3(R7f.x,R7f.y,R7f.z);
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R17f.w = R7f.w;
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// 4
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R16f.xyz = vec3(R4f.x,R4f.y,R4f.z);
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R16f.w = R4f.w;
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// 5
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R15f.xyz = vec3(R10f.x,R10f.y,R10f.z);
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R15f.w = R10f.w;
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// 6
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R14f.xyz = vec3(R11f.x,R11f.y,R11f.z);
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R14f.w = R11f.w;
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// 7
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R13f.xyz = vec3(R12f.x,R12f.y,R12f.z);
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R13f.w = R12f.w;
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// export
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passPixelColor0 = vec4(R13f.x, R13f.y, R13f.z, R13f.w);
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passPixelColor1 = vec4(R14f.x, R14f.y, R14f.z, R14f.w);
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passPixelColor2 = vec4(R15f.x, R15f.y, R15f.z, R15f.w);
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passPixelColor3 = vec4(R16f.x, R16f.y, R16f.z, R16f.w);
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passPixelColor4 = vec4(R17f.x, R17f.y, R17f.z, R17f.w);
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passPixelColor5 = vec4(R18f.x, R18f.y, R18f.z, R18f.w);
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}
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