From 1a160d351d00fd578cba719f3150ea90b66e2b6d Mon Sep 17 00:00:00 2001
From: Skal Fate <20464880+skalfate@users.noreply.github.com>
Date: Tue, 12 Mar 2019 23:03:48 -0600
Subject: [PATCH] Botw Cel-Shading Removal Pack and Distant Fog Removal Pack
 Uploaded (#340)

* Botw Cel-Shading Removal Pack Uploaded

* Botw Distant Fog Removal Pack Uploaded
---
 .../8d24f32f18e6de47_0000000079249749_ps.txt  |  675 ++++++++++
 .../Botw_AmiiboMode/rules.txt                 |   55 +
 .../2f7ecb9f0022d8ca_0000000000000001_ps.txt  |   90 ++
 .../314b77345f06369b_0000000000000000_vs.txt  |   87 ++
 .../314b77349f0636db_0000000000000000_vs.txt  |   85 ++
 .../314b7734df06371b_0000000000000000_vs.txt  |   91 ++
 .../Botw_CelShadingRemoval/rules.txt          |   28 +
 .../57cecf2ed6c8e3f0_00000003c9249749_ps.txt  |  952 ++++++++++++++
 .../f4e1147ab34a1677_0000000000000000_vs.txt  |  208 +++
 .../Botw_MenuWorkaround/rules.txt             |    9 +
 .../1c7db40ff5d693ab_001ffffe4924b249_ps.txt  | 1143 +++++++++++++++++
 .../Botw_ShadowFix_Altros/rules.txt           |   73 ++
 .../1c7db40ff5d693ab_001ffffe4924b249_ps.txt  |  906 +++++++++++++
 .../Botw_ShadowFix_SkalFate/rules.txt         |  241 ++++
 .../2e2543216c04766d_0000000079249749_ps.txt  |  685 ++++++++++
 .../bec68ec6f40a864f_00fffff249259249_ps.txt  |  968 ++++++++++++++
 .../fb2e18ae56397ca7_00fffff249259249_ps.txt  |  960 ++++++++++++++
 .../Botw_DistantFog/rules.txt                 |  338 +++++
 .../29c30aaa023dc7e6_0000000000000709_ps.txt  |  180 +++
 .../397f3d8521c96e30_0000000000000709_ps.txt  |  203 +++
 .../Botw_HyruleCastleAura/ReadMe.txt          |   24 +
 .../Botw_HyruleCastleAura/rules.txt           |  132 ++
 .../699b238ae15d113b_00000000000000e1_ps.txt  |  189 +++
 .../Botw_HyruleCastleBaseFog/ReadMe.txt       |   21 +
 .../Botw_HyruleCastleBaseFog/rules.txt        |  100 ++
 .../1c7db40ff5d693ab_001ffffe4924b249_ps.txt  |  819 ++++++++++++
 .../Botw_NPCFog/ReadMe.txt                    |   16 +
 .../Botw_NPCFog/rules.txt                     |   74 ++
 .../527591781440691a_000000000001c24b_ps.txt  |  328 +++++
 .../Botw_WorldFogFields/ReadMe.txt            |   21 +
 .../Botw_WorldFogFields/rules.txt             |  100 ++
 31 files changed, 9801 insertions(+)
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/ReadMe.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/ReadMe.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/ReadMe.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/ReadMe.txt
 create mode 100644 Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt

diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt
new file mode 100644
index 00000000..e3d475aa
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/8d24f32f18e6de47_0000000079249749_ps.txt
@@ -0,0 +1,675 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader 8d24f32f18e6de47
+uniform ivec4 uf_remappedPS[10];
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 2) in vec4 passParameterSem3;
+layout(location = 3) in vec4 passParameterSem4;
+layout(location = 4) in vec4 passParameterSem6;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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 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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float cubeMapArrayIndex8 = 0.0;
+R0i = floatBitsToInt(passParameterSem0);
+R1i = floatBitsToInt(passParameterSem1);
+R2i = floatBitsToInt(passParameterSem3);
+R3i = floatBitsToInt(passParameterSem4);
+R4i = floatBitsToInt(passParameterSem6);
+R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
+R2i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
+R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);
+R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
+R8i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.zw)).xyzw);
+// 0
+R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
+PV0i.x = R127i.x;
+R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
+PV0i.y = R127i.y;
+R126i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
+PV0i.z = R126i.z;
+R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.w = R127i.w;
+R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.x));
+PS0i = R127i.z;
+// 1
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R9i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
+PS1i = R9i.z;
+// 2
+R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(R127i.w))));
+R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(R127i.w))));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(uf_remappedPS[2].y)));
+R125i.w = floatBitsToInt(max(intBitsToFloat(R127i.z), -(intBitsToFloat(R127i.z))));
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+R126i.y = floatBitsToInt(tempResultf);
+PS0i = R126i.y;
+// 3
+R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
+PV1i.x = R4i.x;
+R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
+R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.y));
+R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.z));
+R127i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z));
+R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
+PS1i = R127i.w;
+// 4
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R9i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R9i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
+PS0i = R9i.x;
+// 5
+backupReg0i = R127i.z;
+backupReg0i = R127i.z;
+R126i.x = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.w));
+R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R4i.y)) + intBitsToFloat(R0i.y)));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.w)));
+R127i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
+PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
+// 6
+R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
+PV0i.x = R127i.x;
+PV0i.y = R127i.x;
+PV0i.z = R127i.x;
+PV0i.w = R127i.x;
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
+// 7
+R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.x), intBitsToFloat(PS0i)));
+R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R11i.y), intBitsToFloat(PS0i)));
+R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(PS0i)));
+PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.x));
+R125i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.y));
+PS1i = R125i.x;
+// 8
+backupReg0i = R127i.x;
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(max(intBitsToFloat(R126i.w), -(intBitsToFloat(R126i.w))));
+PV0i.y = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.w));
+R125i.z = floatBitsToInt(max(intBitsToFloat(R126i.x), -(intBitsToFloat(R126i.x))));
+PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R6i.z));
+PS0i = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
+PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0);
+// 9
+backupReg0i = R126i.z;
+PV1i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), -(intBitsToFloat(R125i.x))));
+PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 4.0);
+PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
+PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 4.0);
+R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.w)) + intBitsToFloat(PS0i)));
+PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
+PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 4.0);
+R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R126i.y)));
+PS1i = R5i.z;
+// 10
+backupReg0i = R127i.z;
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.x)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R125i.z)) + intBitsToFloat(PV1i.y)));
+PV0i.y = R123i.y;
+R127i.z = floatBitsToInt(fract(intBitsToFloat(R3i.x)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.w)));
+PV0i.w = R123i.w;
+R125i.x = floatBitsToInt(fract(intBitsToFloat(R3i.y)));
+PS0i = R125i.x;
+// 11
+R127i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.w)));
+PV1i.x = R127i.x;
+R126i.y = R4i.x;
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.y));
+PV1i.z = R126i.z;
+R127i.w = R4i.y;
+R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
+R125i.w = R5i.z;
+R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) * 2.0);
+PS1i = R125i.w;
+// 12
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R12i.y),intBitsToFloat(R11i.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(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
+// 13
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R126i.y)) + intBitsToFloat(R5i.x)));
+PV1i.y = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(backupReg0i)));
+R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R127i.w)) + intBitsToFloat(R12i.y)));
+PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(R127i.z));
+PV1i.w = clampFI32(PV1i.w);
+R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(R125i.w)) + intBitsToFloat(R11i.z)));
+PS1i = R125i.z;
+// 14
+R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R9i.x)) + intBitsToFloat(R1i.z)));
+PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R125i.x));
+PV0i.y = clampFI32(PV0i.y);
+R10i.z = floatBitsToInt(roundEven(0.0));
+PV0i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.w));
+R2i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
+PS0i = R2i.w;
+// 15
+R10i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R0i.x)));
+R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R9i.y)) + intBitsToFloat(R1i.w)));
+R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(uf_remappedPS[3].x));
+PV1i.w = floatBitsToInt(-(intBitsToFloat(R125i.x)) + intBitsToFloat(PV0i.y));
+R1i.y = floatBitsToInt(intBitsToFloat(R12i.y) + intBitsToFloat(uf_remappedPS[3].y));
+PS1i = R1i.y;
+// 16
+// edit here
+// desaturates shadow making it look metal (R127i.y))*.05
+R125i.x = floatBitsToInt(max(-(intBitsToFloat(R127i.y)), 0.0));
+R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(R0i.y)));
+// rlli.z and uf_remapedPS3 both alter shinyness
+R3i.z = floatBitsToInt(intBitsToFloat(R11i.z) + intBitsToFloat(uf_remappedPS[3].z));
+// edit here 
+// kinda tone maping on character ? (R8i.w)*.05
+//  low numbers = darker darks and brighter brights
+R127i.w = floatBitsToInt(intBitsToFloat(R8i.w) * intBitsToFloat(0x437f0000));
+// Edit here
+// 7i.w carrying character shinyness reflectivity without map items
+R6i.z = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0);
+PS0i = R6i.z;
+// 17
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.z),intBitsToFloat(R125i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R1i.w = 0;
+PS1i = R1i.w;
+// 18 rotates reflection world cube map?
+R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.z),intBitsToFloat(R125i.z),0.0)));
+PV0i.x = R124i.x;
+PV0i.y = R124i.x;
+PV0i.z = R124i.x;
+PV0i.w = R124i.x;
+R124i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
+PS0i = R124i.z;
+// 19
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.z),intBitsToFloat(R125i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R124i.y = tempi.x;
+R4i.z = int(intBitsToFloat(R127i.w));
+PS1i = R4i.z;
+// 20
+redcCUBE(vec4(intBitsToFloat(R124i.z),intBitsToFloat(R124i.z),intBitsToFloat(R124i.x),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(R124i.x),intBitsToFloat(R124i.z),intBitsToFloat(R124i.z)),cubeMapSTM,cubeMapFaceId);
+R0i.x = floatBitsToInt(cubeMapSTM.x);
+R0i.y = floatBitsToInt(cubeMapSTM.y);
+R0i.z = floatBitsToInt(cubeMapSTM.z);
+R0i.w = cubeMapFaceId;
+PV0i.x = R0i.x;
+PV0i.y = R0i.y;
+PV0i.z = R0i.z;
+PV0i.w = R0i.w;
+// r125i. brightens shadows
+R6i.y = floatBitsToInt(min(intBitsToFloat(R125i.x), 1.0));
+PS0i = R6i.y;
+// 21
+R1i.x = 0;
+R3i.y = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
+R2i.z = PV0i.w;
+// tweak reflectivity of surfaces
+R3i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(R6i.z)) + intBitsToFloat(R6i.z)));
+R3i.x = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
+PS1i = R3i.x;
+// 0
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(uf_remappedPS[7].w)));
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(uf_remappedPS[7].w)));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(R3i.x)) + 1.5));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R3i.x)) + 1.5));
+PV0i.w = R123i.w;
+R124i.y = R4i.z & 0x000000fc;
+PS0i = R124i.y;
+// 1
+R2i.x = PV0i.w;
+R2i.y = PV0i.z;
+R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(uf_remappedPS[7].w)));
+// edit here for Plastic look
+//(R3i.w)*.01
+// R3i.w how plastic a surface can look. Seems to change how much the bump mapping affects the surface  .01 pure plastic - 65 nearly only the light grey cloud-ish texutre over top characters. 
+// Combine pure plastic with low specular further down in the file to make a more matte look
+R127i.w = floatBitsToInt(intBitsToFloat(R3i.w)*$clarity + intBitsToFloat(0x3c23d70a));
+R127i.w = clampFI32(R127i.w);
+R125i.w = floatBitsToInt(-(intBitsToFloat(R6i.y)) + 1.0);
+PS1i = R125i.w;
+// 2 more sun
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.z),intBitsToFloat(R1i.y),intBitsToFloat(R3i.z),-0.0),vec4(intBitsToFloat(R1i.z),intBitsToFloat(R1i.y),intBitsToFloat(R3i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.y = int(intBitsToFloat(R3i.y));
+PS0i = R127i.y;
+// 3 dot product makes brightness of sun on characters and land can totally knock out sun
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z)),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R124i.z)),-(intBitsToFloat(R1i.x)))));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R126i.w = tempi.x;
+// pv0i.x messes saturation of clothing
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+PS1i = floatBitsToInt(tempResultf);
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i)));
+// edit here
+// R127i.w seems to control how shiny stuff is and amount of bloom it gives off
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R127i.w)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PS1i)));
+R127i.x = floatBitsToInt(float(R124i.y));
+PS0i = R127i.x;
+// 5
+backupReg0i = R125i.w;
+backupReg0i = R125i.w;
+R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[7].w)));
+PV1i.x = R124i.x;
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[7].w)));
+PV1i.y = R124i.y;
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].w)));
+PV1i.z = R126i.z;
+R125i.w = floatBitsToInt((intBitsToFloat(R6i.z) * 0.5 + 0.5));
+R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(backupReg0i)) + intBitsToFloat(backupReg0i)));
+PS1i = R125i.z;
+// 6 dot product makes specular highlight on charactes but not inverse. Lower is lower
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R5i.z),intBitsToFloat(R5i.z)),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),-(intBitsToFloat(R1i.w)))));
+tempi.x = clampFI32(tempi.x);
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R126i.x = R127i.y & int(1);
+PS0i = R126i.x;
+// 7
+// dot product is finding the specular on characters
+tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R124i.z)),-0.0),vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R126i.z)),0.0)));
+tempi.x = clampFI32(tempi.x);
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R127i.w = tempi.x;
+PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
+// 8 r127i.x how bright metal is
+R1i.x = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(0x3b820821));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
+R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
+// edit here  Specular?
+// charactr specular highlight intBitsToFloat(R127i.z)*3
+// higher number = less highlight less than 1 = more highlight. 
