#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) 
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader 0f2b9ee517917425 - dumped cemu 1.15
// Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen

const float resX = float($width)/float($gameWidth);
const float resY = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[2];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock

int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
	return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
	return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0); // These variables make the difference
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw);
R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x);
R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0 --- Point of Interest 1
PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) / resX ); // Divide looks better for minimum - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)) * resY ); // Multiply looks beeter for max - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z)) * resX ); // Multiply looks better for max  - Must place the varaibles in that location of the round brackets to use floats correctly
PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z)));
// 1 ---Point of Interest 2
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
// 2
PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x)));
// 3 
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z)));
// 4 
R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
// 5
predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z));
PV0i.w = R127i.w;
R127i.y = R1i.z;
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0);
PS0i = R127i.y;
// 1
PV1i.x = R2i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w));
R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z)));
PV1i.w = PV0i.w;
PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y));
// 2
R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w)));
R1i.y = R2i.z;
PV0i.y = R1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y)));
PS0i = R126i.x;
// 3
backupReg0i = R127i.z;
backupReg0i = R127i.z;
R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
// 4
backupReg0i = R126i.y;
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i));
PS0i = R126i.w;
// 5
backupReg0i = R127i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); // Rli.w * 2  has the same affect as line 85------------------------------------------------------
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y));
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
// 7
PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y)));
R4i.z = ((PV1i.x == 0)?(0x3f800000):(0));
PV0i.z = R4i.z;
R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
PV0i.w = R5i.w;
// 9 --- Point fo Interest
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implmentation division took place here
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / resX)); // Default implmentation division took place here
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / resY)); // Default implmentation division took place here
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
// 10 --- Point of Interest
R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
R127i.x = clampFI32(R127i.x); // Divide looks good same as above line----------------------------------------------------------------------------------------------------
PV0i.x = R127i.x; 
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implmentation division took place here
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
// 11
R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w)));
PV1i.x = R124i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z));
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000)));
PV1i.w = R123i.w;
// 12
R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000)));
PV0i.z = R123i.z;
// 13
R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.x = R126i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z)));
// 14
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.w = R126i.w;
// 15
R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y)))));
PV1i.x = R6i.x;
R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x)));
// 16 --- Point of Interest
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); // Important Doubling improves curves and clarity
R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z));
PV0i.y = R123i.y;
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25);
PS0i = R4i.x;
// 17
backupReg0i = R0i.x;
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x));
PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w));
R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
PV1i.w = R4i.w;
// 18
R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x));
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z));
R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x));
R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w)));
PS0i = R2i.x;
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R2i.x;
R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w)));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
// 3
R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
// 4
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i)));
R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z)));
R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w)));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
// 2
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x)));
R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y)));
R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i)));
R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x)));
R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w)));
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R3i.x;
backupReg1i = R3i.y;
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z)));
R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x));
R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 5
backupReg0i = R2i.z;
backupReg1i = R2i.w;
R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x)));
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w)));
R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x));
// 1
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z)));
// 3
R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.x = R123i.x;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0);
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
// 5
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x)));
R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y));
}
if( activeMaskStackC[2] == true ) {
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x)));
// 3
R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
// 5
backupReg0i = R1i.z;
backupReg1i = R1i.w;
R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x)));
R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y)));
R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i)));
R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x);
R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z));
// 1
PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i)));
PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0));
// 2
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w)));
PV0i.z = R123i.z;
R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0);
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x)));
PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 4
backupReg0i = R127i.y;
R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i));
// 6
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5);
// 7
R123i.x = ((R127i.y == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 8
PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x)));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w)));
// 10
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i)));
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i)));
}
if( activeMaskStackC[2] == true ) {
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
}
