#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 1c7db40ff5d693ab // Used for: Link and all NPCs Shadows Renderer, NPC Distant Fog RGB Renderer, Body RGB renderer - Dumped with Cemu 1.20.1 // start of shader inputs/outputs, predetermined by Cemu. Do not touch #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 11) uniform ufBlock { uniform ivec4 uf_remappedPS[33]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[33]; uniform vec2 uf_fragCoordScale; #endif #define bright $bright #define shdwFix $shdwFix #define smode $smode #define shadowsbrightness $shadowsbrightness #define sred $sred #define sgreen $sgreen #define sblue $sblue #ifndef smode #define smode 0 #endif #ifndef shadowsbrightness #define shadowsbrightness 1 #endif #ifndef sred #define sred 1 #endif #ifndef sgreen #define sgreen 1 #endif #ifndef sblue #define sblue 1 #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; TEXTURE_LAYOUT(7, 1, 6) uniform samplerCubeArray textureUnitPS7; TEXTURE_LAYOUT(11, 1, 7) uniform sampler2D textureUnitPS11; TEXTURE_LAYOUT(12, 1, 8) uniform sampler2D textureUnitPS12; TEXTURE_LAYOUT(14, 1, 9) uniform sampler2D textureUnitPS14; TEXTURE_LAYOUT(15, 1, 10) uniform sampler2D textureUnitPS15; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; // end of shader inputs/outputs void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId) { // stm -> x .. s, y .. t, z .. MajorAxis*2.0 vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x)); float rx = inputCoord.x; float ry = inputCoord.y; float rz = inputCoord.z; if( abs(rx) > abs(ry) && abs(rx) > abs(rz) ) { stm.z = rx*2.0; stm.xy = vec2(ry,rz); if( rx >= 0.0 ) { faceId = 0; } else { faceId = 1; } } else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) ) { stm.z = ry*2.0; stm.xy = vec2(rx,rz); if( ry >= 0.0 ) { faceId = 2; } else { faceId = 3; } } else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) ) { stm.z = rz*2.0; stm.xy = vec2(rx,ry); if( rz >= 0.0 ) { faceId = 4; } else { faceId = 5; } } } vec3 redcCUBEReverse(vec2 st, int faceId) { st.yx = st.xy; vec3 v; float majorAxis = 1.0; if( faceId == 0 ) { v.yz = (st-vec2(1.5))*(majorAxis*2.0); v.x = 1.0; } else if( faceId == 1 ) { v.yz = (st-vec2(1.5))*(majorAxis*2.0); v.x = -1.0; } else if( faceId == 2 ) { v.xz = (st-vec2(1.5))*(majorAxis*2.0); v.y = 1.0; } else if( faceId == 3 ) { v.xz = (st-vec2(1.5))*(majorAxis*2.0); v.y = -1.0; } else if( faceId == 4 ) { v.xy = (st-vec2(1.5))*(majorAxis*2.0); v.z = 1.0; } else { v.xy = (st-vec2(1.5))*(majorAxis*2.0); v.z = -1.0; } return v; } 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { #if (shdwFix == 0) // Initiate Altros ivec4 Temp0i = ivec4(0); ivec4 Temp1i = ivec4(0); ivec4 High0i = ivec4(0); ivec4 Low0i = ivec4(0); ivec4 Left0i = ivec4(0); ivec4 Right0i = ivec4(0); ivec4 YHigh0i = ivec4(0); ivec4 YLow0i = ivec4(0); ivec4 YLeft0i = ivec4(0); ivec4 YRight0i = ivec4(0); ivec4 BHigh0i = ivec4(0); ivec4 BLow0i = ivec4(0); ivec4 BLeft0i = ivec4(0); ivec4 BRight0i = ivec4(0); ivec4 LtBlueShadow = ivec4(0); #endif 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 R7i = ivec4(0); ivec4 R8i = ivec4(0); ivec4 R9i = ivec4(0); ivec4 R10i = ivec4(0); ivec4 R11i = ivec4(0); ivec4 R12i = ivec4(0); ivec4 R13i = ivec4(0); ivec4 R14i = ivec4(0); ivec4 R15i = ivec4(0); ivec4 R16i = ivec4(0); ivec4 R17i = ivec4(0); ivec4 R122i = 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); 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; float cubeMapArrayIndex7 = 0.0; R0i = floatBitsToInt(passParameterSem0); // Links cutout comes from passparamsem0 R1i = floatBitsToInt(passParameterSem2); // no cel shading R2i = floatBitsToInt(passParameterSem6); #if (shdwFix == 1) // SkalFate math magic ivec4 Temp0i = ivec4(0); // initializes a temp vector for shadow mathe-magics #endif // ------------------------------------------------------------------------------------------------------------- dynamic shadows on link if( activeMaskStackC[1] == true ) { R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); // seems to affect links head area R7i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw); // seems to affect shadows on link body R15i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw); R2i.xy = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xw); R4i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy); R16i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz); R14i.x = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R2i.zw)).x); } // ------------------------------------------------------------------------------------------------------------- false makes link grey if( activeMaskStackC[1] == true ) { // 0 R124i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0))); R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); PV0i.y = R125i.y; R3i.z = 0; R5i.w = 0x3f800000; R126i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0))); PS0i = R126i.y; // 1 R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.y)))); PV1i.x = R126i.x; R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.y)))); PV1i.y = R127i.y; R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); PV1i.z = R127i.z; R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + -(intBitsToFloat(uf_remappedPS[2].y)))); R127i.w = clampFI32(R127i.w); R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].w)) + 1.0); PS1i = R126i.z; // 2 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[4].x))); // 3 R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PS0i))); R3i.y = floatBitsToInt(-(intBitsToFloat(R127i.w)) + 1.0); PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[5].x))); R10i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) * intBitsToFloat(0x3ba3d70a)); PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x))); // 4 R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV1i.z))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[6].x))); R125i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0))); R127i.w = floatBitsToInt(max(intBitsToFloat(R15i.y), intBitsToFloat(R15i.z))); PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i)); // 5 backupReg0i = R127i.x; R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(PV0i.y))); R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); PV1i.y = R0i.y; R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(backupReg0i))); PV1i.w = R123i.w; R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i))); PS1i = R3i.x; // 6 R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0)); PV0i.x = R123i.x; R6i.y = floatBitsToInt(max(intBitsToFloat(R15i.x), intBitsToFloat(R127i.w))); R9i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(PV1i.w)); PV0i.z = R9i.z; R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(R125i.x))); PV0i.w = R123i.w; #if (shdwFix == 0 || shdwFix == 1) // Altros and SkalFate tempResultf = log2(intBitsToFloat(R3i.y)); #else tempResultf = max(0.0, intBitsToFloat(R3i.y)); tempResultf = log2(tempResultf); #endif if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; R127i.y = floatBitsToInt(tempResultf); PS0i = R127i.y; // 7 R5i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w)); PV1i.x = R5i.x; R8i.y = PV0i.z; R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.y)),intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(R127i.x))); PV1i.z = R123i.z; R126i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a)); tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); R4i.z = floatBitsToInt(tempResultf); PS1i = R4i.z; // 8 R9i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f)); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(R127i.y))); R8i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].w) + intBitsToFloat(PV1i.z)); PV0i.z = R8i.z; R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(R127i.y))); R13i.x = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y))); PS0i = R13i.x; // 9 R127i.x = uf_remappedPS[7].y; R9i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3a83126f)); R127i.z = uf_remappedPS[8].y; R125i.w = floatBitsToInt(min(intBitsToFloat(R15i.y), intBitsToFloat(R15i.z))); PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.y))); // 10 backupReg0i = R127i.w; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[3].w))/2.0); PV0i.x = R123i.x; R2i.y = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(0x2edbe6ff)); R126i.z = uf_remappedPS[9].y; R127i.w = floatBitsToInt(intBitsToFloat(R13i.x) + intBitsToFloat(0xbecccccd)); R125i.x = floatBitsToInt(exp2(intBitsToFloat(backupReg0i))); PS0i = R125i.x; // 11 backupReg0i = R126i.w; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[10].x)) + -(intBitsToFloat(uf_remappedPS[10].y)))); R123i.x = clampFI32(R123i.x); PV1i.x = R123i.x; R11i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5); R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(uf_remappedPS[11].y))); R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(0x40200001)); R126i.w = clampFI32(R126i.w); R14i.y = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R4i.y) + 1.0)); PS1i = R14i.y; // 12 backupReg0i = R0i.y; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.z),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R5i.z),0.0))); tempi.x = clampFI32(tempi.x); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R127i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); PS0i = R127i.x; // 13 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R126i.y),intBitsToFloat(R125i.z),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; #if (shdwFix == 0 || shdwFix == 1) // Altros and SkalFate tempResultf = log2(intBitsToFloat(PV0i.x)); #else tempResultf = max(0.0, intBitsToFloat(PV0i.x)); tempResultf = log2(tempResultf); #endif if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1i = floatBitsToInt(tempResultf); // 14 R0i.x = floatBitsToInt(min(intBitsToFloat(R15i.x), intBitsToFloat(R125i.w))); R12i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(0x41200000)); R12i.y = clampFI32(R12i.y); R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].z), intBitsToFloat(PS1i))); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),-(intBitsToFloat(R125i.x))) + intBitsToFloat(uf_remappedPS[3].z))); PV0i.w = R123i.w; PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x))); // 15 R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[13].x)) + intBitsToFloat(uf_remappedPS[14].w))); R125i.x = clampFI32(R125i.x); R127i.y = floatBitsToInt((intBitsToFloat(PS0i) * 4.0 + intBitsToFloat(0xc0400000))); R127i.y = clampFI32(R127i.y); R126i.z = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x3dcccccd)); R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R14i.y))); PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i)); // 16 R17i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS1i))); R17i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i))); R13i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i))); R127i.w = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666))); #if (shdwFix == 0 || shdwFix == 1) // Altros and SkalFate tempResultf = log2(intBitsToFloat(R127i.x)); #else tempResultf = max(0.0, intBitsToFloat(R127i.x)); tempResultf = log2(tempResultf); #endif if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0i = floatBitsToInt(tempResultf); // 17 R6i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3f4ccccd)); R13i.y = floatBitsToInt(intBitsToFloat(R127i.y) + -(0.5)); R13i.y = floatBitsToInt(intBitsToFloat(R13i.y) * 4.0); R13i.y = clampFI32(R13i.y); PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(PS0i))); R6i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(0x3f4ccccd)); PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.z))); // 18 R8i.x = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(0x3f4ccccd)); R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.z)),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.w))); R123i.y = clampFI32(R123i.y); PV0i.y = R123i.y; R2i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0); R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[12].w)),intBitsToFloat(PS1i)) + 1.0)); PV0i.w = R123i.w; PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.z))); // 19 R12i.x = R1i.w; R12i.x = clampFI32(R12i.x); R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS0i)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w))); PV1i.y = R123i.y; R6i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV0i.y))); PV1i.w = floatBitsToInt(intBitsToFloat(R13i.y) + intBitsToFloat(0x3f4ccccd)); PV1i.w = clampFI32(PV1i.w); PS1i = floatBitsToInt(1.0 / intBitsToFloat(R124i.z)); // 20 R2i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(0x3dcccccd) + 1.0)); R5i.y = R6i.y; R5i.y = clampFI32(R5i.y); R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[15].w))); R3i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + -(1.0)); #if (shdwFix == 0 || shdwFix == 1) // Altros and SkalFate tempResultf = log2(intBitsToFloat(R125i.x)); #else tempResultf = max(0.0, intBitsToFloat(R125i.x)); tempResultf = log2(tempResultf); #endif if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; R0i.w = floatBitsToInt(tempResultf); PS0i = R0i.w; } // ------------------------------------------------------------------------------------------------------------- false turns link almost dark, lighting on link if( activeMaskStackC[1] == true ) { // 0 R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].x), intBitsToFloat(uf_remappedPS[17].w))); PV0i.x = R126i.x; R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].y), intBitsToFloat(uf_remappedPS[17].w))); PV0i.y = R125i.y; R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(R14i.y))); PV0i.z = R10i.z; R4i.w = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x42960000)); R126i.w = floatBitsToInt(1.0 / intBitsToFloat(R2i.y)); PS0i = R126i.w; // 1 R125i.x = PV0i.x; R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(PS0i)) + 1.0)); R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].z), intBitsToFloat(uf_remappedPS[17].w))); PV1i.z = R126i.z; R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0)); PV1i.w = R123i.w; R0i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.z)),intBitsToFloat(R2i.z)) + intBitsToFloat(R2i.z))); PS1i = R0i.z; // 2 R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y), intBitsToFloat(R0i.w))); PV0i.y = PV1i.z; R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].x) + -(intBitsToFloat(R6i.x))); R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].y) + -(intBitsToFloat(R6i.w))); tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.w)); PS0i = floatBitsToInt(tempResultf); // 3 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R3i.z),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R4i.z))); // 4 backupReg0i = R127i.y; backupReg1i = R127i.x; R127i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(0x2edbe6ff)); R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x))); R124i.z = backupReg0i; R124i.z = clampFI32(R124i.z); R8i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[18].z) + -(intBitsToFloat(R8i.x))); PS0i = floatBitsToInt(exp2(intBitsToFloat(backupReg1i))); // 5 backupReg0i = R0i.y; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[19].w))); // 6 R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PS1i))); R126i.y = R4i.x; R126i.y = clampFI32(R126i.y); PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.x)), 0.0)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R127i.y))); PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x)); // 7 R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS0i))); PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), 1.0)); R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.y)) + intBitsToFloat(R127i.y))); PV1i.z = R123i.z; R127i.w = floatBitsToInt(intBitsToFloat(R15i.w) * intBitsToFloat(0x437f0000)); R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.z)) + 1.0); PS1i = R127i.y; // 8 R127i.x = floatBitsToInt(intBitsToFloat(R15i.x) + -(intBitsToFloat(R6i.y))); PV0i.y = floatBitsToInt(max(-(intBitsToFloat(PV1i.z)), intBitsToFloat(0xbf7d70a4))); PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x40a00000)); PV0i.z = clampFI32(PV0i.z); R125i.w = floatBitsToInt(intBitsToFloat(R15i.y) + -(intBitsToFloat(R6i.y))); R124i.w = floatBitsToInt(intBitsToFloat(R15i.z) + -(intBitsToFloat(R6i.y))); PS0i = R124i.w; // 9 backupReg0i = R127i.y; backupReg1i = R6i.z; R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV0i.z)) + 1.0)); R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R5i.y))); R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.y)) + intBitsToFloat(backupReg1i))); R126i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + 0.5); PV1i.w = R126i.w; R3i.w = 0; PS1i = R3i.w; // 10 backupReg0i = R127i.x; backupReg1i = R127i.w; R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y))); R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y))); PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); R123i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626))); PV0i.w = R123i.w; R127i.w = int(intBitsToFloat(backupReg1i)); PS0i = R127i.w; // 11 backupReg0i = R125i.x; R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.y))); R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R124i.x))); R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV0i.w)) + intBitsToFloat(0xbe593484))); PV1i.z = R123i.z; R9i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R124i.x))); PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.z))); // 12 R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.x))); PV0i.y = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983)); PV0i.z = floatBitsToInt(intBitsToFloat(0x3f895ef0) * intBitsToFloat(R127i.y)); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(0x3fc90da4))); PV0i.w = R123i.w; R127i.y = R127i.w & int(1); PS0i = R127i.y; // 13 backupReg0i = R2i.w; backupReg0i = R2i.w; R11i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),-(intBitsToFloat(PV0i.w))) + 1.0)); R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R127i.x)) + intBitsToFloat(0xba0a8ec8))); R5i.y = clampFI32(R5i.y); R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.y)) + intBitsToFloat(0xba0a8ec8))); R5i.z = clampFI32(R5i.z); R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R10i.z))) + intBitsToFloat(backupReg0i))); R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R125i.x)) + intBitsToFloat(0xba0a8ec8))); R3i.z = clampFI32(R3i.z); PS1i = R3i.z; // 14 