+// good combo with plastic to remove shiny 45
+R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PS1i)) + -(intBitsToFloat(PS1i))));
+PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
+R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.y)),intBitsToFloat(R125i.z)) + intBitsToFloat(R125i.z)));
+PS0i = R122i.x;
+// 9
+backupReg0i = R126i.x;
+R126i.x = R126i.w;
+R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i)));
+R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
+PV1i.z = R125i.z;
+R125i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0));
+R124i.y = ((backupReg0i == 0)?(0):(0x3f800000));
+PS1i = R124i.y;
+// 10
+backupReg0i = R127i.w;
+R7i.x = R126i.w;
+R7i.x = clampFI32(R7i.x);
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + 1.0);
+R124i.z = floatBitsToInt((-(intBitsToFloat(R1i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
+R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R6i.y)));
+R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PS0i = R122i.x;
+// 11
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.y)));
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS0i)));
+// how shiny is metal rli.x
+R7i.z = floatBitsToInt((intBitsToFloat(R1i.x) * 0.25 + 0.25));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(backupReg0i)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
+// 12
+backupReg0i = R124i.y;
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(R127i.w));
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
+R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.x),-(intBitsToFloat(R127i.y))) + intBitsToFloat(R7i.x)));
+PV0i.w = R123i.w;
+R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),intBitsToFloat(R1i.x)) + intBitsToFloat(R124i.z)));
+PS0i = R125i.x;
+// 13
+backupReg0i = R127i.y;
+backupReg1i = R126i.x;
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w)));
+R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),intBitsToFloat(R1i.x)) + intBitsToFloat(R124i.z)));
+PV1i.y = R127i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),intBitsToFloat(R1i.x)) + intBitsToFloat(R124i.z)));
+PV1i.z = R123i.z;
+R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
+R127i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg1i));
+PS1i = R127i.w;
+// 14
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PV1i.z)));
+R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),-(intBitsToFloat(R124i.y))) + intBitsToFloat(PV1i.z)));
+R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R125i.x)));
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),-(intBitsToFloat(R125i.y))) + intBitsToFloat(PV1i.y)));
+R6i.y = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
+PS0i = R6i.y;
+// 15
+backupReg0i = R126i.x;
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),-(intBitsToFloat(R124i.y))) + intBitsToFloat(R125i.x)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),-(intBitsToFloat(R124i.y))) + intBitsToFloat(R127i.y)));
+PV1i.y = R123i.y;
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R127i.w)));
+R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg0i)));
+R127i.z = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
+PS1i = R127i.z;
+// 16
+backupReg0i = R127i.x;
+backupReg1i = R126i.y;
+R127i.x = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R125i.w));
+R126i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(backupReg0i));
+R5i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(backupReg1i));
+R125i.w = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R124i.z));
+R6i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(PV1i.y));
+PS0i = R6i.z;
+// 17
+PV1i.x = floatBitsToInt(0.25 * intBitsToFloat(R6i.y));
+R6i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R126i.x));
+R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R126i.z)));
+R3i.w = floatBitsToInt((intBitsToFloat(R8i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R3i.w = clampFI32(R3i.w);
+R0i.w = floatBitsToInt((intBitsToFloat(R8i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R0i.w = clampFI32(R0i.w);
+PS1i = R0i.w;
+// 18
+R0i.x = floatBitsToInt((intBitsToFloat(R8i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R0i.x = clampFI32(R0i.x);
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.x)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV1i.x)));
+PS0i = R4i.z & int(1);
+// 19
+R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x), intBitsToFloat(PV0i.w)));
+R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z), intBitsToFloat(PV0i.y)));
+R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y), intBitsToFloat(PV0i.z)));
+R3i.z = floatBitsToInt(float(PS0i));
+PS1i = R3i.z;
+// 20
+R4i.x = R10i.x;
+R4i.y = R10i.y;
+R4i.z = floatBitsToInt(roundEven(1.0));
+R8i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R9i.xy)).x);
+R12i.xzw = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R10i.xy)).xzw);
+R13i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R10i.z))).xyz);
+R4i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z))).xyz);
+R2i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R2i.xy),R2i.z),cubeMapArrayIndex8),intBitsToFloat(R2i.w)).xyz);
+R10i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R10i.xy)).xyz);
+// 0
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.w),-(intBitsToFloat(R7i.z))) + intBitsToFloat(R12i.w)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((intBitsToFloat(R12i.w) * 0.5 + 0.5));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R8i.w)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.z = R123i.z;
+R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), intBitsToFloat(R7i.x)));
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(R12i.z)));
+PS0i = R125i.x;
+// 1
+PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
+PV1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV0i.y));
+PV1i.y = clampFI32(PV1i.y);
+PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R5i.y)));
+PV1i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV0i.z)), intBitsToFloat(R6i.x)));
+// r7i.z shadow brightness PV0i.x shadow highlight brightness
+R126i.x = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(PV0i.x));
+PS1i = R126i.x;
+// 2 more edge lights in shadow 
+R127i.x = floatBitsToInt(-(intBitsToFloat(R11i.x)) + intBitsToFloat(PV1i.w));
+PV0i.x = R127i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(R11i.y)) + intBitsToFloat(PV1i.z));
+PV0i.y = R126i.y;
+// R9i.z  tonemapping? brightnss of sun on bright surfaces vs nearby dark. Ratio of Rlli.xy above vs r9i.z below. Values tested (R11i.x and y)*.5) (R9i.z)*.1
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV1i.x));
+// brightness of sun 
+R8i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y)));
+
+// uf_remappedps[9].x carries specular highlight of sun on shiny surfaces
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R125i.w)));
+
+
+PS0i = R124i.y;
+// 3 produces edge highlights on the shadowed edge
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R12i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R127i.y = tempi.x;
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R5i.z)));
+PS1i = R125i.y;
+// 4
+backupReg0i = R126i.y;
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R127i.x)));
+PV0i.x = R123i.x;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R6i.z)));
+R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R12i.y)),intBitsToFloat(PV1i.x)) + intBitsToFloat(backupReg0i)));
+// 5
+backupReg0i = R125i.y;
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R7i.w)));
+R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(R4i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R6i.y)));
+// 6
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R1i.z)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R126i.y)) + intBitsToFloat(R4i.y)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV1i.w)) + intBitsToFloat(R4i.z)));
+PV0i.w = R123i.w;
+// 7
+R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.w)));
+R8i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)));
+R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.y)));
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.y));
+PS1i = floatBitsToInt(tempResultf);
+// 8
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
+R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R125i.x)));
+PS0i = R4i.w;
+// 9
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), intBitsToFloat(PV0i.w)));
+// 10
+PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3ced9168));
+PV0i.y = clampFI32(PV0i.y);
+// 11
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R0i.z)) + 1.0));
+PV1i.y = R123i.y;
+// 12 PVli.y seems to be a scalar for ambient light in the shadows
+backupReg0i = R1i.x;
+R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+// 0 r3i.xyz ambient light in the shadows
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(R8i.w)) + intBitsToFloat(R13i.x)));
+PV0i.x = R123i.x;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z),intBitsToFloat(R8i.w)) + intBitsToFloat(R13i.z)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(R8i.w)) + intBitsToFloat(R13i.y)));
+PV0i.w = R123i.w;
+// 1
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R1i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R1i.x)));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R1i.x)));
+// 2
+backupReg0i = R0i.x;
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R0i.w)));
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.w)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(backupReg0i)));
+// 3PV0i sun color/brightness on land
+R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV1i.z = R123i.z;
+// 4 R2i.xy r8i.z brightness of reflectd sky light on shadowed surfaces kinda like rimlighting PVli.xyz brightness of run on land
+PV0i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV1i.x));
+PV0i.z = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(PV1i.y));
+PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.z));
+// 5 PV0i.xyz color / brightness of sun  Rl0i.xyz color / brightness of fog over land and sky
+R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R10i.x)));
+R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R10i.y)));
+R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R10i.z)));
+// export
+passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt
new file mode 100644
index 00000000..2e626d40
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_AmiiboMode/rules.txt
@@ -0,0 +1,55 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = "Amiibo Mode"
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Amiibo Mode"
+description = Amiibo mode by Altros, add or remove that plastic look. Req Remove Links Cell Shading by SkalFate
+version = 3
+
+
+[Preset]
+name = Plastic %100
+$clarity = 0.05
+
+[Preset]
+name = Plastic %95
+$clarity = 0.15
+
+[Preset]
+name = Plastic %90
+$clarity = 0.30
+
+[Preset]
+name = Plastic %85
+$clarity = 0.37
+
+[Preset]
+name = Plastic %75
+$clarity = 0.43
+
+[Preset]
+name = Plastic %65
+$clarity = 0.50
+
+[Preset]
+name = Plastic %55
+$clarity = 0.57
+
+[Preset]
+name = Plastic %45
+$clarity = 0.65
+
+[Preset]
+name = Plastic %35
+$clarity = 0.75
+
+[Preset]
+name = Plastic %25
+$clarity = 0.95
+
+[Preset]
+name = Plastic %15
+$clarity = 1.15
+
+[Preset]
+name = Plastic %5
+$clarity = 1.35
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt
new file mode 100644
index 00000000..0df6a621
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/2f7ecb9f0022d8ca_0000000000000001_ps.txt
@@ -0,0 +1,90 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d
+#define mode $mode
+
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+ivec4 R0i = 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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+
+R0i = floatBitsToInt(passParameterSem0); // comes from 3 vertex shaders, one of them handles the lighting that glitches the sky(314b77349f0636db), so lets exclude it
+
+if (passParameterSem0.w == 4.0)
+{
+	R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
+
+	// 0
+	PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
+	R127i.y = int(uint(intBitsToFloat(R0i.z)));
+	PS0i = R127i.y;
+
+	// 1
+	if ( mode > 1) // if mode is greater than 1 then run our own code
+	{
+		// very interesting - Replace PS1i(which is integer) with any of these numbers, there are like 4 diff modes that repeat through diff integers, [4,6,7,8,10,11] [-5 -9 -10 -12 -18 -19 -25 -26 -28 -34 -40 -41 -42]
+		PS1i = int(mode);
+	}
+	else
+	{
+		PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
+	}
+
+	// 2
+	PV0i.z = R127i.y & PS1i;
+
+	// 3
+	PS1i = floatBitsToInt(float(uint(PV0i.z)));
+
+	// 4
+	R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
+}
+else
+{
+	R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
+
+	// 0
+	PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
+	R127i.y = int(uint(intBitsToFloat(R0i.z)));
+	PS0i = R127i.y;
+
+	// 1
+	PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
+
+	// 2
+	PV0i.z = R127i.y & PS1i;
+
+	// 3
+	PS1i = floatBitsToInt(float(uint(PV0i.z)));
+
+	// 4
+	R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
+}
+
+// export
+gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x;
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt
new file mode 100644
index 00000000..cd7e94a0
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77345f06369b_0000000000000000_vs.txt
@@ -0,0 +1,87 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_packing : enable
+
+// shader 314b77345f06369b -- Vertex shader for Links Cel Shading - Texture format 0x005d
+
+uniform ivec4 uf_remappedVS[1];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
+layout(location = 0) in uvec4 attrDataSem0;
+layout(location = 1) in uvec4 attrDataSem1;
+out gl_PerVertex
+{
+	vec4 gl_Position;
+	float gl_PointSize;
+};
+layout(location = 0) out vec4 passParameterSem0;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyz = attrDataSem0.xyz;
+attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
+attrDecoder.w = 0;
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
+attrDecoder.xy = attrDataSem1.xy;
+attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
+// 0
+backupReg0i = R1i.x;
+backupReg1i = R1i.y;
+R1i.x = backupReg0i;
+R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
+R1i.y = backupReg1i;
+R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
+R1i.z = 0x3f800000;
+R0i.w = 0;
+R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x437f0000));
+PS0i = R3i.z;
+R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
+// export
+gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
+// 0
+R127i.z = floatBitsToInt(float(R0i.x));
+PS0i = R127i.z;
+// 1
+R127i.y = floatBitsToInt(float(R0i.y));
+PS1i = R127i.y;
+// 2
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
+// 3
+R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
+// 4
+R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
+
+// export
+passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0); // we change R3i.w to 4 and send to to FS to catch it
+// Multiplying xy by 200 minimizes the overlay and removes cel-shading, and multiplying z by 2 makes light shading
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt
new file mode 100644
index 00000000..0c4304e6
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b77349f0636db_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_packing : enable
+
+// shader 314b77349f0636db -- Vertex Shader -- Lights up Cel-Shade Link and NPCs but also messes up the sky in the new methods
+
+uniform ivec4 uf_remappedVS[1];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
+layout(location = 0) in uvec4 attrDataSem0;
+layout(location = 1) in uvec4 attrDataSem1;
+out gl_PerVertex
+{
+	vec4 gl_Position;
+	float gl_PointSize;
+};
+layout(location = 0) out vec4 passParameterSem0;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyz = attrDataSem0.xyz;
+attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
+attrDecoder.w = 0;
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
+attrDecoder.xy = attrDataSem1.xy;
+attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
+// 0
+backupReg0i = R1i.x;
+backupReg1i = R1i.y;
+R1i.x = backupReg0i;
+R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
+R1i.y = backupReg1i;
+R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
+R1i.z = 0x3f800000;
+R0i.w = 0;
+R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x437f0000));
+PS0i = R3i.z;
+R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
+// export
+gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
+// 0
+R127i.z = floatBitsToInt(float(R0i.x));
+PS0i = R127i.z;
+// 1
+R127i.y = floatBitsToInt(float(R0i.y));
+PS1i = R127i.y;
+// 2
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
+// 3
+R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
+// 4
+R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
+// export
+passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); // propety w is not set to 4.0 so it wont get processed the same way as the other 2 vertex shader
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt
new file mode 100644
index 00000000..c550f725
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/314b7734df06371b_0000000000000000_vs.txt
@@ -0,0 +1,91 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_packing : enable
+
+// shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal
+
+uniform ivec4 uf_remappedVS[1];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
+layout(location = 0) in uvec4 attrDataSem0;
+layout(location = 1) in uvec4 attrDataSem1;
+out gl_PerVertex
+{
+	vec4 gl_Position;
+	float gl_PointSize;
+};
+layout(location = 0) out vec4 passParameterSem0;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+
+attrDecoder.xyz = attrDataSem0.xyz;
+attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
+attrDecoder.w = 0;
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
+
+attrDecoder.xy = attrDataSem1.xy;
+attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
+
+// 0
+backupReg0i = R1i.x;
+backupReg1i = R1i.y;
+R1i.x = backupReg0i;
+R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
+R1i.y = backupReg1i;
+R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
+R1i.z = 0x3f800000;
+R0i.w = 0;
+R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x437f0000));
+PS0i = R3i.z;
+
+R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
+
+// export
+gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
+
+// 0
+R127i.z = floatBitsToInt(float(R0i.x));
+PS0i = R127i.z;
+// 1
+R127i.y = floatBitsToInt(float(R0i.y));
+PS1i = R127i.y;
+// 2
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
+// 3
+R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
+// 4
+R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
+// export
+passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0);
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt
new file mode 100644
index 00000000..90ba560c
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_CelShadingRemoval/rules.txt
@@ -0,0 +1,28 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = All NPC No Cel-Shading Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Cel-Shading - Main"
+description = Changes the type of shading on Link and the world.
