@@ -29,6 +29,10 @@ uniform vec4 uf_fragCoordScale;
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uniform float uf_alphaTestRef;
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uniform vec2 uf_fragCoordScale;
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#endif
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+
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+ #define AAENABLE $AAEnable
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+
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+
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 1) in vec4 passParameterSem128;
@@ -68,22 +72,34 @@ 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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- R0i = floatBitsToInt(passParameterSem129);
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+ #if (AAENABLE == 1)
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+ R0i = floatBitsToInt(passParameterSem129);
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+ #endif
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R1i = floatBitsToInt(passParameterSem128);
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R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz);
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R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
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- ivec2 resolution = textureSize(textureUnitPS0,0);
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- float iresX = float(resolution.x)/float(1280);
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- float iresY = float(resolution.y)/float(720);
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+ #if (AAENABLE == 1)
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+ ivec2 resolution = textureSize(textureUnitPS0,0);
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+ float iresX = float(resolution.x)/float(1280);
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+ float iresY = float(resolution.y)/float(720);
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+ #endif
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// 0
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backupReg0i = R0i.y;
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backupReg1i = R0i.x;
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PV0i.x = 0;
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- PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY);
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+ #if (AAENABLE == 1)
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+ PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY);
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+ #else
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+ PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 1.0);
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+ #endif
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PV0i.z = 0;
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- R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX);
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+ #if (AAENABLE == 1)
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+ R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX);
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+ #else
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+ R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * 1.0);
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+ #endif
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PV0i.w = R127i.w;
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R8i.w = 0x3f800000;
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PS0i = R8i.w;
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