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[16].x),intBitsToFloat(uf_remappedPS[16].y),intBitsToFloat(uf_remappedPS[16].z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; PS0i = floatBitsToInt(float(R127i.y)); // 15 R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.x), intBitsToFloat(PS0i))); R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.y), intBitsToFloat(PS0i))); R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.z), intBitsToFloat(PS0i))); PV1i.w = floatBitsToInt(max(-(intBitsToFloat(PV0i.x)), 0.0)); PS1i = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3eaaaaab)); // 16 R123i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(PS1i))); PV0i.x = R123i.x; PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0)); PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), -(intBitsToFloat(R3i.w)))); // 17 backupReg0i = R7i.x; R7i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(PV0i.x))); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xbecccccd)); R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.z),-(intBitsToFloat(R126i.z))) + intBitsToFloat(PS0i))); PS1i = R122i.x; // 18 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.y),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PS1i))); PV0i.x = R123i.x; R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R4i.w))); R7i.z = clampFI32(R7i.z); // 19 R12i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.x),-(intBitsToFloat(R126i.x))) + intBitsToFloat(PV0i.x))); PV1i.z = R12i.z; // 20 PV0i.y = PV1i.z; PV0i.y = clampFI32(PV0i.y); // 21 R14i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xbecccccd)); } // ------------------------------------------------------------------------------------------------------------- if( activeMaskStackC[1] == true ) { // 0 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[20].x),intBitsToFloat(uf_remappedPS[20].y),intBitsToFloat(uf_remappedPS[20].z),intBitsToFloat(uf_remappedPS[20].w)))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; // 1 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[21].x),intBitsToFloat(uf_remappedPS[21].y),intBitsToFloat(uf_remappedPS[21].z),intBitsToFloat(uf_remappedPS[21].w)))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x)); PS1i = R126i.z; // 2 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R5i.w)),vec4(intBitsToFloat(uf_remappedPS[22].x),intBitsToFloat(uf_remappedPS[22].y),intBitsToFloat(uf_remappedPS[22].z),intBitsToFloat(uf_remappedPS[22].w)))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i))); PS0i = R10i.x; // 3 R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.z))); } // ------------------------------------------------------------------------------------------------------------- makes link yellower if( activeMaskStackC[1] == true ) { R9i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R9i.xy),0.0).x); R10i.w = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R10i.xy),intBitsToFloat(R10i.w)).x); R11i.xyz = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R11i.xy)).xyz); } // ------------------------------------------------------------------------------------------------------------- makes link yellower if( activeMaskStackC[1] == true ) { // 0 backupReg0i = R9i.y; PV0i.x = floatBitsToInt(intBitsToFloat(R10i.w) + intBitsToFloat(uf_remappedPS[23].z)); PV0i.x = clampFI32(PV0i.x); R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.x), intBitsToFloat(R6i.z))); R123i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 2.0 + -(1.0))); PV0i.z = R123i.z; R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.y), intBitsToFloat(R6i.z))); R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.z), intBitsToFloat(R6i.z))); PS0i = R11i.y; // 1 R123i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41c80000) + intBitsToFloat(R9i.z))); PV1i.x = R123i.x; R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[24].z))); PV1i.y = R3i.y; // 2 R4i.y = PV1i.y; PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R12i.y))); R10i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[25].x)); // 3 PV1i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.z)); PV1i.z = clampFI32(PV1i.z); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0)); // 4 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R8i.x))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R6i.w))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(R6i.x))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R12i.x)) + 1.0)); PV0i.w = R123i.w; // 5 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R7i.z))); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[26].z))); PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[26].y))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[26].x))); // 6 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.y))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.z))); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[17].w), intBitsToFloat(PV1i.w))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.y), intBitsToFloat(PV1i.x))); // 7 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R9i.w))); PV1i.x = R123i.x; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.x))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R6i.y))); PV1i.w = R123i.w; // 8 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R5i.z))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R5i.y))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R3i.z))); // 9 // setting RGB for link to use in shadow calculations R0i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e))); R0i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e))); R2i.z = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e))); } // ------------------------------------------------------------------------------------------------------------- makes whole link blue/pink if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.w),intBitsToFloat(uf_remappedPS[27].x)) + intBitsToFloat(uf_remappedPS[28].w))); R123i.y = clampFI32(R123i.y); PV0i.y = R123i.y; // 1 PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[29].w))); // 2 PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R14i.y))); // 3 