+version = 3
+
+[Preset]
+name = Cel-Shading Disabled
+$mode = 4
+
+[Preset]
+name = Light Shading
+$mode = 6
+
+[Preset]
+name = Painting Shading (World)
+$mode = 8
+
+[Preset]
+name = Painting Shading (World & Link)
+$mode = 10
+
+[Preset]
+name = Normal Mode
+$mode = 0
+
+# Credits - SkalFate & Altros
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt
new file mode 100644
index 00000000..84a05bdc
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/57cecf2ed6c8e3f0_00000003c9249749_ps.txt
@@ -0,0 +1,952 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 57cecf2ed6c8e3f0 -- -- Fragment Shader where links gets drawn in the menu
+
+uniform ivec4 uf_remappedPS[29];
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x37b40000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf514c000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf55b2000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 9) uniform samplerCubeArray textureUnitPS9;// Tex9 addr 0x389a4800 res 4x4x1 dim 3 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler9 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 10) uniform sampler2DArrayShadow textureUnitPS10;// Tex10 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler10 ClampX/Y/Z: 6 6 2 border: 2
+layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x389a5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 17) uniform sampler2D textureUnitPS17;// Tex17 addr 0x389a3800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 2) in vec4 passParameterSem4;
+layout(location = 3) in vec4 passParameterSem5;
+layout(location = 4) in vec4 passParameterSem6;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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 R18i = ivec4(0);
+ivec4 R19i = ivec4(0);
+ivec4 R20i = ivec4(0);
+ivec4 R21i = ivec4(0);
+ivec4 R22i = ivec4(0);
+ivec4 R23i = ivec4(0);
+ivec4 R24i = ivec4(0);
+ivec4 R25i = ivec4(0);
+ivec4 R26i = 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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float cubeMapArrayIndex9 = 0.0;
+
+R0i = floatBitsToInt(passParameterSem0);
+R1i = floatBitsToInt(passParameterSem1);
+R2i = floatBitsToInt(passParameterSem4);
+R3i = floatBitsToInt(passParameterSem5);
+R4i = floatBitsToInt(passParameterSem6);
+
+R5i.w = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
+R8i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R4i.zw)).xyzw);
+R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
+R7i.xyzw = floatBitsToInt(textureGather(textureUnitPS8, intBitsToFloat(R0i.xy)).xyzw);
+R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
+
+// 0
+R127i.x = floatBitsToInt((intBitsToFloat(R8i.x) * 2.0 + -(1.0)));
+R127i.y = floatBitsToInt((intBitsToFloat(R8i.y) * 2.0 + -(1.0)));
+R127i.z = floatBitsToInt((intBitsToFloat(R8i.z) * 2.0 + -(1.0)));
+R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.w = R124i.w;
+R125i.x = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.x));
+PS0i = R125i.x;
+// 1
+R20i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
+PV1i.x = R20i.x;
+R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
+R9i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].y)));
+R125i.w = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.y));
+PS1i = R125i.w;
+// 2
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
+PS0i = R126i.x;
+// 3
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R20i.x),intBitsToFloat(R10i.y),intBitsToFloat(R9i.z),-0.0),vec4(intBitsToFloat(R20i.x),intBitsToFloat(R10i.y),intBitsToFloat(R9i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+PS1i = floatBitsToInt(tempResultf);
+// 4
+R21i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
+R13i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
+R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS1i)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R20i.x), intBitsToFloat(uf_remappedPS[4].x)));
+PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
+// 5
+R127i.x = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.w));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PV0i.w)));
+PV1i.y = R123i.y;
+R126i.z = floatBitsToInt(-(intBitsToFloat(R5i.w)) + intBitsToFloat(R6i.z));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(R126i.x)));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
+// 6
+R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV1i.y)));
+R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R20i.x), intBitsToFloat(PS1i)));
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PV1i.w)));
+PV0i.z = R123i.z;
+R12i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.y), intBitsToFloat(PS1i)));
+R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.z), intBitsToFloat(PS1i)));
+PS0i = R10i.z;
+// 7
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R126i.w = tempi.x;
+R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.z));
+PS1i = R6i.x;
+// 8
+backupReg0i = R126i.x;
+backupReg1i = R127i.w;
+R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.x));
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R20i.x), intBitsToFloat(uf_remappedPS[5].x)));
+R6i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(backupReg0i));
+R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(R7i.y));
+R127i.z = floatBitsToInt(1.0 / intBitsToFloat(backupReg1i));
+R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
+PS0i = R127i.z;
+// 9
+R7i.x = floatBitsToInt(roundEven(0.0));
+R127i.y = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(R7i.w));
+R125i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(R7i.z));
+R6i.w = 0;
+R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV0i.y)));
+PS1i = R124i.x;
+// 10
+backupReg0i = R125i.w;
+backupReg0i = R125i.w;
+backupReg1i = R127i.x;
+backupReg1i = R127i.x;
+R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), -(intBitsToFloat(R125i.x))));
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.z)));
+R127i.z = floatBitsToInt(max(intBitsToFloat(R126i.z), -(intBitsToFloat(R126i.z))));
+R125i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
+R125i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
+PS0i = R125i.y;
+// 11
+backupReg0i = R126i.x;
+backupReg0i = R126i.x;
+backupReg1i = R127i.y;
+backupReg1i = R127i.y;
+backupReg2i = R125i.z;
+backupReg2i = R125i.z;
+R126i.x = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
+R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 4.0);
+R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
+R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 4.0);
+R125i.z = floatBitsToInt(max(intBitsToFloat(backupReg2i), -(intBitsToFloat(backupReg2i))));
+R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) * 4.0);
+PV1i.w = floatBitsToInt(max(intBitsToFloat(R127i.w), -(intBitsToFloat(R127i.w))));
+PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 4.0);
+R14i.z = R7i.x;
+PS1i = R14i.z;
+// 12
+backupReg0i = R125i.w;
+R5i.x = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x38d1b717) + 0.5));
+R5i.y = floatBitsToInt((intBitsToFloat(R6i.z) * intBitsToFloat(0x3903126f) + 0.5));
+R15i.z = R7i.x;
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.w)),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(R124i.x)));
+PV0i.w = R123i.w;
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.w)));
+PS0i = R125i.w;
+// 13
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R127i.x)) + intBitsToFloat(R126i.x)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R125i.y)) + intBitsToFloat(R127i.y)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(R125i.z)));
+PV1i.z = R123i.z;
+R7i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w));
+R16i.z = R7i.x;
+PS1i = R16i.z;
+// 14
+R127i.x = floatBitsToInt(-(intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.y));
+PV0i.x = R127i.x;
+R7i.y = 0x3f800000;
+R17i.z = R7i.x;
+R125i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(PV1i.z)));
+PV0i.w = R125i.w;
+R11i.w = uf_remappedPS[6].z;
+PS0i = R11i.w;
+// 15
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R21i.x),intBitsToFloat(R13i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(R12i.y),intBitsToFloat(R12i.w),intBitsToFloat(R10i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R125i.z = tempi.x;
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w));
+PS1i = R127i.z;
+// 16
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(fract(intBitsToFloat(R2i.x)));
+PV0i.x = R127i.x;
+PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R125i.w)));
+R5i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[6].w)));
+R125i.w = floatBitsToInt(fract(intBitsToFloat(R2i.y)));
+PV0i.w = R125i.w;
+PS0i = R21i.x;
+PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 2.0);
+// 17
+PV1i.x = R12i.z;
+PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.w));
+PV1i.y = clampFI32(PV1i.y);
+PV1i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV0i.x));
+PV1i.z = clampFI32(PV1i.z);
+PV1i.w = R13i.y;
+PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
+R7i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PS0i)) + intBitsToFloat(R12i.y)));
+PS1i = R7i.x;
+// 18
+R10i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R10i.z)));
+R6i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R12i.w)));
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.y));
+PV0i.w = floatBitsToInt(-(intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.z));
+R9i.w = floatBitsToInt(-(intBitsToFloat(R9i.z)) * intBitsToFloat(0x3ba3d70a));
+PS0i = R9i.w;
+// 19
+R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R0i.x)));
+R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R0i.y)));
+R2i.z = floatBitsToInt(intBitsToFloat(R4i.w) * intBitsToFloat(0x437f0000));
+R18i.w = floatBitsToInt((-(intBitsToFloat(R8i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
+R2i.w = floatBitsToInt(max(-(intBitsToFloat(R125i.z)), 0.0));
+PS1i = R2i.w;
+// 20
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R10i.x),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R5i.w = floatBitsToInt(-(intBitsToFloat(R8i.w)) + 1.0);
+PS0i = R5i.w;
+// 21
+R11i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R10i.x),0.0)));
+PV1i.x = R11i.x;
+PV1i.y = R11i.x;
+PV1i.z = R11i.x;
+PV1i.w = R11i.x;
+R11i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
+PS1i = R11i.z;
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.w),intBitsToFloat(R6i.z),intBitsToFloat(R7i.y)),vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),intBitsToFloat(uf_remappedPS[9].w))));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R10i.w = 0;
+PS0i = R10i.w;
+// 1
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.w),intBitsToFloat(R6i.z),intBitsToFloat(R7i.y)),vec4(intBitsToFloat(uf_remappedPS[10].x),intBitsToFloat(uf_remappedPS[10].y),intBitsToFloat(uf_remappedPS[10].z),intBitsToFloat(uf_remappedPS[10].w))));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R127i.y = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
+PS1i = R127i.y;
+// 2
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R7i.w),intBitsToFloat(R6i.z),intBitsToFloat(R7i.y)),vec4(intBitsToFloat(uf_remappedPS[11].x),intBitsToFloat(uf_remappedPS[11].y),intBitsToFloat(uf_remappedPS[11].z),intBitsToFloat(uf_remappedPS[11].w))));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
+PS0i = R9i.x;
+// 3
+R127i.x = floatBitsToInt(intBitsToFloat(R12i.y) + intBitsToFloat(uf_remappedPS[12].x));
+PV1i.x = R127i.x;
+R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.y)));
+R125i.z = floatBitsToInt(intBitsToFloat(R12i.w) + intBitsToFloat(uf_remappedPS[12].y));
+PV1i.z = R125i.z;
+R125i.w = floatBitsToInt(intBitsToFloat(R10i.z) + intBitsToFloat(uf_remappedPS[12].z));
+PV1i.w = R125i.w;
+R127i.w = int(intBitsToFloat(R2i.z));
+PS1i = R127i.w;
+// 4
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.w),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.w),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), 1.0));
+PS0i = R127i.z;
+// 5
+R126i.x = floatBitsToInt((intBitsToFloat(R5i.w) * 0.5 + 0.5));
+R127i.y = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.w)),intBitsToFloat(R5i.w)) + intBitsToFloat(R5i.w)));
+PV1i.z = R123i.z;
+R13i.w = 0;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+PS1i = floatBitsToInt(tempResultf);
+// 6
+R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
+PV0i.y = R127i.w & 0x000000fc;
+R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
+R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
+PS0i = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3c23d70a));
+PS0i = clampFI32(PS0i);
+// 7
+R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
+R20i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R126i.x)));
+R20i.y = floatBitsToInt(intBitsToFloat(R20i.y) / 2.0);
+PV1i.y = R20i.y;
+R123i.z = floatBitsToInt((-(intBitsToFloat(R8i.w)) * intBitsToFloat(0x40400000) + 4.0));
+PV1i.z = R123i.z;
+R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R127i.y)) + intBitsToFloat(R127i.y)));
+PV1i.w = R125i.w;
+PS1i = floatBitsToInt(float(PV0i.y));
+// 8
+R24i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b820821));
+PV0i.x = R24i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R127i.z)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
+PV0i.z = R123i.z;
+R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[13].x) + -(intBitsToFloat(uf_remappedPS[14].x)));
+R124i.w = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
+PS0i = R124i.w;
+// 9
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.z)));
+R123i.y = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
+PV1i.y = R123i.y;
+R8i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.25 + 0.25));
+R7i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[13].y) + -(intBitsToFloat(uf_remappedPS[14].y)));
+R125i.w = floatBitsToInt(intBitsToFloat(R20i.y) + intBitsToFloat(PV0i.y));
+PS1i = R125i.w;
+// 10
+R13i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[13].z) + -(intBitsToFloat(uf_remappedPS[14].z)));
+R21i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R24i.x)) + intBitsToFloat(PV1i.y)));
+PV0i.y = R21i.y;
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R124i.w)));
+PV0i.z = R127i.z;
+R19i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R24i.x)) + intBitsToFloat(PV1i.y)));
+PV0i.w = R19i.w;
+R22i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R24i.x)) + intBitsToFloat(PV1i.y)));
+PS0i = R22i.x;
+// 11
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(PS0i)));
+PV1i.x = R123i.x;
+R22i.y = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R22i.y = clampFI32(R22i.y);
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(PV0i.y)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),-(intBitsToFloat(PV0i.z))) + intBitsToFloat(PV0i.w)));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
+// 12
+R23i.x = floatBitsToInt(0.25 * intBitsToFloat(PS1i));
+R7i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.w));
+R6i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x));
+R8i.w = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z));
+R13i.z = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R13i.z = clampFI32(R13i.z);
+PS0i = R13i.z;
+// 13
+R25i.x = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R25i.x = clampFI32(R25i.x);
+R4i.y = R0i.y;
+R7i.z = 0;
+PV1i.w = R127i.w & int(1);
+R4i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(uf_remappedPS[6].z));
+PS1i = R4i.x;
+// 14
+R8i.x = R0i.x;
+R8i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(uf_remappedPS[6].w));
+R26i.w = floatBitsToInt(float(PV1i.w));
+PS0i = R26i.w;
+R4i.z = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R4i.xy)).x);
+R8i.y = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R8i.xy)).x);
+R19i.xyz = floatBitsToInt(textureLod(textureUnitPS17, intBitsToFloat(R5i.xy),0.0).xyz);
+R9i.w = floatBitsToInt(textureLod(textureUnitPS6, intBitsToFloat(R9i.xy),intBitsToFloat(R9i.w)).x);
+R2i.x = floatBitsToInt(texture(textureUnitPS12, intBitsToFloat(R2i.xy)).w);
+// 0
+backupReg0i = R2i.x;
+backupReg0i = R2i.x;
+backupReg0i = R2i.x;
+R2i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.5 + 0.5));
+R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R8i.y)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.y = R127i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(R4i.z)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.z = R123i.z;
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),-(intBitsToFloat(R8i.z))) + intBitsToFloat(backupReg0i)));
+// 1
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), -(intBitsToFloat(PV0i.z))));
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), -(intBitsToFloat(PV0i.y))));
+PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.z)));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), -(intBitsToFloat(PV0i.z))));
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), -(intBitsToFloat(PV0i.y))));
+PS1i = R126i.x;
+// 2
+backupReg0i = R127i.y;
+R127i.xyz = floatBitsToInt(vec3(-(intBitsToFloat(R9i.z)),-(intBitsToFloat(R10i.y)),-(intBitsToFloat(R20i.x))) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.x)));
+PV0i.x = R127i.x;
+PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
+R127i.w = floatBitsToInt(-(intBitsToFloat(R20i.x)) + intBitsToFloat(PV1i.y));
+PS0i = R127i.w;
+// 3
+R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(uf_remappedPS[15].w)));
+PV1i.y = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV0i.w));
+R125i.z = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(R126i.x));
+PV1i.z = R125i.z;
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PS0i)));
+R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(uf_remappedPS[15].w)));
+PS1i = R3i.y;
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.y)));
+R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(R127i.z)) + intBitsToFloat(PV1i.w)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z)));
+R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(uf_remappedPS[15].w)));
+R125i.x = uf_remappedPS[16].y;
+PS0i = R125i.x;
+// 5
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.z)),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x)));
+PV1i.x = R127i.x;
+R125i.y = uf_remappedPS[17].y;
+R125i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.y)) + intBitsToFloat(PV0i.z)));
+PV1i.z = R125i.z;
+R124i.w = uf_remappedPS[18].y;
+R127i.w = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(R125i.w));
+PS1i = R127i.w;
+// 6
+tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(PV1i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(PV1i.z)),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R6i.x = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(uf_remappedPS[19].z));
+R6i.x = clampFI32(R6i.x);
+PS0i = R6i.x;
+// 7
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[20].x),intBitsToFloat(uf_remappedPS[20].y),intBitsToFloat(uf_remappedPS[20].z),-0.0),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R6i.y),intBitsToFloat(R10i.x),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R11i.y = tempi.x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+PS1i = floatBitsToInt(tempResultf);
+// 8
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].w), intBitsToFloat(uf_remappedPS[15].w)));
+PV0i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS1i)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R126i.y)), intBitsToFloat(PS1i)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(backupReg0i)), intBitsToFloat(PS1i)));
+R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R7i.y)));
+PS0i = R8i.z;
+// 9
+R126i.x = floatBitsToInt((intBitsToFloat(R21i.x) * 1.5 + intBitsToFloat(PV0i.w)));
+PV1i.x = R126i.x;
+R126i.y = floatBitsToInt((intBitsToFloat(R13i.y) * 1.5 + intBitsToFloat(PV0i.z)));
+PV1i.y = R126i.y;
+R125i.z = floatBitsToInt((intBitsToFloat(R12i.z) * 1.5 + intBitsToFloat(PV0i.y)));
+PV1i.z = R125i.z;
+R125i.w = floatBitsToInt(intBitsToFloat(R21i.x) + intBitsToFloat(PV0i.w));
+R127i.y = floatBitsToInt(intBitsToFloat(R13i.y) + intBitsToFloat(PV0i.z));
+PS1i = R127i.y;
+// 10
+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;
+R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R127i.x)));
+PS0i = R8i.y;
+// 11
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R127i.y),intBitsToFloat(R6i.w),-0.0),vec4(intBitsToFloat(R125i.w),intBitsToFloat(R127i.y),intBitsToFloat(R6i.w),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+PS1i = floatBitsToInt(tempResultf);
+// 12
+R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R8i.w)));
+R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R6i.z)));
+PV0i.z = floatBitsToInt(intBitsToFloat(0x3a83126f) * intBitsToFloat(PS1i));
+R6i.w = uf_remappedPS[21].x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 13
+backupReg0i = R125i.z;
+backupReg1i = R127i.y;
+R7i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(R20i.x)));
+R7i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.y)) + intBitsToFloat(R10i.y)));
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS0i)));
+PV1i.z = R125i.z;
+R8i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(R9i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS0i)));
+PS1i = R127i.y;
+// 14
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R12i.z)));
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), -(intBitsToFloat(R10i.w))));
+PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3dcccccd));
+PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x3dcccccd));
+PS0i = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3f3504f3));
+// 15
+backupReg0i = R0i.x;
+backupReg1i = R0i.y;
+backupReg2i = R125i.z;
+R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.w),intBitsToFloat(PV0i.w)) + intBitsToFloat(backupReg0i)));
+R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(backupReg1i)));
+R125i.z = floatBitsToInt((intBitsToFloat(backupReg2i) * intBitsToFloat(0xbf3504f3) + intBitsToFloat(PS0i)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),-(intBitsToFloat(R5i.w))) + intBitsToFloat(PV0i.y)));
+PV1i.w = R123i.w;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R13i.y)) + intBitsToFloat(PV0i.x)));
+PS1i = R126i.x;
+// 16
+redcCUBE(vec4(intBitsToFloat(R11i.z),intBitsToFloat(R11i.z),intBitsToFloat(R11i.x),intBitsToFloat(R11i.y)),vec4(intBitsToFloat(R11i.y),intBitsToFloat(R11i.x),intBitsToFloat(R11i.z),intBitsToFloat(R11i.z)),cubeMapSTM,cubeMapFaceId);
