cemu_graphic_packs/Enhancements/BreathOfTheWild_AntiAliasing/0f2b9ee517917425_00000000000003c9_ps.txt
Crementif 3d492aa656
[BotW] Fixes for updated Vulkan graphic packs
Should fix the native anti-aliasing preset most importantly, but since I ported all of the packs now the script "watermark" is at least a proper sentence, heh.

Also, I fixed the porting scripts. Basically, there were a bug in the verification script that wouldn't check if the uf_* variables matched and the conversion script also had a fun bug where it wasn't automatically fixing an incorrect order of the uf_* variables. So that basically made both of them slip through. Both are now fixed however.

Don't know if it's needed to check the previously ported graphic packs to see if the error affected those, but it might not hurt.
2020-01-05 04:16:42 +01:00

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[2];
uniform vec2 uf_fragCoordScale;
#endif
// shader 0f2b9ee517917425 - dumped 1.15
// Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen
#define preset $preset
#define iSharper $inventorySharper
#define iBlurrier $inventoryBlurrier
#if (preset == 0) // Native AA Disabled
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
void main()
{
passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
}
#endif
#if (preset == 1) // Native AA Enabled
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
ivec2 resDim = textureSize(textureUnitPS0,0); // Retrieve texture dimensions vector holds data-type-float
float iresX = ( (float(resDim.x)/float(1280)) + iSharper ) - iBlurrier; // 1st comes aaSharper needs to be added to the direct result of resolution ratio to make it more sharper
float iresY = ( (float(resDim.y)/float(720)) + iSharper ) - iBlurrier; // 2nd comes aablurier needs to be subtracted from final result to make it more blurrier
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0); // These variables make the difference
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0 --- Point of Interest 1
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) / iresX ); // Divide looks better for minimum - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)) * iresY ); // Multiply looks beeter for max - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) * iresX ); // Multiply looks better for max - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
// 1 ---Point of Interest 2
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x) / iresX ));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); // Rli.w * 2 has the same affect as line 85------------------------------------------------------
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
// 9 --- Point fo Interest
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x) / iresX )); // Default implementation division took place here
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / iresX )); // Default implementation division took place here
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / iresY )); // Default implementation division took place here
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10 --- Point of Interest
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
R127i.x = clampFI32(R127i.x); // Divide looks good same as above line----------------------------------------------------------------------------------------------------
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y) / iresY ) + intBitsToFloat(PV1i.y))); // Default implementation division took place here
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
// 16 --- Point of Interest
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); // Important Doubling improves curves and clarity
R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}
#endif
#if (preset == 2) // FXAA
//-----------------------------settings-------------------------------------//
#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
//--------------------------------------------------------------------------//
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
#define FXAA_QUALITY_PS 12
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.0
#define FXAA_QUALITY_P2 1.0
#define FXAA_QUALITY_P3 1.0
#define FXAA_QUALITY_P4 1.0
#define FXAA_QUALITY_P5 1.5
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 2.0
#define FXAA_QUALITY_P10 4.0
#define FXAA_QUALITY_P11 8.0
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
FxaaFloat4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaTex tex,
FxaaTex lum,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin
) {
FxaaFloat2 posM;
posM.x = pos.x;
posM.y = pos.y;
FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
#define lumaM rgbyM.w
FxaaFloat4 luma4A = textureGather(lum, posM);
FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
#define lumaE luma4A.z
#define lumaS luma4A.x
#define lumaSE luma4A.y
#define lumaNW luma4B.w
#define lumaN luma4B.z
#define lumaW luma4B.x
FxaaFloat maxSM = max(lumaS, lumaM);
FxaaFloat minSM = min(lumaS, lumaM);
FxaaFloat maxESM = max(lumaE, maxSM);
FxaaFloat minESM = min(lumaE, minSM);
FxaaFloat maxWN = max(lumaN, lumaW);
FxaaFloat minWN = min(lumaN, lumaW);
FxaaFloat rangeMax = max(maxWN, maxESM);
FxaaFloat rangeMin = min(minWN, minESM);
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
FxaaFloat range = rangeMax - rangeMin;
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
FxaaBool earlyExit = range < rangeMaxClamped;
if(earlyExit)
return rgbyM;
FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
FxaaFloat lumaNS = lumaN + lumaS;
FxaaFloat lumaWE = lumaW + lumaE;
FxaaFloat subpixRcpRange = 1.0/range;
FxaaFloat subpixNSWE = lumaNS + lumaWE;
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
FxaaFloat lumaNESE = lumaNE + lumaSE;
FxaaFloat lumaNWNE = lumaNW + lumaNE;
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
FxaaFloat lumaNWSW = lumaNW + lumaSW;
FxaaFloat lumaSWSE = lumaSW + lumaSE;
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
FxaaBool horzSpan = edgeHorz >= edgeVert;
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
FxaaFloat gradientN = lumaN - lumaM;
FxaaFloat gradientS = lumaS - lumaM;
FxaaFloat lumaNN = lumaN + lumaM;
FxaaFloat lumaSS = lumaS + lumaM;
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
if(pairN) lengthSign = -lengthSign;
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
FxaaFloat2 posB;
posB.x = posM.x;
posB.y = posM.y;
FxaaFloat2 offNP;
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
if(!horzSpan) posB.x += lengthSign * 0.5;
if( horzSpan) posB.y += lengthSign * 0.5;
FxaaFloat2 posN;
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
FxaaFloat2 posP;
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
FxaaFloat lumaEndN = FxaaTexTop(lum, posN).x;
FxaaFloat subpixE = subpixC * subpixC;
FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x;
if(!pairN) lumaNN = lumaSS;
FxaaFloat gradientScaled = gradient * 1.0/4.0;
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
FxaaFloat subpixF = subpixD * subpixE;
FxaaBool lumaMLTZero = lumaMM < 0.0;
lumaEndN -= lumaNN * 0.5;
lumaEndP -= lumaNN * 0.5;
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
FxaaBool doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
#if (FXAA_QUALITY_PS > 3)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
#if (FXAA_QUALITY_PS > 4)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
#if (FXAA_QUALITY_PS > 5)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
#if (FXAA_QUALITY_PS > 6)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
#if (FXAA_QUALITY_PS > 7)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
#if (FXAA_QUALITY_PS > 8)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
#if (FXAA_QUALITY_PS > 9)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
#if (FXAA_QUALITY_PS > 10)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
#if (FXAA_QUALITY_PS > 11)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
#if (FXAA_QUALITY_PS > 12)
if(doneNP) {
if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
FxaaFloat dstN = posM.x - posN.x;
FxaaFloat dstP = posP.x - posM.x;
if(!horzSpan) dstN = posM.y - posN.y;
if(!horzSpan) dstP = posP.y - posM.y;
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
FxaaFloat spanLength = (dstP + dstN);
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
FxaaFloat spanLengthRcp = 1.0/spanLength;
FxaaBool directionN = dstN < dstP;
FxaaFloat dst = min(dstN, dstP);
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
FxaaFloat subpixG = subpixF * subpixF;
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
}
ivec2 resolution = textureSize(textureUnitPS0,0);
vec2 RcpFrame = vec2(1.0 / float(resolution.x), 1.0 / float(resolution.y));
void main()
{
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
}
#endif