R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.w)),intBitsToFloat(R0i.z)) + intBitsToFloat(R0i.z))); PV1i.x = R123i.x; PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R0i.z))); // 4 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].y), intBitsToFloat(PV1i.y))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].z), intBitsToFloat(PV1i.y))); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[29].x), intBitsToFloat(PV1i.y))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PV1i.x))); R5i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x))); PS0i = R5i.z; // 5 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].z),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.y))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].x),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.z))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.x))); PV1i.z = R123i.z; R4i.w = 0; // 6 R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.y))); PV0i.y = R123i.y; // links whole body red R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.z))); PV0i.z = R123i.z; // links whole body green R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x))); PV0i.w = R123i.w; // links whole body blue // 7 R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.y))); R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.z))); R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.w))); // 8 predResult = (intBitsToFloat(R14i.x) != intBitsToFloat(0x3dc0c0c1)); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } // actually deals with all light. Current method just brightens all of link. // ------------------------------------------------------------------------------------------------------------- false makes link back-side shadow blue, light entity behind link if( activeMaskStackC[2] == true ) { // 0 // r0i.x r0i.y, r2i.z carries RGB of ambient light on link R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R4i.z)) + vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R2i.z))); R3i.w = 0x3f800000; R0i.x = 0; #if (shdwFix != 1) // SkalFate PS0i = R0i.x; #endif // 1 #if (shdwFix == 0) // Big Altros Part here //R0i.yzw = ivec3(0,0,0); //R0i.xyz = R3i.xyz; // simple effective method previously in use //R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R15i.x) * bright)+ intBitsToFloat(R1i.x) * bright); //R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R15i.y) * bright)+ intBitsToFloat(R1i.y) * bright); //R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R15i.z) * bright)+ intBitsToFloat(R1i.z) * bright); // end simple method // *************************************************************** // *************************************************************** // *************************************************************** // REFERENCE MATERIAL // *************************************************************** // *************************************************************** // *************************************************************** // R17i darkest shadows mask // R7i meduim shadows mask // R11i anything not very bright mask // *********************** // when set as R0i.xyz output DAY REDO // *********************** // //R0i.x = floatBitsToInt(intBitsToFloat(R15i.x) * bright); //R0i.y = floatBitsToInt(intBitsToFloat(R15i.y) * bright); //R0i.z = floatBitsToInt(intBitsToFloat(R15i.z) * bright); // // ********************************************************* // skin colors // R0i pale dark blue // R1i base skin tone // R2i some highlights on dark skin tone // R3i some highlights on dark skin tone // R4i green R5i blue R6i green highlights // glows // R8i masive light blue glow // R9i dark blue glow // skin tones // R10i intense red skin // R11i pink skin // R12i dark brown skin // R13i teal skin // R14i green skin // R15i neutral skin tone still a bit dark****** winner // R16i dark tone // R17i highlights green and red on dark skin tone // R122i pretty much black // R123i pretty much black // R124i has pink // R125i dark purple // R126i dark has green night tones // R127i dark purple // *********************** // when miultiplied by R15i unknown time // *********************** // skin colors // R0i dark tone // R1i dark tone // R2i black shadow // R3i reasonable but a touch dark skin tone // R4i green overtone R5i dark shadows R6i darkens // glows // R8i masive light blue skin less glow // R8i dark blue skin less glow // R7i nice warm skin tones // skin tones // R10i intense red skin // R11i black shadows // R12i red to shadows and light red glow to skin // R13i add teal to shadows // R14i green skin all // R15i adds some intensity to colors mostly in the reds of the shadows // R16i dark tone // R17i highlights green and red on dark skin tone // R122i pretty much black // R123i pretty much black // R124i has pink // R125i dark purple // R126i dark has green night tones // R127i dark purple // *********************** // when miultiplied "mul_nonIEEE( R1i * R##i )" by R1i in DAYLIGHT // *********************** // skin colors // R0i saturated shadows -- cel shaded // R1i very neutral -- NO CEL SHADING WINNER // R2i dark blue shadows -- cel shaded // R3i dark warm skin tone -- cel shaded // R4i green overtone R5i dark shadows R6i darkens -- no cel // R7i blueish shadow -- cel shaded // glows // R8i masive light blue skin less glow // R9i dark blue skin less glow // skin tones // R10i intense red skin - no cel apparent // R11i red sgadiws - no cel apparent // R12i pinkish shadows possible combined with sky light color -- cel shaded // R13i add teal shadows -- no cel // R14i green skin all -- no cel // R15i adds some intensity to colors mostly in the reds of the shadows -- NO CEL SHADING WINNER // R16i desaturated highlights in shadows -- NO CEL SHADING WINNER for add highlights // R17i highlights green and red on dark skin tone -- no cel // R122i dark reds -- no cel // R123i seems a reflective map -- no cel goldish tones since reflecting sun // R124i has pink -- no cel // R125i dark purple -- no cel // R126i dark has green night tones -- no cel // R127i dark red -- no cel // *********************** // when set as