+R124i.x = floatBitsToInt(cubeMapSTM.x);
+R124i.y = floatBitsToInt(cubeMapSTM.y);
+R124i.z = floatBitsToInt(cubeMapSTM.z);
+R124i.w = cubeMapFaceId;
+PV0i.x = R124i.x;
+PV0i.y = R124i.y;
+PV0i.z = R124i.z;
+PV0i.w = R124i.w;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.y),-(intBitsToFloat(R3i.y))) + intBitsToFloat(PV1i.w)));
+PS0i = R122i.x;
+// 17
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R21i.x),-(intBitsToFloat(R3i.x))) + intBitsToFloat(PS0i)));
+R123i.x = clampFI32(R123i.x);
+PV1i.x = R123i.x;
+R11i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)));
+R18i.z = PV0i.w;
+R123i.w = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(0x3f3504f3) + intBitsToFloat(R125i.z)));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
+// 18
+backupReg0i = R1i.x;
+R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.x)) + intBitsToFloat(R1i.z)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5));
+PV0i.y = R123i.y;
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5));
+PV0i.w = R123i.w;
+R1i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + -(0.5));
+R1i.z = clampFI32(R1i.z);
+PS0i = R1i.z;
+// 19
+R18i.x = PV0i.w;
+R18i.y = PV0i.y;
+R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.x),intBitsToFloat(PV0i.z)) + -(intBitsToFloat(PV0i.z))));
+PV1i.w = R124i.w;
+// 20
+PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + 1.0);
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(R21i.x)) + intBitsToFloat(R126i.x))/2.0);
+PV0i.z = R123i.z;
+// 21
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
+PV1i.x = R123i.x;
+R1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 0.5);
+// 22
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
+// 23
+R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), intBitsToFloat(PS0i)));
+// 0
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[22].x)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[23].x)));
+// 1
+R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[23].y)) + intBitsToFloat(PV0i.z)));
+R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[24].x)));
+// 2
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[22].y)) + intBitsToFloat(backupReg0i)));
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(uf_remappedPS[25].x)));
+// 3
+backupReg0i = R125i.x;
+R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[24].y)) + intBitsToFloat(R124i.z)));
+R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[23].z)) + intBitsToFloat(backupReg0i)));
+// 4
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(uf_remappedPS[25].y)) + intBitsToFloat(R125i.z)));
+R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[22].z)) + intBitsToFloat(backupReg0i)));
+// 5
+backupReg0i = R124i.y;
+R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[24].z)) + intBitsToFloat(R125i.x)));
+PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[23].w) + intBitsToFloat(backupReg0i));
+// 6
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.w),intBitsToFloat(uf_remappedPS[25].z)) + intBitsToFloat(R126i.x)));
+PV0i.y = R123i.y;
+PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].w) + intBitsToFloat(R127i.y));
+R125i.z = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
+PS0i = R125i.z;
+// 7
+PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[25].w) + intBitsToFloat(PV0i.y));
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i)));
+PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[24].w) + intBitsToFloat(R124i.y));
+// 8
+backupReg0i = R2i.w;
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R125i.z)));
+PV0i.x = R126i.x;
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R125i.z)));
+PV0i.y = R124i.y;
+R125i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0xba83126f));
+R125i.z = clampFI32(R125i.z);
+PV0i.z = R125i.z;
+R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[14].x)));
+R7i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[14].y)));
+PS0i = R7i.y;
+// 9
+R14i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x39800000));
+R14i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0x39800000));
+R11i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R13i.x),intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[14].z)));
+R14i.w = PV0i.z;
+R15i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x39800000));
+PS1i = R15i.x;
+// 10
+R16i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(0xb9800000));
+R15i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(0xb9800000));
+R15i.w = R125i.z;
+R16i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(0x39800000));
+PS0i = R16i.y;
+// 11
+R17i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(0xb9800000));
+R17i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(0xb9800000));
+R16i.w = R125i.z;
+R17i.w = R125i.z;
+PS1i = R17i.w;
+R14i.w = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R14i.x),intBitsToFloat(R14i.y),intBitsToFloat(R14i.z),intBitsToFloat(R14i.w))));
+R15i.z = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R15i.x),intBitsToFloat(R15i.y),intBitsToFloat(R15i.z),intBitsToFloat(R15i.w))));
+R16i.y = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R16i.x),intBitsToFloat(R16i.y),intBitsToFloat(R16i.z),intBitsToFloat(R16i.w))));
+R17i.x = floatBitsToInt(texture(textureUnitPS10, vec4(intBitsToFloat(R17i.x),intBitsToFloat(R17i.y),intBitsToFloat(R17i.z),intBitsToFloat(R17i.w))));
+R0i.x = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).x);
+R18i.xyz = floatBitsToInt(textureLod(textureUnitPS9, vec4(redcCUBEReverse(intBitsToFloat(R18i.xy),R18i.z),cubeMapArrayIndex9),intBitsToFloat(R18i.w)).xyz);
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R19i.x),intBitsToFloat(R19i.y),intBitsToFloat(R19i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(uf_remappedPS[26].z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+PS0i = floatBitsToInt(intBitsToFloat(R14i.w) + intBitsToFloat(R15i.z));
+PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
+// 1
+backupReg0i = R0i.x;
+backupReg1i = R8i.z;
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(backupReg0i)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV1i.y = R123i.y;
+R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.x), intBitsToFloat(backupReg1i)));
+R123i.w = floatBitsToInt((intBitsToFloat(R16i.y) * 0.5 + intBitsToFloat(PS0i)));
+PV1i.w = R123i.w;
+R15i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.y), intBitsToFloat(R10i.x)));
+PS1i = R15i.z;
+// 2
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
+PV0i.x = R126i.x;
+PV0i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.y)), intBitsToFloat(R1i.x)));
+R123i.z = floatBitsToInt((intBitsToFloat(R17i.x) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
+PV0i.z = R123i.z;
+PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
+PS0i = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.y)), intBitsToFloat(R11i.y)));
+// 3
+R125i.x = floatBitsToInt(-(intBitsToFloat(R20i.x)) + intBitsToFloat(PV0i.y));
+R124i.y = floatBitsToInt(-(intBitsToFloat(R10i.y)) + intBitsToFloat(PS0i));
+PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + -(intBitsToFloat(PV0i.x)));
+R124i.w = floatBitsToInt(-(intBitsToFloat(R9i.z)) + intBitsToFloat(PV0i.w));
+PV1i.w = R124i.w;
+R18i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.z), intBitsToFloat(R6i.y)));
+PS1i = R18i.x;
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.z), intBitsToFloat(PV1i.w)));
+R6i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.z));
+// 5
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R12i.y),intBitsToFloat(R12i.w),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R124i.y),1.0,0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R125i.w = tempi.x;
+// 6
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R12i.y)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R125i.x)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R12i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R124i.y)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R10i.z)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R124i.w)));
+PV0i.z = R123i.z;
+// 7
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+// 8
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 9
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS0i)));
+// 10
+PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x38d1b717));
+PV0i.x = clampFI32(PV0i.x);
+// 11
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R1i.z)));
+PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0);
+// 12
+backupReg0i = R6i.w;
+R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(backupReg0i)));
+// 0
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(uf_remappedPS[15].w)));
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].y), intBitsToFloat(uf_remappedPS[15].w)));
+// 1
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].z), intBitsToFloat(uf_remappedPS[15].w)));
+PV1i.z = R125i.z;
+// 2
+tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(PV1i.z)),-0.0),vec4(-(intBitsToFloat(R3i.x)),-(intBitsToFloat(R3i.y)),-(intBitsToFloat(R5i.w)),0.0)));
+tempi.x = clampFI32(tempi.x);
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.y = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(uf_remappedPS[27].z)) + intBitsToFloat(uf_remappedPS[19].y)));
+R122i.x = clampFI32(R122i.x);
+PS0i = R122i.x;
+// 3
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS0i)));
+PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
+PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), -(intBitsToFloat(R13i.w))));
+// 4
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),-(intBitsToFloat(R125i.z))) + intBitsToFloat(PS1i)));
+PV0i.x = R123i.x;
+R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+PV0i.w = R125i.w;
+// 5
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R21i.x),intBitsToFloat(R13i.y),intBitsToFloat(PV0i.x),0.0),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R124i.y)),1.0,0.0)));
+tempi.x = clampFI32(tempi.x);
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.y)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
+PS1i = R122i.x;
+// 6
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
+PV0i.x = R126i.x;
+PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.x));
+PV0i.y = clampFI32(PV0i.y);
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R20i.y))) + intBitsToFloat(PV1i.x)));
+PV0i.z = R123i.z;
+R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(backupReg0i)));
+PV0i.w = R125i.w;
+// 7
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.y)));
+PV1i.y = floatBitsToInt(intBitsToFloat(R20i.y) + intBitsToFloat(PV0i.z));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R19i.w),-(intBitsToFloat(PV0i.x))) + intBitsToFloat(R19i.w)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R21i.y),-(intBitsToFloat(PV0i.x))) + intBitsToFloat(R21i.y)));
+PV1i.w = R123i.w;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.x),-(intBitsToFloat(PV0i.x))) + intBitsToFloat(R22i.x)));
+PS1i = R122i.x;
+// 8
+backupReg0i = R126i.x;
+backupReg0i = R126i.x;
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z));
+R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.w));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].x), intBitsToFloat(R125i.w)));
+R125i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PS1i));
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
+// 9
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].x),intBitsToFloat(R125i.x)) + intBitsToFloat(R2i.w)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].y),intBitsToFloat(R125i.x)) + intBitsToFloat(R7i.y)));
+PV1i.y = R123i.y;
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R8i.y)));
+R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].z),intBitsToFloat(R125i.x)) + intBitsToFloat(R11i.z)));
+R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R1i.w)));
+PS1i = R124i.z;
+// 10
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R24i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
+PV0i.x = R123i.x;
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(R23i.x)));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R23i.x)));
+R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(R23i.x)));
+R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R24i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+PS0i = R122i.x;
+// 11
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R124i.z)));
+PV1i.x = R126i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R24i.x)),intBitsToFloat(R124i.w)) + intBitsToFloat(R124i.w)));
+PV1i.y = R123i.y;
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R22i.y)));
+R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R13i.z)));
+PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].x), intBitsToFloat(PV0i.y)));
+// 12
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R8i.z)));
+PV0i.x = R123i.x;
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].y), intBitsToFloat(R125i.w)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R25i.x)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[28].z), intBitsToFloat(R127i.z)));
+R122i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PS0i = R122i.x;
+// 13
+R123i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((intBitsToFloat(R124i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(R18i.x)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R126i.x)) + intBitsToFloat(R15i.z)));
+PV1i.w = R123i.w;
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i));
+PS1i = R127i.z;
+// 14
+R126i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.y));
+PV0i.x = R126i.x;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(PS1i)) + intBitsToFloat(0x3f7851ec));
+R124i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.x));
+PV0i.w = R124i.w;
+// 15
+PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(0x3f11eb85));
+PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3f547ae1));
+R26i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R6i.w)) + intBitsToFloat(R127i.z)));
+PS1i = R26i.x;
+// 16
+R26i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R6i.w)) + intBitsToFloat(R126i.x)));
+R26i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R6i.w)) + intBitsToFloat(R124i.w)));
+// export
+passPixelColor0 = vec4(intBitsToFloat(R26i.x), intBitsToFloat(R26i.y), intBitsToFloat(R26i.z), intBitsToFloat(R26i.w));
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt
new file mode 100644
index 00000000..e1bfd638
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/f4e1147ab34a1677_0000000000000000_vs.txt
@@ -0,0 +1,208 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_packing : enable
+
+// shader f4e1147ab34a1677 -- Vertex Shader where links gets drawn in the menu
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(location = 0) in uvec4 attrDataSem0;
+layout(location = 1) in uvec4 attrDataSem1;
+out gl_PerVertex
+{
+	vec4 gl_Position;
+	float gl_PointSize;
+};
+layout(location = 0) out vec4 passParameterSem0;
+layout(location = 2) out vec4 passParameterSem4;
+layout(location = 3) out vec4 passParameterSem5;
+layout(location = 1) out vec4 passParameterSem1;
+layout(location = 4) out vec4 passParameterSem6;
+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()
+{
+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);
+uvec4 attrDecoder;
+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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+
+// 0
+backupReg0i = R0i.x;
+PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.y = 0x3f800000; // subtracting brings the black box top side down
+PV0i.z = 0x3f800000; // subtracting slants down diagonally
+PV0i.w = 0x40400000;
+R127i.z = 0xbf800000; // unnecssary left side, extends the black box
+PS0i = R127i.z;
+
+// 1
+PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
+R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
+PV1i.y = R123i.y;
+R126i.z = uf_remappedVS[1].z;
+R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
+R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
+PV1i.w = R123i.w;
+R1i.w = 0x3f800000;
+PS1i = R1i.w;
+
+// 2
+R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
+PV0i.x = R1i.x;
+R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
+PV0i.y = R1i.y;
+R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R125i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
+R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
+R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) * 2.0);
+PS0i = R4i.x;
+
+// 3 -- links lighting
+R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PV1i.x = R2i.x;
+R4i.y = uf_remappedVS[3].y;
+R4i.y = floatBitsToInt(intBitsToFloat(R4i.y) * 2.0);
+PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
+R127i.w = PV0i.x;
+R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
+R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PS1i = R127i.x;
+// 4 -- links lighting
+R126i.x = floatBitsToInt(intBitsToFloat(R125i.w) + -(0.5));
+R2i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
+PV0i.y = R2i.y;
+R6i.z = PV1i.x;
+PV0i.z = R6i.z;
+R124i.w = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
+R126i.w = floatBitsToInt(-(intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
+PS0i = R126i.w;
+// 5 -- links lighting
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.w));
+PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
+PV1i.z = floatBitsToInt(-(intBitsToFloat(R4i.y)));
+PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0);
+R6i.w = PV0i.y;
+PV1i.w = R6i.w;
+R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[4].z));
+PS1i = R127i.y;
+
+// 6
+PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w));
+R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
+R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
+R126i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R124i.w));
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV1i.y)));
+PS0i = R127i.w;
+// 7
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(backupReg0i)));
+R125i.y = uf_remappedVS[4].x;
+R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) / 2.0);
+PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R126i.x));
+R125i.w = uf_remappedVS[4].y;
+R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
+R0i.w = uf_remappedVS[4].z;
+R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
+PS1i = R0i.w;
+// 8
+backupReg0i = R126i.x;
+backupReg1i = R127i.y;
+backupReg2i = R126i.w;
+R126i.x = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(backupReg0i));
+R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R124i.w));
+R127i.z = uf_remappedVS[4].w;
+R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(backupReg2i)));
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PV1i.z)));
+PS0i = R125i.x;
+// 9
+R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R125i.y)) + 0.5));
+R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R125i.w)) + 0.5));
+R4i.z = R126i.y;
+R5i.w = floatBitsToInt(1.0);
+R4i.w = R126i.z;
+PS1i = R4i.w;
+// 10
+R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R127i.y)));
+R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R126i.x)));
+R2i.z = R127i.w;
+R2i.w = R127i.x;
+R3i.z = R0i.w;
+PS0i = R3i.z;
+// 11
+R0i.z = R126i.w;
+R3i.w = R127i.z;
+R0i.w = R125i.x;
+PS1i = R0i.w;
+
+// export
+gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)) * 0;
+
+// export
+passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
+// export
+passParameterSem1 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+// skipped export to semanticId 255
+// export
+passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // z= moves link left, w= moves link right, affects link cut out in menu
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt
new file mode 100644
index 00000000..9a244de3
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_MenuWorkaround/rules.txt
@@ -0,0 +1,9 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Cel-Shade Removal Start Menu Workaround Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Cel-Shading - Start Menu Workaround"
+description = Start Menu Workaround
+version = 3
+
+[Preset]
+name = Start Menu Workaround
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
new file mode 100644
index 00000000..94bc1533
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
@@ -0,0 +1,1143 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader 1c7db40ff5d693ab
+uniform ivec4 uf_remappedPS[33];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x38da5800 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3d0ea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cfaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
+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;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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);
+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);
+R1i = floatBitsToInt(passParameterSem2); // no cel shading
+R2i = floatBitsToInt(passParameterSem6);
+if( activeMaskStackC[1] == true ) {
+R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
+R7i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
+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);
+}
+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;
+tempResultf = log2(intBitsToFloat(R3i.y));
+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;
+tempResultf = log2(intBitsToFloat(PV0i.x));
+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)));
+tempResultf = log2(intBitsToFloat(R127i.x));
+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));
+tempResultf = log2(intBitsToFloat(R125i.x));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+R0i.w = floatBitsToInt(tempResultf);
+PS0i = R0i.w;
+}
+
+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)));
+
+
+}
+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);
+}
+
+
+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)));
+}
+
+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;
+	R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.z)));
+	PV0i.z = R123i.z;
+	R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)));
+	PV0i.w = R123i.w;
+	// 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.
