@@ -29,6 +29,10 @@ uniform vec4 uf_fragCoordScale;
2929uniform float uf_alphaTestRef;
3030uniform vec2 uf_fragCoordScale;
3131#endif
32+
33+ #define AAENABLE $AAEnable
34+
35+
3236TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
3337layout(location = 0) in vec4 passParameterSem129;
3438layout(location = 1) in vec4 passParameterSem128;
@@ -68,22 +72,34 @@ ivec4 ARi = ivec4(0);
6872bool predResult = true;
6973vec3 cubeMapSTM;
7074int cubeMapFaceId;
71- R0i = floatBitsToInt(passParameterSem129);
75+ #if (AAENABLE == 1)
76+ R0i = floatBitsToInt(passParameterSem129);
77+ #endif
7278R1i = floatBitsToInt(passParameterSem128);
7379R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz);
7480R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
7581
76- ivec2 resolution = textureSize(textureUnitPS0,0);
77- float iresX = float(resolution.x)/float(1280);
78- float iresY = float(resolution.y)/float(720);
82+ #if (AAENABLE == 1)
83+ ivec2 resolution = textureSize(textureUnitPS0,0);
84+ float iresX = float(resolution.x)/float(1280);
85+ float iresY = float(resolution.y)/float(720);
86+ #endif
7987
8088// 0
8189backupReg0i = R0i.y;
8290backupReg1i = R0i.x;
8391PV0i.x = 0;
84- PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY);
92+ #if (AAENABLE == 1)
93+ PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY);
94+ #else
95+ PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 1.0);
96+ #endif
8597PV0i.z = 0;
86- R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX);
98+ #if (AAENABLE == 1)
99+ R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX);
100+ #else
101+ R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * 1.0);
102+ #endif
87103PV0i.w = R127i.w;
88104R8i.w = 0x3f800000;
89105PS0i = R8i.w;
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