R0i.xyz output at NIGHT // *********************** // //R0i.x = floatBitsToInt(intBitsToFloat(R15i.x) * bright); //R0i.y = floatBitsToInt(intBitsToFloat(R15i.y) * bright); //R0i.z = floatBitsToInt(intBitsToFloat(R15i.z) * bright); // // ********************************************************* // skin colors // R0i skin tone with a bit too much pinks red // R1i base skin tone flat neutral no highlights // R2i some highlights on dark skin tone // R3i dark tone may carry brightness of environmnt light // R4i green R5i blue with base highlight R6i puke reen overtone // glows // R8i masive light blue glow... when multiplied by x only provides a green ovetone // R9i dark blue glow // R7i pinkish on shadows on bright side greenish on dark side. Kinda like R17i with irs red green // skin tones // R10i intense red all skin // R11i very dark // R12i dark red with clothes and lit side ignored // R13i teal skin lit side ignored // R14i green all skin // R15i neutral skin tone still a bit dark****** winner // R16i dark tone // R17i highlights green and red on dark skin tone // R122i dark red overtones // R123i pretty much black // R124i has pink overtone // R125i dark blue purple overtone // R126i dark has green overtone // R127i dark red overtones // use with R15i for white // use with R1i for sky tone mostly yellow // + R17i.y shadows low // - R17i.y shadows high // + R17i.x shadows left // - R17i.x shadows right // *********************** // when added to "floatBitsToInt( R1i + R##i )" by R1i in DAYLIGHT // *********************** // skin colors // R0i saturated shadows -- cel shaded // R1i very neutral -- NO CEL SHADING WINNER // R2i dark blue shadows -- cel shaded // R3i dark warm skin tone -- cel shaded // R4i green overtone R5i blue overtones R6i yellow overtones -- no cel // R7i add yellow to shadow and blue to light -- cel shaded? Shadow map // glows // R8i masive light blue skin less glow // R9i dark blue skin less glow // skin tones // R10i intense red skin - no cel apparent // R11i red shadows - no cel apparent possible use shadow map // R12i pinkish shadows possible combined with sky light color -- cel shaded // R13i add teal shadows -- no cel // R14i green skin all -- no cel // R15i adds some intensity to colors mostly in the reds of the shadows -- NO CEL SHADING WINNER // R16i desaturated highlights in shadows -- NO CEL SHADING WINNER for add highlights // R17i highlights green and red on dark skin tone -- no cel Shadow mask // R122i dark reds -- no cel // R123i seems a reflective map -- no cel goldish tones since reflecting sun // R124i has pink -- no cel // R125i dark purple -- no cel // R126i dark has green night tones -- no cel // R127i dark red -- no cel // *************************************************************** // *************************************************************** // *************************************************************** // END REFERENCE MATERIAL // *************************************************************** // *************************************************************** // *************************************************************** // The next sectiona make shadow masks using various base colors and directions of shadows // Section 1 r15 for white tone with shadow on side described Left0i.x = floatBitsToInt(intBitsToFloat(R15i.x) + intBitsToFloat(R17i.x)); Left0i.y = floatBitsToInt(intBitsToFloat(R15i.y) + intBitsToFloat(R17i.x)); Left0i.z = floatBitsToInt(intBitsToFloat(R15i.z) + intBitsToFloat(R17i.x)); // Low0i.x = floatBitsToInt(intBitsToFloat(R15i.x) + intBitsToFloat(R17i.y)); // Low0i.y = floatBitsToInt(intBitsToFloat(R15i.y) + intBitsToFloat(R17i.y)); // Low0i.z = floatBitsToInt(intBitsToFloat(R15i.z) + intBitsToFloat(R17i.y)); Right0i.x = floatBitsToInt(intBitsToFloat(R15i.x) - intBitsToFloat(R17i.x)); Right0i.y = floatBitsToInt(intBitsToFloat(R15i.y) - intBitsToFloat(R17i.x)); Right0i.z = floatBitsToInt(intBitsToFloat(R15i.z) - intBitsToFloat(R17i.x)); High0i.x = floatBitsToInt(intBitsToFloat(R15i.x) - intBitsToFloat(R17i.y)); High0i.y = floatBitsToInt(intBitsToFloat(R15i.y) - intBitsToFloat(R17i.y)); High0i.z = floatBitsToInt(intBitsToFloat(R15i.z) - intBitsToFloat(R17i.y)); //******************************************************** // Section 2 R1i for yellow tone with shoadow on side described // YLeft0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R17i.x)); // YLeft0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R17i.x)); // YLeft0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R17i.x)); // YLow0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R17i.y)); // YLow0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R17i.y)); // YLow0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R17i.y)); YRight0i.x = floatBitsToInt(intBitsToFloat(R1i.x) - intBitsToFloat(R17i.x)); YRight0i.y = floatBitsToInt(intBitsToFloat(R1i.y) - intBitsToFloat(R17i.x)); YRight0i.z = floatBitsToInt(intBitsToFloat(R1i.z) - intBitsToFloat(R17i.x)); YHigh0i.x = floatBitsToInt(intBitsToFloat(R1i.x) - intBitsToFloat(R17i.y)); YHigh0i.y = floatBitsToInt(intBitsToFloat(R1i.y) - intBitsToFloat(R17i.y)); YHigh0i.z = floatBitsToInt(intBitsToFloat(R1i.z) - intBitsToFloat(R17i.y)); //******************************************************** // Section 3 R123i Light on side described, blue light of sky or occluded (shines) becomes empty, night dark blue // BLeft0i.x = floatBitsToInt(intBitsToFloat(R123i.x) - intBitsToFloat(R17i.x)); // BLeft0i.y = floatBitsToInt(intBitsToFloat(R123i.y) - intBitsToFloat(R17i.x)); // BLeft0i.z = floatBitsToInt(intBitsToFloat(R123i.z) - intBitsToFloat(R17i.x)); // BLow0i.x = floatBitsToInt(intBitsToFloat(R123i.x) - intBitsToFloat(R17i.y)); // BLow0i.y = floatBitsToInt(intBitsToFloat(R123i.y) - intBitsToFloat(R17i.y)); // BLow0i.z = floatBitsToInt(intBitsToFloat(R123i.z) - intBitsToFloat(R17i.y)); // BRight0i.x = floatBitsToInt(intBitsToFloat(R123i.x) + intBitsToFloat(R17i.x)); // BRight0i.y = floatBitsToInt(intBitsToFloat(R123i.y) + intBitsToFloat(R17i.x)); // BRight0i.z = floatBitsToInt(intBitsToFloat(R123i.z) + intBitsToFloat(R17i.x)); BHigh0i.x = floatBitsToInt(intBitsToFloat(R123i.x) + intBitsToFloat(R17i.y)); BHigh0i.y = floatBitsToInt(intBitsToFloat(R123i.y) + intBitsToFloat(R17i.y)); BHigh0i.z = floatBitsToInt(intBitsToFloat(R123i.z) + intBitsToFloat(R17i.y)); //******************************************************** // Section 4 Blue over tone shadows with slight green rim light LtBlueShadow.x = floatBitsToInt(intBitsToFloat(R13i.x)*.2 + intBitsToFloat(R7i.y)); LtBlueShadow.y = floatBitsToInt(intBitsToFloat(R13i.y)*.2 + intBitsToFloat(R7i.y)); LtBlueShadow.z = floatBitsToInt(intBitsToFloat(R13i.y)*.2 + intBitsToFloat(R7i.y)); //******************************************************** //Section 5 Darken shadows // Temp0i.x = floatBitsToInt(intBitsToFloat(R16i.x) + intBitsToFloat(R11i.y)); // Temp0i.y = floatBitsToInt(intBitsToFloat(R16i.y) + intBitsToFloat(R11i.y)); // Temp0i.z = floatBitsToInt(intBitsToFloat(R16i.z) + intBitsToFloat(R11i.y)); //******************************************************** // subtract white left shadow from white base using min R0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(Left0i.x) * bright)); R0i.y = floatBitsToInt(min(intBitsToFloat(R1i.y), intBitsToFloat(Left0i.y) * bright)); R0i.z = floatBitsToInt(min(intBitsToFloat(R1i.z), intBitsToFloat(Left0i.z) * bright)); // subtract white high shadow from above using min R0i.x = floatBitsToInt(min(intBitsToFloat(R0i.x), intBitsToFloat(High0i.x) * bright)); R0i.y = floatBitsToInt(min(intBitsToFloat(R0i.y), intBitsToFloat(High0i.y) * bright)); R0i.z = floatBitsToInt(min(intBitsToFloat(R0i.z), intBitsToFloat(High0i.z) * bright)); // subtract yellow high shadow from above using min R0i.x = floatBitsToInt(min(intBitsToFloat(R0i.x), intBitsToFloat(YHigh0i.x) * bright)); R0i.y = floatBitsToInt(min(intBitsToFloat(R0i.y), intBitsToFloat(YHigh0i.y) * bright)); R0i.z = floatBitsToInt(min(intBitsToFloat(R0i.z), intBitsToFloat(YHigh0i.z) * bright)); // subtract yellow right shadow from above using min R0i.x = floatBitsToInt(min(intBitsToFloat(R0i.x), intBitsToFloat(Right0i.x) * bright*.7)); R0i.y = floatBitsToInt(min(intBitsToFloat(R0i.y), intBitsToFloat(Right0i.y) * bright*.7)); R0i.z = floatBitsToInt(min(intBitsToFloat(R0i.z), intBitsToFloat(Right0i.z) * bright*.7)); // make a base color by using mul_nonIEEE with the calculated shadow and the white base color. Add in the shadow, white, light blue masked over shadow, blue sky light masked over high locations, and what I think is a reflective map. R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(R1i.x)) * bright + intBitsToFloat(R0i.x) * bright + intBitsToFloat(R1i.x) * bright + intBitsToFloat(LtBlueShadow.x) * bright + intBitsToFloat(BHigh0i.x) * bright + intBitsToFloat(R123i.x) * bright) ; R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(R1i.y)) * bright + intBitsToFloat(R0i.y) * bright + intBitsToFloat(R1i.y) * bright + intBitsToFloat(LtBlueShadow.y) * bright + intBitsToFloat(BHigh0i.y) * bright + intBitsToFloat(R123i.y) * bright) ; R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(R1i.z)) * bright + intBitsToFloat(R0i.z) * bright + intBitsToFloat(R1i.z) * bright + intBitsToFloat(LtBlueShadow.z) * bright + intBitsToFloat(BHigh0i.z) * bright + intBitsToFloat(R123i.z) * bright) ; R0i.w = R3i.w; // r0i our color output from the if statement passed on for furthur use #elif (shdwFix == 1) // SkalFate Big Part if(smode == 1) // run custom code { // -- 1. one way to do it //R0i.yzw = ivec3(R3i.y,R3i.z,R3i.w); // -- 2. another way to do it , green and blue channels // R1i=bright normal, R3i=normal, R15i=dark normal, R4i=red, R5i=blue look, R6i=green look, R7i=nocelshade R17i=nocelshade, R8i=glow, R9i= Solid blue, R11i=lightblue look, R13i=normal look with yellow outline shadows, R14i=lightgreen look //R0i.yzw = R3i.yzw; // best choice R3i,R7i,R15i // -- 3. another way to do it - but mixing color channels // R1i=bright normal, R3i=normal, R15i=normal with minor flickers, R11i=dark normal, R4i=blue, R6i=lightblue, R7i=no-celshade(looks good), R8i=blueglow, R10=BrightGreen, R12i=Green, R14i=blue, R17i=blue shadow highlights //R0i.yzw = R15i.xyz; // best choice R7i.xyz and R15i.xyz // -- 4. another way to do it, seems best because uses all three color channels, has clay effect indoors // R1i=bright normal, R3i=normal, R15i=normal, R11i=blue normal // R4i=Green, R5i=Blue, R6i=Green, R7i=no-celshade(Orangish), R8i=blueglow, R9i=Solidblue, R10=Red, // R13i=normal look with yellow outline shadows, R14i=Green, R16=weapon bloom, R17i=no-cel green shadow highlights // R122i=red, //R0i.xyz = R3i.xyz; // Best Choice R7i, R15i, R1i, R3i // -- 1. another way to do it //R0i.yzw = ivec3(floatBitsToInt(1.4 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0)); // controls the color and brightness of the backside shadows on all npcs // -- 2. another way to do it //R0i.xyzw = ivec4(floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0 * shadowsbrightness), floatBitsToInt(1.0)); // -- 1. Best Mode R3i.xyz + R7i.y R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R7i.y) * shadowsbrightness); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R7i.y) * shadowsbrightness); R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R7i.y) * shadowsbrightness); PS0i = R0i.x; } else if (smode == 2) { // Mode R3i.xyz + R7i.x - Best mode 2 less shadow highlights R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R7i.x) * shadowsbrightness); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R7i.x) * shadowsbrightness); R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R7i.x) * shadowsbrightness); } else if (smode == 3) { // R3i.xyz + R17i.y - No enhancement ot the skin ,and very strong shadow higlights R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R17i.y) * shadowsbrightness); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R17i.y) * shadowsbrightness); R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R17i.y) * shadowsbrightness); } else if (smode == 4) { // R3i.xyz + R4i.y - Light Shaded Mode R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.y) * shadowsbrightness); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R4i.y) * shadowsbrightness); R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R4i.y) * shadowsbrightness); } else