+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;
+PS0i = R0i.x;
+// 1
+//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
+}
+
+
+activeMaskStack[1] = activeMaskStack[1] == false;
+activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
+
+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;
+}
+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);
+}
+
+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;
+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));
+passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+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));
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt
new file mode 100644
index 00000000..a6bf4c09
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_Altros/rules.txt
@@ -0,0 +1,73 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = No Cel-Shading Links Shadow Brightness Fix v0.8
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Shadow Brightness Fix v08 - Altros"
+description = Fixes the very dark shadows on Links back-side in No Cel-Shade mode.
+version = 3
+
+
+[Preset]
+name = Shadows 0.45% (Default)
+$Bright = 0.45
+
+[Preset]
+name = Shadows 0.25%
+$Bright = 0.25
+
+[Preset]
+name = Shadows 0.35%
+$Bright = 0.35
+
+[Preset]
+name = Shadows 0.45%
+$Bright = 0.45
+
+[Preset]
+name = Shadows 0.55%
+$Bright = 0.55
+
+[Preset]
+name = Shadows 0.65%
+$Bright = 0.65
+
+[Preset]
+name = Shadows 0.75%
+$Bright = 0.75
+
+[Preset]
+name = Shadows 0.95%
+$Bright = 0.95
+
+[Preset]
+name = Shadows 1.0% (Game Original)
+$Bright = 1.0
+
+[Preset]
+name = Shadows 1.15%
+$Bright = 1.15
+
+[Preset]
+name = Shadows 1.25%
+$Bright = 1.25
+
+[Preset]
+name = Shadows 1.35%
+$Bright = 1.35
+
+[Preset]
+name = Shadows 1.45%
+$Bright = 1.45
+
+[Preset]
+name = Shadows 1.55%
+$Bright = 1.55
+
+[Preset]
+name = Shadows 1.65%
+$Bright = 1.65
+
+[Preset]
+name = Shadows 1.75%
+$Bright = 1.75
+
+# Credits - Altros Shadow Brightness Fix v0.8
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
new file mode 100644
index 00000000..c5116211
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
@@ -0,0 +1,906 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 1c7db40ff5d693ab -- Link and all NPCs Shadows Renderer , NPC Distant Fog RGB Renderer , Body RGB renderer
+#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
+
+
+uniform ivec4 uf_remappedPS[33];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
+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;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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);
+R2i = floatBitsToInt(passParameterSem6);
+
+ivec4 Temp0i = ivec4(0); // initializes a temp vector for shadow mathe-magics
+
+// ------------------------------------------------------------------------------------------------------------- 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;
+tempResultf = log2(intBitsToFloat(R3i.y));
+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;
+tempResultf = log2(intBitsToFloat(PV0i.x));
+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)));
+tempResultf = log2(intBitsToFloat(R127i.x));
+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));
+tempResultf = log2(intBitsToFloat(R125i.x));
+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
+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))); // affects color of links back side
+R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.z))); // affects color of links back side
+R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.w))); // affects color of links back side
+// 8
+predResult = (intBitsToFloat(R14i.x) != intBitsToFloat(0x3dc0c0c1));
+activeMaskStack[1] = predResult;
+activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
+}
+else {
+activeMaskStack[1] = false;
+activeMaskStackC[2] = false;
+}
+
+// ------------------------------------------------------------------------------------------------------------- false makes link back-side shadow blue, light entity behind link
+if( activeMaskStackC[2] == true ) {
+// 0
+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;
+
+// 1
+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
+}
+
+}
+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 ) {
+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
+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
+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));
+}
diff --git a/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt
new file mode 100644
index 00000000..f4a47819
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_CelShadingRemoval/Botw_ShadowFix_SkalFate/rules.txt
@@ -0,0 +1,241 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Links Shadow Brightness for No Cel-Shading Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Shadow Brightness Fix - SkalFate"
+description = Changes the strength of shadows on Links body. Fixes the very dark link issue in no cel-shade mode.
+version = 3
+
+
+[Preset]
+name = Mode 1 - Shadows X1 (Best Mode)
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 2 - Shadows X1 (No Highlights)
+$smode = 2
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 3 - Shadows X1 (Strong Highlights)
+$smode = 3
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 4 - Shadows X1 (LightShade)
+$smode = 4
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 5 - Shadows X1 (DarkShade)
+$smode = 5
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = ----------------------------------------
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 1 - Shadows X4 (Best Mode)
+$smode = 1
+$shadowsbrightness = 4
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 2 - Shadows X4 (No Highlights)
+$smode = 2
+$shadowsbrightness = 4
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 3 - Shadows X4 (Strong Highlights)
+$smode = 3
+$shadowsbrightness = 4
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 4 - Shadows X4 (LightShade)
+$smode = 4
+$shadowsbrightness = 4
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 5 - Shadows X4 (DarkShade)
+$smode = 5
+$shadowsbrightness = 4
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = ----------------------------------------
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 1 - Shadows X8  (Best Mode)
+$smode = 1
+$shadowsbrightness = 8
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 2 - Shadows X8 (No Highlights)
+$smode = 2
+$shadowsbrightness = 8
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 3 - Shadows X8 (Strong Highlights)
+$smode = 3
+$shadowsbrightness = 8
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 4 - Shadows X8 (LightShade)
+$smode = 4
+$shadowsbrightness = 8
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Mode 5 - Shadows X8 (DarkShade)
+$smode = 5
+$shadowsbrightness = 8
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = ----------------------------------------
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Red Link
+$smode = 1
+$shadowsbrightness = 2
+$sred = 10
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Red Link X2
+$smode = 1
+$shadowsbrightness = 2
+$sred = 20
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Green Link
+$smode = 1
+$shadowsbrightness = 2
+$sred = 1
+$sgreen = 10
+$sblue = 1
+
+[Preset]
+name = Green Link X2
+$smode = 1
+$shadowsbrightness = 2
+$sred = 1
+$sgreen = 20
+$sblue = 1
+
+[Preset]
+name = Blue Link
+$smode = 1
+$shadowsbrightness = 2
+$sred = 1
+$sgreen = 1
+$sblue = 10
+
+[Preset]
+name = Blue Link X2
+$smode = 1
+$shadowsbrightness = 2
+$sred = 1
+$sgreen = 1
+$sblue = 20
+
+[Preset]
+name = ----------------------------------------
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Orignal Game Mode
+$smode = 0
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = ----------------------------------------
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+[Preset]
+name = Custom Settings
+$smode = 1
+$shadowsbrightness = 1
+$sred = 1
+$sgreen = 1
+$sblue = 1
+
+
+# Credits - SkalFate
+#
+# Shadow Mode (smode) -- Various visual styles can be achieved with mode 1-5
+#
+# Shadow Brihtness (shadowbrightness) - Controls how  brightened up link and his back side will be
+#
+# RGB - sred, sgreen, sblue - adjusting this will add more intensity of the specific color.
+# ------ Values are multiplied, so if you want to lower values use [0.01 - 1.0], or if you want to raise then use [1.00 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt
new file mode 100644
index 00000000..50ced34e
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/2e2543216c04766d_0000000079249749_ps.txt
@@ -0,0 +1,685 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 2e2543216c04766d -- Water RGB and edge clarity and Distant Water Fog
+#define waterfogred $waterfogred
+#define waterfoggreen $waterfoggreen
+#define waterfogblue $waterfogblue
+
+uniform ivec4 uf_remappedPS[14];
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
+
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem4;
+layout(location = 2) in vec4 passParameterSem6;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+
+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()
+{
+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 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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float cubeMapArrayIndex8 = 0.0;
+
+R0i = floatBitsToInt(passParameterSem0); // messing with this turns all body of water milky
+R1i = floatBitsToInt(passParameterSem4); // does something to close water
+R2i = floatBitsToInt(passParameterSem6); // afects near water bodies, reflections frame?
+
+R3i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
+R6i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw); // water body world reflection frame R2izw
+R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);
+R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
+R7i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).xyzw); // affects edge of bodies of water
+
+// 0
+R126i.x = floatBitsToInt((intBitsToFloat(R6i.x) * 2.0 + -(1.0))); // light reflections on water 2.0 defualt
+R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * 2.0 + -(1.0))); // light reflections on water
+R127i.z = floatBitsToInt((intBitsToFloat(R6i.z) * 2.0 + -(1.0))); // light reflections on water
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); // shiny ripples on water
+PV0i.w = R123i.w;
+R126i.z = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.x));
+PS0i = R126i.z;
+// 1
+R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w)))); // R0i how much light reflection light reflections
+PV1i.x = R2i.x;
+R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w)))); // R0i how much light reflection light reflections
+PV1i.y = R2i.y;
+R124i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w))); // light reflection rays going off from a center point
+PV1i.z = R124i.z;
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].y))); // enlargens light ripples reflection on waves x200 to visually see
+R125i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.y));
+PS1i = R125i.x;
+// 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)));// turns water more solid color
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R2i.z = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
+PS0i = R2i.z;
+// 3
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0))); // (R126i.x) controls the amount of shiny waves
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R127i.x = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
+PS1i = R127i.x;
+// 4
+R124i.x = floatBitsToInt(intBitsToFloat(R2i.x) + -(intBitsToFloat(uf_remappedPS[3].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(uf_remappedPS[3].y)));
+R125i.z = floatBitsToInt(intBitsToFloat(R124i.z) + -(intBitsToFloat(uf_remappedPS[3].z)));
+R125i.w = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x43480000));
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 5
+R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS0i)));
+R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
+R11i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
+R127i.w = R2i.z;
+R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) * 2.0);
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
+// 6
+R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS1i)));
+PV0i.x = R11i.x;
+R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS1i)));
+PV0i.y = R11i.y;
+R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS1i)));
+PV0i.z = R12i.z;
+R126i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.z));
+R127i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(R4i.w));
+PS0i = R127i.y;
+// 7
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
+tempi.x = floatBitsToInt(intBitsToFloat(tempi.x) * 2.0);
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R127i.w)));
+PS1i = R125i.y;
+// 8
+backupReg0i = R126i.z;
+backupReg0i = R126i.z;
+backupReg1i = R125i.x;
+backupReg1i = R125i.x;
+R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R10i.x)) + intBitsToFloat(R11i.x)));
+R124i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R10i.y)) + intBitsToFloat(R11i.y)));
+R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(R11i.z)) + intBitsToFloat(R12i.z)));
+R127i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
+R125i.x = floatBitsToInt(max(intBitsToFloat(backupReg1i), -(intBitsToFloat(backupReg1i))));
+PS0i = R125i.x;
+// 9
+backupReg0i = R126i.w;
+backupReg0i = R126i.w;
+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;
+R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
+PS1i = R126i.w;
+// 10
+backupReg0i = R127i.y;
+backupReg0i = R127i.y;
+backupReg1i = R125i.w;
+backupReg1i = R125i.w;
+R126i.x = floatBitsToInt(fract(intBitsToFloat(R1i.y)));
+R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
+R127i.z = floatBitsToInt(fract(intBitsToFloat(R1i.x)));
+R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg1i)),intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.x)));
+R8i.w = 0x40400000;
+PS0i = R8i.w;
+// 11
+backupReg0i = R126i.y;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R125i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R126i.y = tempi.x;
+R3i.z = floatBitsToInt(roundEven(1.0));
+PS1i = R3i.z;
+// 12
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.x)) + -(intBitsToFloat(R125i.w))));
+PS0i = R122i.x;
+// 13
+PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.y));
+PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.w));
+PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.x));
+PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R5i.z));
+PS1i = floatBitsToInt(sqrt(intBitsToFloat(PS0i)));
+// 14
+R124i.x = floatBitsToInt(-(intBitsToFloat(R126i.y)) + intBitsToFloat(PS1i));
+PV0i.x = R124i.x;
+PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0);
+PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0);
+PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0);
+PS0i = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
+PS0i = floatBitsToInt(intBitsToFloat(PS0i) * 4.0);
+// 15
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R125i.x)) + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PS0i)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R127i.w)) + intBitsToFloat(PV0i.z)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(PV0i.w)));
+PV1i.w = R123i.w;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.x)) + intBitsToFloat(R2i.x)));
+PS1i = R122i.x;
+// 16
+PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(R124i.x)) + intBitsToFloat(R124i.z)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(R124i.x)) + intBitsToFloat(R2i.y)));
+PV0i.z = R123i.z;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(PV1i.w)));
+R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(PS1i));
+PS0i = R2i.x;
+// 17
+R124i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w)));
+R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z));
+PV1i.y = R2i.y;
+R5i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PV0i.y));
+PV1i.z = R5i.z;
+PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w));
+R9i.w = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
+PS1i = R9i.w;
+// 18
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(R2i.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(intBitsToFloat(PV1i.w) + intBitsToFloat(R127i.z));
+PS0i = clampFI32(PS0i);
+// 19
+R5i.x = uf_remappedPS[4].y;
+PV1i.y = floatBitsToInt(intBitsToFloat(R124i.x) + intBitsToFloat(R126i.x));
+PV1i.y = clampFI32(PV1i.y);
+R10i.z = uf_remappedPS[5].y;
+R3i.w = floatBitsToInt(-(intBitsToFloat(R127i.z)) + intBitsToFloat(PS0i)); // world reflections became visible in the distant body waters
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+R5i.w = floatBitsToInt(tempResultf);
+PS1i = R5i.w;
+// 20
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R4i.w = floatBitsToInt(-(intBitsToFloat(R126i.x)) + intBitsToFloat(PV1i.y));
+PS0i = R4i.w;
+// 21
+R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),0.0)));
+PV1i.x = R4i.x;
+PV1i.y = R4i.x;
+PV1i.z = R4i.x;
+PV1i.w = R4i.x;
+R4i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
+PS1i = R4i.z;
+
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R11i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R4i.y = tempi.x;
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R5i.w)));
+PS0i = R126i.x;
+// 1
+R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R3i.w)) + intBitsToFloat(R0i.x)));
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R5i.w)));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)));
+R3i.w = uf_remappedPS[9].y;
+PS1i = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x41c80000));
+PS1i = clampFI32(PS1i);
+// 2
+R0i.x = floatBitsToInt(intBitsToFloat(R11i.x) + intBitsToFloat(uf_remappedPS[10].x));
+R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(R4i.w)) + intBitsToFloat(R0i.y)));
+R0i.z = floatBitsToInt(intBitsToFloat(R11i.y) + intBitsToFloat(uf_remappedPS[10].y));
+R0i.w = floatBitsToInt((intBitsToFloat(PS1i) * 0.5 + 0.5));
+R1i.z = floatBitsToInt(intBitsToFloat(R12i.z) + intBitsToFloat(uf_remappedPS[10].z));
+PS0i = R1i.z;
+// 3
+redcCUBE(vec4(intBitsToFloat(R4i.z),intBitsToFloat(R4i.z),intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.x),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),cubeMapSTM,cubeMapFaceId);
+R125i.x = floatBitsToInt(cubeMapSTM.x);
+R125i.y = floatBitsToInt(cubeMapSTM.y);
+R125i.z = floatBitsToInt(cubeMapSTM.z);
+R125i.w = cubeMapFaceId;
+PV1i.x = R125i.x;
+PV1i.y = R125i.y;
+PV1i.z = R125i.z;
+PV1i.w = R125i.w;
+R127i.w = floatBitsToInt(-(intBitsToFloat(R6i.w)) + 1.0);
+PS1i = R127i.w;
+// 4
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R124i.x = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
+PS0i = R124i.x;
+// 5
+R4i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
+PV1i.x = R4i.x;
+PV1i.y = R4i.x;
+PV1i.z = R4i.x;
+PV1i.w = R4i.x;
+R4i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
