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[Shantae Half Genie Hero] Add resolution pack
Thanks to @intra0 for this new graphic pack!
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#version 430
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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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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// shader 023831cdf6638473
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//ps aa restore
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const float resScale = (float($width)/float($gameWidth));
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Tex0 addr 0xf531c800 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; // Tex3 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 1) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[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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R0i = floatBitsToInt(passParameterSem129);
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R1i = floatBitsToInt(passParameterSem128);
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if( activeMaskStackC[1] == true ) {
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R2i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zy),0.0).y);
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R2i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xw),0.0).y);
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R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).y);
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R0i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).y);
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R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).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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R127i.x = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y)));
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R127i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y)));
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PV0i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(0x3b2aaaab));
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R0i.y = 0;
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PS0i = R0i.y;
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// 1
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backupReg0i = R0i.x;
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i)));
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PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.z));
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i)));
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// 2
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PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R2i.y)));
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R5i.z = floatBitsToInt(min(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x)));
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PV0i.z = R5i.z;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.y));
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R6i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z)));
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PS0i = R6i.z;
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// 3
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backupReg0i = R0i.x;
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(max(intBitsToFloat(R3i.y), intBitsToFloat(PS0i)));
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PV1i.y = floatBitsToInt(min(intBitsToFloat(R3i.y), intBitsToFloat(PV0i.z)));
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R0i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i)));
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PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3e000000));
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R0i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
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PS1i = R0i.x;
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// 4
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PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x));
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PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0x3d4ccccd)));
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// 5
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PV1i.x = ((intBitsToFloat(PV0i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0));
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// 6
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R2i.x = ((PV1i.x == 0)?(0):(R3i.x));
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R2i.y = ((PV1i.x == 0)?(0):(R3i.y));
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R2i.z = ((PV1i.x == 0)?(0):(R3i.z));
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R2i.w = ((PV1i.x == 0)?(0):(R3i.w));
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R0i.w = ((PV1i.x == 0)?(0):(0x3f800000));
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PS0i = R0i.w;
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// 7
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predResult = (R0i.w == 0);
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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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backupReg0i = R0i.x;
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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// 1
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
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PS1i = floatBitsToInt(tempResultf);
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// 2
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i)));
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PV0i.z = R127i.z;
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PS1i)));
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PV0i.w = R127i.w;
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// 3
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PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
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PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z) / resScale)); /////////
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].w) / resScale)); /////////////
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// 4
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R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z)));
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R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.w)));
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R2i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.w));
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PS0i = R2i.y;
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// 5
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x41000000) / resScale); //////////
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// 6
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
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// 7
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PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
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PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i));
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// 8
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000) / resScale)); //////////
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PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000) / resScale)); //////////
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// 9
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PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0));
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PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
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// 10
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PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].x) / resScale)); /////////////////
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[1].y) / resScale)); ///////////////
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// 11
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R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.z)));
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R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
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R0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV0i.z));
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R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w));
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}
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if( activeMaskStackC[2] == true ) {
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R4i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw);
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R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.zy),0.0).xyzw);
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R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R3i.xy),0.0).xyzw);
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R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R2i.z));
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R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
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R126i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R2i.y));
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
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R126i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R2i.x));
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R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
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R126i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(R2i.w));
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R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
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// 1
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backupReg0i = R0i.y;
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backupReg1i = R0i.x;
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backupReg2i = R0i.w;
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PV1i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R0i.z));
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PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0);
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PV1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(backupReg0i));
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PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0);
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PV1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg1i));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0);
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PV1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(backupReg2i));
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PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) / 2.0);
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// 2
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R127i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x));
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R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
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R127i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.y));
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R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
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PV0i.y = R127i.y;
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R127i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.z));
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R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
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R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.w));
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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// 3
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PV1i.y = ((intBitsToFloat(PV0i.y) > intBitsToFloat(R6i.z))?int(0xFFFFFFFF):int(0x0));
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PV1i.z = ((intBitsToFloat(R5i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0));
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// 4
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R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1)));
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PV0i.x = R123i.x;
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// 5
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R2i.x = ((PV0i.x == 0)?(R127i.z):(R126i.z));
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R2i.y = ((PV0i.x == 0)?(R127i.y):(R126i.y));
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R2i.z = ((PV0i.x == 0)?(R127i.x):(R126i.x));
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R2i.w = ((PV0i.x == 0)?(R127i.w):(R126i.w));
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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if( activeMaskStackC[1] == true ) {
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R1i.zw)).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(R1i.w)));
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)));
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PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w)));
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// 1
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R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.x)));
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R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.y)));
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R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.z)));
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R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.w)));
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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}
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#version 430
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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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#extension GL_ARB_shading_language_packing : 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 gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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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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#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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#endif
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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uniform vec4 uf_windowSpaceToClipSpaceTransform; ///////////
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform; ///////////
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#endif
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// shader 24d99fe8b4e5f576
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//AA restore
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const float resScale = (float($width)/float($gameWidth));
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize; ////////////////
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};
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layout(location = 0) out vec4 passParameterSem129;
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layout(location = 1) out vec4 passParameterSem128;
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// end of shader inputs/outputs
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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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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/ resScale; //////////////////
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PV0f.y = R2f.x + intBitsToFloat(uf_remappedVS[0].x)/ resScale; ////////////////
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R1f.w = 1.0;
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R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/ resScale); ////////////////////////
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PS0f = R0f.x;
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// 1
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R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/ resScale); ////////////////
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R0f.z = PV0f.y;
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R0f.w = PV0f.x;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem128 = vec4(R2f.x, R2f.y, R2f.x, R2f.y);
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}

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