if (smode == 5) { // R3i.xyz + R15i.x - Cool mode with minor flickers in the wind R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R15i.x) * shadowsbrightness); R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R15i.x) * shadowsbrightness); R0i.z = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R15i.x) * shadowsbrightness); } else // run the original shader code { // original shader code PS0i = R0i.x; R0i.yzw = ivec3(0,0,0); // orginal code } #else R0i.yzw = ivec3(0,0,0); #endif } activeMaskStack[1] = activeMaskStack[1] == false; activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; // ------------------------------------------------------------------------------------------------------------- false changes links color to be more yellowish if( activeMaskStackC[2] == true ) { // 0 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[30].x),intBitsToFloat(uf_remappedPS[30].y),intBitsToFloat(uf_remappedPS[30].z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R0i.w = 0x40400000; PS0i = R0i.w; // 1 R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[31].x),intBitsToFloat(uf_remappedPS[31].y),intBitsToFloat(uf_remappedPS[31].z),0.0))); PV1i.x = R127i.x; PV1i.y = R127i.x; PV1i.z = R127i.x; PV1i.w = R127i.x; R127i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x))); PS1i = R127i.z; // 2 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R13i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(uf_remappedPS[32].z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R127i.y = tempi.x; PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(R13i.x))); // 3 backupReg0i = R127i.x; backupReg0i = R127i.x; backupReg1i = R127i.z; backupReg1i = R127i.z; redcCUBE(vec4(intBitsToFloat(R127i.z),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId); R127i.x = floatBitsToInt(cubeMapSTM.x); R127i.y = floatBitsToInt(cubeMapSTM.y); R127i.z = floatBitsToInt(cubeMapSTM.z); R127i.w = cubeMapFaceId; PV1i.x = R127i.x; PV1i.y = R127i.y; PV1i.z = R127i.z; PV1i.w = R127i.w; R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(PS0i))); R2i.z = clampFI32(R2i.z); PS1i = R2i.z; // 4 PV0i.x = floatBitsToInt(intBitsToFloat(R14i.z) * intBitsToFloat(0x42960000)); PV0i.x = clampFI32(PV0i.x); R0i.z = PV1i.w; PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z))); // 5 backupReg0i = R1i.y; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PS0i)) + 1.5)); PV1i.x = R123i.x; R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(PV0i.x)) + intBitsToFloat(backupReg0i))); R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R1i.x))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + 1.5)); PV1i.w = R123i.w; R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z),intBitsToFloat(PV0i.x)) + intBitsToFloat(R1i.z))); PS1i = R1i.x; // 6 R0i.x = PV1i.w; R0i.y = PV1i.x; R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.x), intBitsToFloat(PV1i.z))); PS0i = R3i.x; } // ------------------------------------------------------------------------------------------------------------- false makes link back side brightened up and affected by light changes, front shadows and back affected. if( activeMaskStackC[2] == true ) { // can increases texture lod in attempt to get higher res tetures at a distance on enemies R0i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R0i.xy),R0i.z),cubeMapArrayIndex7),intBitsToFloat(R0i.w)).xyz); } // ------------------------------------------------------------------------------------------------------------- false makes link a bit brighter front and back if( activeMaskStackC[2] == true ) { // 0 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.y))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.x))); PV0i.y = R123i.y; R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.z), intBitsToFloat(R1i.x))); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z),intBitsToFloat(R2i.z)) + intBitsToFloat(R0i.z))); PV0i.w = R123i.w; R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R16i.y), intBitsToFloat(R1i.y))); PS0i = R3i.y; // 1 R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(R2i.x))); R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.y))); R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R15i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.z))); R0i.w = 0; R3i.w = 0x3f800000; PS1i = R3i.w; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // ------------------------------------------------------------------------------------------------------------- false darkens links models curves shadows if( activeMaskStackC[1] == true ) { // 0 R1i.w = 0x3f800000; // 1 backupReg0i = R3i.x; backupReg1i = R3i.y; backupReg2i = R3i.z; backupReg3i = R3i.w; R3i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i); R3i.w = backupReg3i; // 2 R2i.xyz = ivec3(R0i.x,R0i.y,R0i.z); R2i.w = R0i.w; // 3 backupReg0i = R1i.w; R1i.xyz = ivec3(R4i.x,R5i.y,R6i.z); R1i.w = backupReg0i; // 4 R0i.xyz = ivec3(R13i.x,R4i.y,R5i.z); R0i.w = R4i.w; // 5 R4i.xyz = ivec3(R7i.x,R7i.x,R7i.x); R4i.w = R7i.x; } // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // light/shadows on link front side #if (shdwFix == 1) // SkalFate passPixelColor1 = vec4(intBitsToFloat(R1i.x) * 0, intBitsToFloat(R1i.y) * 0, intBitsToFloat(R1i.z) * 0, intBitsToFloat(R1i.w)); // links and all npcs fog rgb passPixelColor2 = vec4(intBitsToFloat(R2i.x) * sred, intBitsToFloat(R2i.y) * sgreen, intBitsToFloat(R2i.z) * sblue, intBitsToFloat(R2i.w)) ; // Controls link RGB only in celshade mode and when original code is run (line 713). In no-celshade mode it changes the lighting on links back-side away from the sun #else passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // links and all npcs fog rgb passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // Controls link RGB only in celshade mode and when original code is run (line 713). In no-celshade mode it changes the lighting on links back-side away from the sun #endif passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); passPixelColor4 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); }