+PS1i = R4i.z;
+// 6
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R4i.y = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(R124i.x)) + 1.5));
+PS0i = R122i.x;
+// 7
+backupReg0i = R125i.w;
+R125i.x = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + 0.5));
+R8i.y = PS0i;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.x)) + 1.5));
+PV1i.z = R123i.z;
+R125i.w = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
+R8i.z = backupReg0i;
+PS1i = R8i.z;
+// 8
+redcCUBE(vec4(intBitsToFloat(R4i.z),intBitsToFloat(R4i.z),intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.x),intBitsToFloat(R4i.z),intBitsToFloat(R4i.z)),cubeMapSTM,cubeMapFaceId); // 2nd vec4 distant light reflections
+R124i.x = floatBitsToInt(cubeMapSTM.x);
+R124i.y = floatBitsToInt(cubeMapSTM.y);
+R124i.z = floatBitsToInt(cubeMapSTM.z);
+R124i.w = cubeMapFaceId;
+PV0i.x = R124i.x;
+PV0i.y = R124i.y;
+PV0i.z = R124i.z;
+PV0i.w = R124i.w;
+R8i.x = PV1i.z;
+PS0i = R8i.x;
+// 9
+R6i.x = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R6i.x = clampFI32(R6i.x);
+R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R125i.x)));
+R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) / 2.0);
+R9i.z = PV0i.w;
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(R127i.w)) + intBitsToFloat(R127i.w)));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z))); // great line to controld distance light/sun reflections on surface of water
+// 10
+R7i.x = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R7i.x = clampFI32(R7i.x);
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PS1i)) + 1.5));
+PV0i.y = R123i.y;
+PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3c23d70a));
+PV0i.z = clampFI32(PV0i.z);
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS1i)) + 1.5));
+PV0i.w = R123i.w;
+R6i.z = floatBitsToInt((intBitsToFloat(R7i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R6i.z = clampFI32(R6i.z);
+PS0i = R6i.z;
+// 11
+R9i.x = PV0i.w;
+R9i.y = PV0i.y;
+R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
+R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(R11i.z)));
+R7i.y = int(intBitsToFloat(R125i.w));
+PS1i = R7i.y;
+
+R2i.xzw = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R3i.xy)).xzw); // light reflections on water R3i frame
+R8i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R8i.xy),R8i.z),cubeMapArrayIndex8),intBitsToFloat(R8i.w)).xyz); // level of detail for distant water
+R9i.xyz = floatBitsToInt(textureLod(textureUnitPS8, vec4(redcCUBEReverse(intBitsToFloat(R9i.xy),R9i.z),cubeMapArrayIndex8),intBitsToFloat(R9i.w)).xyz);
+R4i.xyz = floatBitsToInt(texture(textureUnitPS10, vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z))).xyz);
+R3i.xyz = floatBitsToInt(texture(textureUnitPS13, intBitsToFloat(R3i.xy)).xyz); //distant water looks like near water at x0
+
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R10i.z),intBitsToFloat(R7i.w),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),1.0,0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].x)), intBitsToFloat(uf_remappedPS[11].w)));
+PS0i = R127i.x;
+// 1
+R126i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].y)), intBitsToFloat(uf_remappedPS[11].w)));
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.w)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
+PV1i.y = R123i.y;
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R2i.w)));
+PV1i.z = R125i.z;
+R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[11].w), intBitsToFloat(uf_remappedPS[11].w)));
+R125i.x = R7i.y & int(1);
+PS1i = R125i.x;
+// 2
+R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R10i.x)));
+PV0i.x = R124i.x;
+R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.z),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R10i.y)));
+PV0i.y = R124i.y;
+R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),-(intBitsToFloat(PV1i.y))) + intBitsToFloat(R11i.z)));
+PV0i.z = R124i.z;
+R124i.w = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[10].z)), intBitsToFloat(uf_remappedPS[11].w)));
+R10i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3f4ccccd));
+R10i.x = clampFI32(R10i.x);
+PS0i = R10i.x;
+// 3
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0))); // reflections
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[12].x), intBitsToFloat(R125i.z)));
+PS1i = R126i.y;
+// 4
+backupReg0i = R0i.x;
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.z),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R0i.z),intBitsToFloat(R1i.z),0.0))); // reflections
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 5
+backupReg0i = R124i.z;
+R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS0i)));
+PV1i.x = R5i.x;
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS0i)));
+PV1i.y = R127i.y;
+R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
+PV1i.z = R124i.z;
+R127i.w = floatBitsToInt(intBitsToFloat(R125i.z) + 0.25);
+R127i.w = clampFI32(R127i.w);
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+R125i.z = floatBitsToInt(tempResultf);
+PS1i = R125i.z;
+// 6
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(R12i.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(backupReg0i), intBitsToFloat(PS1i)));
+// 7
+backupReg0i = R0i.z;
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R125i.z)));
+R124i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PS0i)), intBitsToFloat(uf_remappedPS[11].w)));
+PV1i.z = floatBitsToInt(max(-(intBitsToFloat(PV0i.x)), 0.0));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R125i.z)));
+R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
+PS1i = R0i.x;
+// 8
+R124i.x = floatBitsToInt(min(intBitsToFloat(PV1i.z), 1.0));
+PV0i.x = R124i.x;
+R125i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.w)), intBitsToFloat(uf_remappedPS[11].w))); // affects water reflections
+PV0i.y = R125i.y;
+R125i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(PV1i.x)), intBitsToFloat(uf_remappedPS[11].w))); // affects water reflections
+PV0i.z = R125i.z;
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)));
+R127i.z = floatBitsToInt(float(R125i.x));
+PS0i = R127i.z;
+// 9
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.x),intBitsToFloat(R124i.w),-0.0),vec4(intBitsToFloat(R124i.y),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
+tempi.x = clampFI32(tempi.x);
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R125i.w = tempi.x;
+R125i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
+PS1i = R125i.x;
+// 10
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.y),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),0.0))); // reflection glare on water surface
+tempi.x = clampFI32(tempi.x); // will do the same as above line
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+PS0i = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
+// 11
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
+R125i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R125i.x)) + intBitsToFloat(R125i.x)));
+PV1i.y = R125i.y;
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R124i.z)));
+R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PS0i)) + intBitsToFloat(PS0i)));
+PV1i.w = R124i.w;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(R6i.y))) + intBitsToFloat(R124i.x)));
+PS1i = R122i.x;
+// 12
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R125i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
+PV0i.z = R123i.z;
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(PV1i.x)) + -(intBitsToFloat(PV1i.x))));
+PV0i.w = R125i.w;
+PS0i = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PS1i));
+// 13
+backupReg0i = R125i.y;
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PV0i.x)));
+R123i.x = clampFI32(R123i.x);
+PV1i.x = R123i.x;
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV0i.z)));
+PV1i.y = R125i.y;
+PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + 1.0);
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
+R124i.z = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
+PS1i = R124i.z;
+// 14
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R6i.y))) + intBitsToFloat(PV1i.x)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(0x3ca3d70a) + intBitsToFloat(0x3ca3d70a)));
+PV0i.z = R123i.z;
+R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R10i.x)));
+PV0i.w = R124i.w;
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV1i.x)));
+PS0i = R125i.z;
+// 15
+backupReg0i = R124i.z;
+PV1i.x = floatBitsToInt(intBitsToFloat(R6i.y) + intBitsToFloat(PV0i.x));
+R126i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV0i.z));
+R124i.z = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x3ca3d70a) + intBitsToFloat(0x3ca3d70a)));
+R125i.w = floatBitsToInt(0.25 * intBitsToFloat(backupReg0i));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.y)); // largens the area of light glitter from the sun on surface area
+// 16
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),-(intBitsToFloat(R125i.y))) + intBitsToFloat(R127i.w)));
+PV0i.x = R127i.x;
+R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.y)));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.x)));
+PV0i.z = R123i.z;
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PS1i)));
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); // largens the area of light glitter from the sun on surface area
+// 17
+backupReg0i = R126i.y;
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),-(intBitsToFloat(R124i.w))) + intBitsToFloat(R8i.z)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R125i.w)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PV0i.w)));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R0i.x)));
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].x),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)));
+PS1i = R122i.x;
+// 18
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].z),intBitsToFloat(R127i.x)) + intBitsToFloat(PV1i.x))); // ufremapped makes water more solid pool color
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y),intBitsToFloat(R127i.x)) + intBitsToFloat(R125i.y))); // ufremapped makes water more solid pool color
+PV0i.z = R123i.z;
+PV0i.w = floatBitsToInt(intBitsToFloat(R124i.w) + intBitsToFloat(R124i.z));
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(R6i.x)));
+PS0i = R125i.y;
+// 19
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.y)));
+R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.x),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R7i.x)));
+R124i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R4i.z)));
+R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R6i.z)));
+PS1i = R125i.w;
+// 20
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].x), intBitsToFloat(R126i.y)));
+R4i.y = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].z), intBitsToFloat(R126i.y)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[13].y), intBitsToFloat(R126i.y)));
+R8i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PS0i = R8i.y;
+// 21
+R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(R124i.w)));
+R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.x)) + intBitsToFloat(R127i.x)));
+R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(R127i.y)));
+R3i.w = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(R126i.w)));
+PS1i = R6i.w;
+// 22
+PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R3i.w)); // blue color body water
+PV0i.z = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(R8i.y)); // green color body water
+PV0i.w = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R4i.y)); // red color body water
+// 23
+R6i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(R3i.x) * waterfogred )); // R3i is water fog color red
+R6i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(R3i.y) * waterfoggreen )); // R3i is water fog green
+R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(R3i.z) * waterfogblue )); // R3i is water fog blue
+// export
+passPixelColor0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // xyz is RGB for water color, and w is edge see through clarity
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt
new file mode 100644
index 00000000..6f771432
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/bec68ec6f40a864f_00fffff249259249_ps.txt
@@ -0,0 +1,968 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader bec68ec6f40a864f -- Affects distant area fog rgb, distance lighting, ground lighting
+#define dli $distantlighting
+#define dred $dred
+#define dgreen $dgreen
+#define dblue $dblue
+
+uniform ivec4 uf_remappedPS[33];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2
+layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 17) uniform sampler2D textureUnitPS17;// Tex17 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+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;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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 R18i = ivec4(0);
+ivec4 R19i = ivec4(0);
+ivec4 R20i = ivec4(0);
+ivec4 R21i = ivec4(0);
+ivec4 R22i = ivec4(0);
+ivec4 R23i = ivec4(0);
+ivec4 R24i = ivec4(0);
+ivec4 R25i = 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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float cubeMapArrayIndex7 = 0.0;
+
+R0i = floatBitsToInt(passParameterSem0); // affects lighting
+R1i = floatBitsToInt(passParameterSem2); // affects shadows, though strange
+R2i = floatBitsToInt(passParameterSem6); // affects shadow blur
+
+R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
+R12i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
+R5i.xzw = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xzw);
+R11i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
+R9i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
+R22i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
+// 0
+R127i.x = floatBitsToInt((intBitsToFloat(R12i.x) * 2.0 + -(1.0)));
+R127i.y = floatBitsToInt((intBitsToFloat(R12i.y) * 2.0 + -(1.0)));
+R127i.z = floatBitsToInt((intBitsToFloat(R12i.z) * 2.0 + -(1.0)));
+R6i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.w = R6i.w;
+R14i.w = 0x40400000;
+PS0i = R14i.w;
+// 1
+R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
+PV1i.x = R124i.x;
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
+R125i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
+PV1i.z = R125i.z;
+R3i.w = 0;
+R8i.w = 0x3f800000;
+PS1i = R8i.w;
+// 2
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].x)));
+R0i.y = floatBitsToInt((-(intBitsToFloat(R12i.w)) * 0.5 + 1.0));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
+R16i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) * intBitsToFloat(0x3ba3d70a));
+R15i.y = 0;
+PS0i = R15i.y;
+// 3
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z)));
+PS1i = R122i.x;
+// 4
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PS1i)));
+PV0i.x = R123i.x;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(uf_remappedPS[4].x)));
+R126i.z = floatBitsToInt(intBitsToFloat(R12i.w) * intBitsToFloat(0x437f0000));
+R17i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(0x40400000));
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 5
+R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
+PV1i.x = R8i.x;
+R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
+PV1i.y = R5i.y;
+R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(R126i.x)));
+PV1i.w = R123i.w;
+R18i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.x));
+PS1i = R18i.z;
+// 6
+R6i.x = PS1i;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(PV1i.w)));
+PV0i.y = R123i.y;
+R0i.z = PV1i.x;
+R0i.z = floatBitsToInt(intBitsToFloat(R0i.z) * 2.0);
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(R126i.y)));
+PV0i.w = R123i.w;
+R2i.z = PV1i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+PS0i = R2i.z;
+// 7
+backupReg0i = R126i.z;
+R4i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].w) + intBitsToFloat(PV0i.y));
+PV1i.x = R4i.x;
+R126i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.w)));
+R3i.z = R8i.z;
+R3i.z = floatBitsToInt(intBitsToFloat(R3i.z) * 2.0);
+R0i.w = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xc0600000)));
+R0i.w = clampFI32(R0i.w);
+R126i.z = int(intBitsToFloat(backupReg0i));
+PS1i = R126i.z;
+// 8
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R125i.y = tempi.x;
+R15i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
+PS0i = R15i.x;
+// 9
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R122i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 0.5 + 0.5));
+PS1i = R122i.x;
+// 10
+backupReg0i = R126i.y;
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),intBitsToFloat(uf_remappedPS[7].x)) + -(intBitsToFloat(uf_remappedPS[7].y))));
+R123i.x = clampFI32(R123i.x);
+PV0i.x = R123i.x;
+R126i.y = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x40200000));
+R7i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(backupReg0i));
+R125i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
+R127i.y = R126i.z & int(1);
+PS0i = R127i.y;
+// 11
+R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
+PV1i.x = R125i.x;
+PV1i.y = R125i.x;
+PV1i.z = R125i.x;
+PV1i.w = R125i.x;
+R2i.y = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
+PS1i = R2i.y;
+// 12
+R13i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].x))));
+R13i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].y))));
+R15i.z = floatBitsToInt(intBitsToFloat(R7i.z) * intBitsToFloat(0x3a83126f));
+R15i.w = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(0x3daaaaab));
+tempResultf = log2(intBitsToFloat(PS1i));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+R0i.x = floatBitsToInt(tempResultf);
+PS0i = R0i.x;
+// 13
+redcCUBE(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R125i.w),intBitsToFloat(R125i.x),intBitsToFloat(R125i.y)),vec4(intBitsToFloat(R125i.y),intBitsToFloat(R125i.x),intBitsToFloat(R125i.w),intBitsToFloat(R125i.w)),cubeMapSTM,cubeMapFaceId);
+R126i.x = floatBitsToInt(cubeMapSTM.x);
+R126i.y = floatBitsToInt(cubeMapSTM.y);
+R126i.z = floatBitsToInt(cubeMapSTM.z);
+R126i.w = cubeMapFaceId;
+PV1i.x = R126i.x;
+PV1i.y = R126i.y;
+PV1i.z = R126i.z;
+PV1i.w = R126i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].y), intBitsToFloat(PS0i)));
+PS1i = R127i.w;
+// 14
+backupReg0i = R127i.y;
+R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.x)) + intBitsToFloat(uf_remappedPS[9].w));
+R127i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
+R14i.z = PV1i.w;
+R2i.w = ((backupReg0i == 0)?(0):(0x3f800000));
+PV0i.w = R2i.w;
+PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
+// 15
+R123i.x = floatBitsToInt((intBitsToFloat(R125i.y) * 2.0 + -(1.0)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5));
+PV1i.y = R123i.y;
+PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3f4ccccd));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
+// 16
+R14i.x = PV1i.w;
+R14i.y = PV1i.y;
+R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(R127i.x)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[10].w))/2.0);
+PV0i.w = R123i.w;
+R19i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PS0i = R19i.y;
+// 17
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R124i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(R124i.y),intBitsToFloat(R125i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R18i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5);
+PS1i = R18i.y;
+// 18
+R2i.x = uf_remappedPS[11].y;
+R3i.y = uf_remappedPS[12].y;
+R16i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(0x3fa66666));
+R127i.w = floatBitsToInt(intBitsToFloat(R11i.w) * intBitsToFloat(0x437f0000));
+PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
+// 19
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),intBitsToFloat(uf_remappedPS[13].x)) + -(intBitsToFloat(uf_remappedPS[13].y))));
+R123i.x = clampFI32(R123i.x);
+PV1i.x = R123i.x;
+R6i.y = 0;
+R4i.z = uf_remappedPS[14].y;
+R7i.w = 0;
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
+// 20
+R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS1i)));
+R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS1i)));
+R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
+R4i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
+R9i.w = int(intBitsToFloat(R127i.w));
+PS0i = R9i.w;
+// 0
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x), intBitsToFloat(uf_remappedPS[16].w)));
+PV0i.x = R126i.x;
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y), intBitsToFloat(uf_remappedPS[16].w)));
+PV0i.y = R125i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R4i.y)) + 1.0));
+PV0i.z = R123i.z;
+R124i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[15].x));
+R127i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(uf_remappedPS[15].y));
+PS0i = R127i.y;
+// 1
+R124i.x = PV0i.x;
+R126i.y = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedPS[15].z));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z), intBitsToFloat(uf_remappedPS[16].w)));
+PV1i.z = R127i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
+PV1i.w = R123i.w;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.z));
+R124i.y = floatBitsToInt(tempResultf);
+PS1i = R124i.y;
+// 2
+R19i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(uf_remappedPS[17].y));
+PV0i.y = PV1i.z;
+R126i.z = R9i.w & 0x000000fc;
+R10i.w = R1i.x;
+R10i.w = floatBitsToInt(intBitsToFloat(R10i.w) / 2.0);
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.w));
+PS0i = floatBitsToInt(tempResultf);
+// 3
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R124i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R3i.w),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(R124i.y)));
+// 4
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R6i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.w = tempi.x;
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
+PS0i = R125i.z;
+// 5
+backupReg0i = R0i.z;
+R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R127i.z),0.0)));
+PV1i.x = R124i.x;
+PV1i.y = R124i.x;
+PV1i.z = R124i.x;
+PV1i.w = R124i.x;
+R10i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(backupReg0i)) + intBitsToFloat(R3i.x)));
+PS1i = R10i.x;
+// 6
+R7i.x = floatBitsToInt(min(intBitsToFloat(R5i.x), intBitsToFloat(R5i.w)));
+PV0i.x = R7i.x;
+R10i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R2i.z)) + intBitsToFloat(R4i.y)));
+R13i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R3i.z)) + intBitsToFloat(R6i.z)));
+PV0i.w = floatBitsToInt(max(-(intBitsToFloat(R127i.w)), 0.0));
+R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(0x3c23d70a)));
+R127i.w = clampFI32(R127i.w);
+PS0i = R127i.w;
+// 7
+backupReg0i = R124i.x;
+R124i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), 1.0));
+R0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0);
+PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R125i.z)));
+R2i.w = floatBitsToInt(intBitsToFloat(R5i.x) + -(intBitsToFloat(PV0i.x)));
+tempResultf = log2(intBitsToFloat(R4i.w));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS1i = floatBitsToInt(tempResultf);
+// 8
+backupReg0i = R0i.x;
+backupReg1i = R126i.z;
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].x), intBitsToFloat(backupReg0i)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R2i.y)) + intBitsToFloat(R125i.z)));
+PV0i.y = R123i.y;
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x), intBitsToFloat(PS1i)));
+R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(R127i.w)));
+PS0i = floatBitsToInt(float(backupReg1i));
+// 9
+PV1i.x = floatBitsToInt(max(-(intBitsToFloat(PV0i.y)), intBitsToFloat(0xbf7d70a4)));
+PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0);
+PV1i.y = floatBitsToInt(-(intBitsToFloat(R124i.x)) + 1.0);
+R19i.z = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821));
+R127i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
+R126i.w = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
+PS1i = R126i.w;
+// 10
+backupReg0i = R126i.z;
+R127i.x = R12i.w;
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+R124i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+R126i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + 0.5);
+PV0i.z = R126i.z;
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),intBitsToFloat(uf_remappedPS[19].x)) + intBitsToFloat(uf_remappedPS[20].w)));
+R125i.w = clampFI32(R125i.w);
+R5i.w = floatBitsToInt(exp2(intBitsToFloat(backupReg0i)));
+PS0i = R5i.w;
+// 11
+R20i.x = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3c23d70a) + -(0.5)));
+R20i.x = clampFI32(R20i.x);
+PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
+R123i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
+PV1i.z = R123i.z;
+R3i.w = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(0x40200001));
+R3i.w = clampFI32(R3i.w);
+R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].z),-(intBitsToFloat(R126i.w))) + intBitsToFloat(uf_remappedPS[10].z)));
+PS1i = R125i.z;
+// 12
+R21i.x = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R9i.y) + 1.0));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(0xbe593484)));
+PV0i.y = R123i.y;
+R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(uf_remappedPS[21].w)));
+R4i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].x) + -(1.0));
+PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.y)));
+// 13
+PV1i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3f22f983));
+R2i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].y) + -(1.0));
+R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].z) + -(1.0));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(0x3fc90da4)));
+PV1i.w = R123i.w;
+tempResultf = log2(intBitsToFloat(R125i.w));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+R5i.z = floatBitsToInt(tempResultf);
+PS1i = R5i.z;
+// 14
+R18i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(PV1i.w))) + 1.0));
+R7i.y = floatBitsToInt((-(intBitsToFloat(R19i.z)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
+R0i.z = floatBitsToInt((-(intBitsToFloat(R127i.x)) * intBitsToFloat(0x40400000) + 4.0));
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R124i.y)) + intBitsToFloat(R124i.y)));
+PV0i.w = R123i.w;
+R8i.y = floatBitsToInt(intBitsToFloat(R3i.w) * intBitsToFloat(0x3dcccccd));
+PS0i = R8i.y;
+// 15
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R127i.y),intBitsToFloat(R126i.y),-0.0),vec4(intBitsToFloat(R124i.w),intBitsToFloat(R127i.y),intBitsToFloat(R126i.y),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV0i.w)));
+PS1i = R10i.z;
+// 16
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(R6i.z),0.0)));
+tempi.x = clampFI32(tempi.x);
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 17
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PS0i)));
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS0i)));
+R9i.z = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
+tempResultf = log2(intBitsToFloat(PV0i.x));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS1i = floatBitsToInt(tempResultf);
+// 18
+R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[16].w)));
+R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[16].w)));
+R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[16].w)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z), intBitsToFloat(PS1i)));
+R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R21i.x)));
+PS0i = R6i.w;
+// 19
+R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.z)),vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R125i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R7i.w)))));
+PV1i.x = R0i.x;
+PV1i.y = R0i.x;
+PV1i.z = R0i.x;
+PV1i.w = R0i.x;
+R4i.z = floatBitsToInt(exp2(intBitsToFloat(PV0i.w)));
+PS1i = R4i.z;
+// 20
+backupReg0i = R0i.y;
+R5i.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R126i.x)),-(intBitsToFloat(R125i.y)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(R3i.x)),-(intBitsToFloat(R3i.y)),-(intBitsToFloat(R6i.z)),0.0)));
+R5i.x = clampFI32(R5i.x);
+PV0i.x = R5i.x;
+PV0i.y = R5i.x;
+PV0i.z = R5i.x;
+PV0i.w = R5i.x;
+R2i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i));
+R2i.x = clampFI32(R2i.x);
+PS0i = R2i.x;
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R6i.x),intBitsToFloat(R7i.z),intBitsToFloat(R8i.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;
+R125i.y = floatBitsToInt(-(intBitsToFloat(R5i.x)) + 1.0);
+PS0i = R125i.y;
+// 1
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R6i.x),intBitsToFloat(R7i.z),intBitsToFloat(R8i.w)),vec4(intBitsToFloat(uf_remappedPS[23].x),intBitsToFloat(uf_remappedPS[23].y),intBitsToFloat(uf_remappedPS[23].z),intBitsToFloat(uf_remappedPS[23].w))));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R126i.x = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
+PS1i = R126i.x;
+// 2
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R6i.x),intBitsToFloat(R7i.z),intBitsToFloat(R8i.w)),vec4(intBitsToFloat(uf_remappedPS[24].x),intBitsToFloat(uf_remappedPS[24].y),intBitsToFloat(uf_remappedPS[24].z),intBitsToFloat(uf_remappedPS[24].w))));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R16i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
+PS0i = R16i.x;
+// 3
+backupReg0i = R2i.w;
+R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y), intBitsToFloat(R5i.z)));
+R16i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.x)));
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[18].w)),intBitsToFloat(R4i.z)) + 1.0));
+PV1i.z = R123i.z;
+R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.x)) + intBitsToFloat(R7i.x)));
+R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.w),intBitsToFloat(R3i.z)) + 1.0));
+PS1i = R2i.x;
+// 4
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R8i.x),intBitsToFloat(R5i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.z)),vec4(-(intBitsToFloat(R3i.x)),-(intBitsToFloat(R3i.y)),-(intBitsToFloat(R6i.z)),-(intBitsToFloat(R6i.y)))));
+tempi.x = clampFI32(tempi.x);
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.w)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PS0i = R122i.x;
+// 5
+R126i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(R125i.y)) + intBitsToFloat(R125i.y)));
+PV1i.x = R126i.x;
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
+R6i.z = R0i.x;
+R6i.z = clampFI32(R6i.z);
+R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[25].w)));
+R8i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.z)) + 1.0));
+PS1i = R8i.z;
+// 6
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(PV1i.y)) + -(intBitsToFloat(PV1i.y))));
+PV0i.x = R127i.x;
+R2i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.z)) + 1.0));
+R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.x),intBitsToFloat(R19i.z)) + intBitsToFloat(R7i.y)));
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
+PV0i.w = R123i.w;
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.y),intBitsToFloat(R19i.z)) + intBitsToFloat(R7i.y)));
+PS0i = R125i.w;
+// 7
+backupReg0i = R126i.x;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.z),intBitsToFloat(R19i.z)) + intBitsToFloat(R7i.y)));
+R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(R21i.x)));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
+PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(R0i.z));
+// 8
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.z), intBitsToFloat(PS1i)));
+R125i.y = floatBitsToInt(-(intBitsToFloat(R6i.w)) + 1.0);
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.y)),intBitsToFloat(R9i.z)) + intBitsToFloat(R9i.z)));
+R123i.w = clampFI32(R123i.w);
+PV0i.w = R123i.w;
+R127i.x = floatBitsToInt(exp2(intBitsToFloat(R124i.x)));
+PS0i = R127i.x;
+// 9
+R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R126i.x)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R125i.w)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R127i.z))) + intBitsToFloat(R125i.z)));
+PV1i.z = R123i.z;
+R124i.w = floatBitsToInt((intBitsToFloat(R3i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV0i.w)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z));
+// 10
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PS1i)));
+R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.y)),intBitsToFloat(R125i.y)) + intBitsToFloat(R125i.y)));
+R10i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[26].w)));
+R0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.y));
+PS0i = R0i.z;
+// 11
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),-(intBitsToFloat(R125i.x))) + intBitsToFloat(R125i.z)));
+PV1i.x = R123i.x;
+R8i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R124i.x));
+R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PV0i.w)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.w),-(intBitsToFloat(R125i.x))) + intBitsToFloat(R125i.w)));
+PV1i.w = R123i.w;
+R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),-(intBitsToFloat(R125i.x))) + intBitsToFloat(R126i.x)));
+PS1i = R127i.z;
+// 12
+backupReg0i = R9i.x;
+R9i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 0.25);
+PV0i.y = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
+R9i.z = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.x));
+PV0i.w = backupReg0i;
+PV0i.w = clampFI32(PV0i.w);
+R5i.x = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.w));
+PS0i = R5i.x;
+// 13
+backupReg0i = R11i.y;
+backupReg1i = R11i.z;
+R0i.x = floatBitsToInt((intBitsToFloat(R11i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R0i.x = clampFI32(R0i.x);
+R11i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R11i.y = clampFI32(R11i.y);
+R11i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R11i.z = clampFI32(R11i.z);
+R11i.w = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(R127i.z));
+R11i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.w)) + intBitsToFloat(R124i.w)));
+PS1i = R11i.x;
+// 14
+PV0i.x = R9i.w & int(1);
+R24i.y = 0;
+R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.w),-(intBitsToFloat(R5i.y))) + intBitsToFloat(R6i.w)));
+R25i.w = 0x3f800000;
+R4i.w = 0x3f800000;
+PS0i = R4i.w;
+// 15
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R12i.x),intBitsToFloat(R12i.y),intBitsToFloat(R12i.z),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R12i.w = tempi.x;
+R6i.w = floatBitsToInt(float(PV0i.x));
+PS1i = R6i.w;
+// 16
+R23i.w = 0x3f800000;
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R13i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+// 1
+R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R13i.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(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R10i.x),intBitsToFloat(R10i.y),intBitsToFloat(R13i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.y = tempi.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;
+PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].w), intBitsToFloat(uf_remappedPS[16].w)));
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PS1i)));
+R17i.z = PV1i.w;
+PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
+// 5
+backupReg0i = R9i.x;
+R9i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(backupReg0i)));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PS0i)) + 1.5));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(PS0i)) + 1.5));
+PV1i.w = R123i.w;
+// 6
+R17i.x = PV1i.w;
+R17i.y = PV1i.z;
+R13i.z = floatBitsToInt(textureLod(textureUnitPS12, intBitsToFloat(R13i.xy),0.0).x);
+R14i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R14i.xy),R14i.z),cubeMapArrayIndex7),intBitsToFloat(R14i.w)).xyz);
+R15i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R15i.xz),0.0).x);
+R16i.y = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R16i.xy),intBitsToFloat(R16i.w)).x);
+R7i.xyz = floatBitsToInt(texture(textureUnitPS17, intBitsToFloat(R15i.wy)).xyz);
+R17i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R17i.xy),R17i.z),cubeMapArrayIndex7),intBitsToFloat(R17i.w)).xyz);
+R12i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R18i.xy)).xyz);
+// export
+passPixelColor4 = vec4(intBitsToFloat(R12i.w), intBitsToFloat(R12i.w), intBitsToFloat(R12i.w), intBitsToFloat(R12i.w));
+// 0
+PV0i.x = floatBitsToInt(max(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[9].w)),intBitsToFloat(R13i.z)) + intBitsToFloat(R16i.z)));
+PV0i.y = R123i.y;
+PV0i.z = floatBitsToInt(min(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
+R123i.w = floatBitsToInt((intBitsToFloat(R15i.x) * 2.0 + -(1.0)));
+PV0i.w = R123i.w;
+PS0i = floatBitsToInt(intBitsToFloat(R16i.y) + intBitsToFloat(uf_remappedPS[27].z));
+PS0i = clampFI32(PS0i);
+// 1
+R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
+R127i.x = clampFI32(R127i.x);
+PV1i.x = R127i.x;
+R127i.y = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(0x41c80000) + intBitsToFloat(R18i.z)));
+R127i.z = floatBitsToInt(min(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.z)));
+R125i.w = floatBitsToInt(max(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.x)));
+PV1i.w = R125i.w;
+R24i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R2i.w)));
+PS1i = R24i.x;
+// 2
+PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x2edbe6ff));
+R126i.y = floatBitsToInt(intBitsToFloat(R14i.y) + -(intBitsToFloat(PV1i.w)));
+R125i.z = floatBitsToInt(intBitsToFloat(R14i.x) + -(intBitsToFloat(PV1i.w)));
+PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
+R124i.w = floatBitsToInt(intBitsToFloat(R14i.z) + -(intBitsToFloat(PV1i.w)));
+PS0i = R124i.w;
+// 3
+R14i.x = floatBitsToInt(-(intBitsToFloat(R127i.y)) + intBitsToFloat(uf_remappedPS[28].x));
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.z), intBitsToFloat(R24i.x)));
+PV1i.y = R125i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.x)),intBitsToFloat(PV0i.w)) + intBitsToFloat(PV0i.w)));
+PV1i.z = R123i.z;
+R12i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.x), intBitsToFloat(R9i.z)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
+// 4
+backupReg0i = R127i.x;
+backupReg1i = R0i.z;
+R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(PS1i)) + 1.0));
+PV0i.x = R127i.x;
+R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PV0i.y = R127i.y;
+R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R10i.z)));
+R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(backupReg1i)));
+R15i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R8i.y)));
+PS0i = R15i.x;
+// 5
+backupReg0i = R5i.x;
+R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.z), intBitsToFloat(R11i.w)));
+PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x2edbe6ff));
+PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
+R11i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.y), intBitsToFloat(backupReg0i)));
+R17i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.x), intBitsToFloat(R11i.x)));
+PS1i = R17i.w;
+// 6
+backupReg0i = R11i.x;
+backupReg0i = R11i.x;
+R11i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.z), intBitsToFloat(backupReg0i)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(R19i.x)) + intBitsToFloat(R127i.y)));
+R123i.y = clampFI32(R123i.y);
+PV0i.y = R123i.y;
+R12i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.y), intBitsToFloat(backupReg0i)));
+R127i.w = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
+PS0i = R127i.w;
+// 7
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R10i.w)) + intBitsToFloat(R10i.w)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0xbdcccccd) + intBitsToFloat(0x3dcccccd)));
+PV1i.z = R123i.z;
+R24i.w = PV0i.y;
+// 8
+PV0i.x = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(PV1i.y));
+PV0i.x = clampFI32(PV0i.x);
+PV0i.y = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV1i.z));
+PV0i.y = clampFI32(PV0i.y);
+R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R19i.y))) + intBitsToFloat(PV1i.x)));
+// 9
+PV1i.x = floatBitsToInt(intBitsToFloat(R19i.y) + intBitsToFloat(PV0i.y));
+PV1i.x = clampFI32(PV1i.x);
+R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.x)));
+// 10
+tempResultf = log2(intBitsToFloat(PV1i.x));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS0i = floatBitsToInt(tempResultf);
+// 11
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
+// 12
+PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
+// 13
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS0i)));
+// 14
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R127i.w)));
+// 15
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.w)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.w)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R125i.w)));
+PV1i.z = R123i.z;
+// 16
+backupReg0i = R126i.w;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV1i.z)));
+PV0i.x = R127i.x;
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV1i.y)));
+PV0i.z = R125i.z;
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
+PV0i.w = R126i.w;
+// 17
+PV1i.x = floatBitsToInt(intBitsToFloat(R7i.z) + -(intBitsToFloat(PV0i.z)));
+PV1i.y = floatBitsToInt(intBitsToFloat(R7i.x) + -(intBitsToFloat(PV0i.w)));
+PV1i.w = floatBitsToInt(intBitsToFloat(R7i.y) + -(intBitsToFloat(PV0i.x)));
+// 18
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(R20i.x)) + intBitsToFloat(R127i.x)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R20i.x)) + intBitsToFloat(R126i.w)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R20i.x)) + intBitsToFloat(R125i.z)));
+PV0i.w = R123i.w;
+// 19
+R25i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R2i.x)));
+R25i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R8i.z)));
+R25i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R2i.y)));
+// 0
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R14i.x),intBitsToFloat(uf_remappedPS[29].x)) + intBitsToFloat(uf_remappedPS[30].w)));
+R123i.y = clampFI32(R123i.y);
+PV0i.y = R123i.y;
+// 1
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[31].w)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(R6i.z)) + intBitsToFloat(R25i.y)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(R6i.z)) + intBitsToFloat(R25i.x)));
+PV1i.z = R123i.z;
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x), intBitsToFloat(R0i.z)));
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y), intBitsToFloat(R2i.w)));
+PS1i = R125i.z;
+// 2
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z),intBitsToFloat(R6i.z)) + intBitsToFloat(R25i.z)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R19i.z)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+PV0i.y = R123i.y;
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R21i.x)));
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R19i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PV0i.w = R123i.w;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z), intBitsToFloat(R15i.x)));
+PS0i = R126i.y;
+// 3
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R19i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
+PV1i.x = R123i.x;
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R3i.y)));
+R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R0i.x)));
+R124i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.z)),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.y)));
+PV1i.w = R124i.w;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R11i.y)));
+PS1i = R127i.x;
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].x), intBitsToFloat(PV1i.y)));
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].y), intBitsToFloat(PV1i.y)));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.w)));
+PV0i.z = R127i.z;
+R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R11i.z)));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].z), intBitsToFloat(PV1i.y)));
+PS0i = R126i.z;
+// 5
+backupReg0i = R126i.y;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(R9i.x)) + intBitsToFloat(R11i.w)));
+R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R9i.x)) + intBitsToFloat(R12i.w)));
+R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.x)));
+R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R9i.x)) + intBitsToFloat(R5i.x)));
+R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.y)));
+PS1i = R125i.x;
+// 6
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt((intBitsToFloat(R125i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+R123i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((intBitsToFloat(R124i.z) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].z),intBitsToFloat(R127i.z)) + intBitsToFloat(R126i.z)));
+PV0i.w = R123i.w;
+// 7
+backupReg0i = R126i.y;
+backupReg1i = R126i.x;
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R12i.z),intBitsToFloat(R2i.z)) + intBitsToFloat(R125i.x)));
+R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R17i.w),intBitsToFloat(R2i.z)) + intBitsToFloat(R125i.z)));
+PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R11i.x),intBitsToFloat(R2i.z)) + intBitsToFloat(PV0i.w)));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y));
+// 8
+PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(R127i.x));
+R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.y),intBitsToFloat(R6i.w)) + intBitsToFloat(PS1i)));
+R23i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].z),intBitsToFloat(R5i.y)) + intBitsToFloat(PV1i.w)));
+R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.x),intBitsToFloat(R6i.w)) + intBitsToFloat(PV1i.z)));
+PS0i = R4i.x;
+// 9
+R23i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].x),intBitsToFloat(R5i.y)) + intBitsToFloat(R126i.y)));
+R23i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].y),intBitsToFloat(R5i.y)) + intBitsToFloat(R126i.x)));
+R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R22i.z),intBitsToFloat(R6i.w)) + intBitsToFloat(PV0i.x)));
+PV1i.z = R4i.z;
+R24i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.z)),intBitsToFloat(R124i.w)) + intBitsToFloat(R124i.w)));
+PS1i = R24i.z;
+// 10
+R3i.xyz = ivec3(R4i.x,R4i.y,PV1i.z);
+R3i.w = R4i.w;
+// 11
+R1i.xyz = ivec3(R23i.x,R23i.y,R23i.z);
+R1i.w = R23i.w;
+// 12
+R0i.xyz = ivec3(R24i.x,R24i.y,R24i.z);
+R0i.w = R24i.w;
+// 13
+R2i.xyz = ivec3(R25i.x,R25i.y,R25i.z);
+R2i.w = R25i.w;
+// export
+passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z) * dli, intBitsToFloat(R0i.w)); // x affects shadows sharpness, and z affects distant area lighting brightness
+passPixelColor1 = vec4(intBitsToFloat(R1i.x) * dred, intBitsToFloat(R1i.y) * dgreen, intBitsToFloat(R1i.z) * dblue, intBitsToFloat(R1i.w)); // x,y,z affects the color red,green,blue of the fog, w does nothing
+passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // affects ground color rgb
+passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // xyz - RGB for body of waters edge surfaces
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt
new file mode 100644
index 00000000..08260bcd
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/fb2e18ae56397ca7_00fffff249259249_ps.txt
@@ -0,0 +1,960 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader fb2e18ae56397ca7 -- Affects Trees Bushes and Vines
+#define gli $greenerylighting
+#define gred $gred
+#define ggreen $ggreen
+#define gblue $gblue
+
+uniform ivec4 uf_remappedPS[33];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3ccc6800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 6 6 6 border: 2
+layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 16) uniform sampler2D textureUnitPS16;// Tex16 addr 0x3cd0f000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
+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;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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 R18i = ivec4(0);
+ivec4 R19i = ivec4(0);
+ivec4 R20i = ivec4(0);
+ivec4 R21i = ivec4(0);
+ivec4 R22i = ivec4(0);
+ivec4 R23i = ivec4(0);
+ivec4 R24i = ivec4(0);
+ivec4 R25i = ivec4(0);
+ivec4 R26i = 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;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float cubeMapArrayIndex7 = 0.0;
+R0i = floatBitsToInt(passParameterSem0);
+R1i = floatBitsToInt(passParameterSem2);
+R2i = floatBitsToInt(passParameterSem6);
+R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
+R11i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
+R10i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.zw)).xyzw);
+R2i.xy = floatBitsToInt(texture(textureUnitPS14, intBitsToFloat(R0i.xy)).xw);
+R8i.xy = floatBitsToInt(texture(textureUnitPS15, intBitsToFloat(R0i.xy)).xy);
+R23i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R2i.zw)).xyz);
+// 0
+R127i.x = floatBitsToInt((intBitsToFloat(R11i.x) * 2.0 + -(1.0)));
+R127i.y = floatBitsToInt((intBitsToFloat(R11i.y) * 2.0 + -(1.0)));
+R127i.z = floatBitsToInt((intBitsToFloat(R11i.z) * 2.0 + -(1.0)));
+R7i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
+PV0i.w = R7i.w;
+R14i.w = 0x40400000;
+PS0i = R14i.w;
+// 1
+R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(PV0i.w))));
+PV1i.x = R0i.x;
+R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(PV0i.w))));
+R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
+PV1i.z = R126i.z;
+R6i.w = 0x3f800000;
+R2i.z = 0;
+PS1i = R2i.z;
+// 2
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].x)));
+R3i.y = floatBitsToInt((-(intBitsToFloat(R11i.w)) * 0.5 + 1.0));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[3].x)));
+R15i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) * intBitsToFloat(0x3ba3d70a));
+R16i.y = 0;
+PS0i = R16i.y;
+// 3
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(PV0i.z)));
+PS1i = R122i.x;
+// 4
+R125i.x = floatBitsToInt(intBitsToFloat(R11i.w) * intBitsToFloat(0x437f0000));
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(uf_remappedPS[4].x)));
+R0i.z = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xc0600000)));
+R0i.z = clampFI32(R0i.z);
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(PS1i)));
+PV0i.w = R123i.w;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 5
+R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
+PV1i.x = R5i.x;
+R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
+PV1i.y = R6i.y;
+R7i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(R126i.x)));
+PV1i.w = R123i.w;
+R13i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(PV0i.w));
+PS1i = R13i.z;
+// 6
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(R126i.y)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(PV1i.w)));
+PV0i.y = R123i.y;
+R8i.z = PS1i;
+R0i.w = PV1i.x;
+R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
+R3i.x = PV1i.y;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) * 2.0);
+PS0i = R3i.x;
+// 7
+R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].w) + intBitsToFloat(PV0i.y));
+PV1i.x = R6i.x;
+R0i.y = R7i.z;
+R0i.y = floatBitsToInt(intBitsToFloat(R0i.y) * 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R10i.w) * intBitsToFloat(0x437f0000));
+R127i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.w)),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.x)));
+R17i.w = floatBitsToInt(intBitsToFloat(R3i.y) * intBitsToFloat(0x40400000));
+PS1i = R17i.w;
+// 8
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.y = tempi.x;
+R12i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3a83126f));
+PS0i = R12i.x;
+// 9
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R124i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 1.0);
+PS1i = R124i.y;
+// 10
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[7].x)) + -(intBitsToFloat(uf_remappedPS[7].y))));
+R123i.x = clampFI32(R123i.x);
+PV0i.x = R123i.x;
+R126i.y = floatBitsToInt((-(intBitsToFloat(R127i.y)) * 0.5 + 0.5));
+R9i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(R127i.w));
+R124i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
+R127i.z = int(intBitsToFloat(R125i.x));
+PS0i = R127i.z;
+// 11
+R124i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),0.0)));
+PV1i.x = R124i.x;
+PV1i.y = R124i.x;
+PV1i.z = R124i.x;
+PV1i.w = R124i.x;
+R3i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
+PS1i = R3i.z;
+// 12
+R13i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].x))));
+R13i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R9i.z),intBitsToFloat(uf_remappedPS[9].z)) + -(intBitsToFloat(uf_remappedPS[9].y))));
+R12i.z = floatBitsToInt(intBitsToFloat(R9i.z) * intBitsToFloat(0x3a83126f));
+PV0i.w = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(0x40200000));
+tempResultf = log2(intBitsToFloat(PS1i));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+R4i.y = floatBitsToInt(tempResultf);
+PS0i = R4i.y;
+// 13
+backupReg0i = R124i.x;
+backupReg0i = R124i.x;
+backupReg1i = R124i.y;
+backupReg2i = R124i.w;
+redcCUBE(vec4(intBitsToFloat(R124i.w),intBitsToFloat(R124i.w),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i)),vec4(intBitsToFloat(R124i.y),intBitsToFloat(backupReg0i),intBitsToFloat(R124i.w),intBitsToFloat(backupReg2i)),cubeMapSTM,cubeMapFaceId);
+R124i.x = floatBitsToInt(cubeMapSTM.x);
+R124i.y = floatBitsToInt(cubeMapSTM.y);
+R124i.z = floatBitsToInt(cubeMapSTM.z);
+R124i.w = cubeMapFaceId;
+PV1i.x = R124i.x;
+PV1i.y = R124i.y;
+PV1i.z = R124i.z;
+PV1i.w = R124i.w;
+R16i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3daaaaab));
+PS1i = R16i.x;
+// 14
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].y), intBitsToFloat(R4i.y)));
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
+R14i.z = PV1i.w;
+PV0i.w = R127i.z & int(1);
+PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
+// 15
+backupReg0i = R124i.x;
+R124i.x = ((PV0i.w == 0)?(0):(0x3f800000));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PS0i)) + 1.5));
+PV1i.y = R123i.y;
+R127i.z = floatBitsToInt(-(intBitsToFloat(R8i.z)) + intBitsToFloat(uf_remappedPS[9].w));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PS0i)) + 1.5));
+PV1i.w = R123i.w;
+PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
+// 16
+R14i.x = PV1i.y;
+R14i.y = PV1i.w;
+R124i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 2.0 + -(1.0)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[10].w))/2.0);
+PV0i.w = R123i.w;
+R4i.x = uf_remappedPS[11].y;
+PS0i = R4i.x;
+// 17
+backupReg0i = R0i.x;
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R18i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + 0.5);
+PS1i = R18i.y;
+// 18
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R124i.x)),intBitsToFloat(R124i.z)) + intBitsToFloat(R127i.z)));
+PV0i.x = R123i.x;
+R5i.y = uf_remappedPS[12].y;
+R5i.z = uf_remappedPS[13].y;
+R3i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y)));
+PV0i.w = R3i.w;
+PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
+// 19
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[14].x)) + -(intBitsToFloat(uf_remappedPS[14].y))));
+R123i.x = clampFI32(R123i.x);
+PV1i.x = R123i.x;
+R19i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x3fa66666));
+R4i.z = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(PV0i.w)));
+R5i.w = 0;
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
+// 20
+backupReg0i = R0i.x;
+R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
+R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
+R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
+R2i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
+R9i.y = int(intBitsToFloat(R125i.z));
+PS0i = R9i.y;
+// 0
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].x), intBitsToFloat(uf_remappedPS[16].w)));
+PV0i.x = R127i.x;
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y), intBitsToFloat(uf_remappedPS[16].w)));
+PV0i.y = R124i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R2i.y)) + 1.0));
+PV0i.z = R123i.z;
+R125i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(uf_remappedPS[15].x));
+R126i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(uf_remappedPS[15].y));
+PS0i = R126i.y;
+// 1
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(PV0i.y)) + 1.0));
+PV1i.x = R123i.x;
+R125i.y = PV0i.x;
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z), intBitsToFloat(uf_remappedPS[16].w)));
+PV1i.z = R127i.z;
+R4i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedPS[15].z));
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.z));
+R127i.y = floatBitsToInt(tempResultf);
+PS1i = R127i.y;
+// 2
+backupReg0i = R0i.z;
+R126i.x = 0;
+PV0i.y = PV1i.z;
+R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[17].y));
+R124i.w = R9i.y & 0x00000002;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
+PS0i = floatBitsToInt(tempResultf);
+// 3
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.y),intBitsToFloat(R2i.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(R127i.y)));
+// 4
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R127i.w = tempi.x;
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PV1i.x)));
+PS0i = R126i.w;
+// 5
+backupReg0i = R0i.x;
+backupReg1i = R0i.w;
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R124i.y),intBitsToFloat(R127i.z),0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R2i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(backupReg1i)) + intBitsToFloat(backupReg0i)));
+PS1i = R2i.x;
+// 6
+backupReg0i = R124i.w;
+PV0i.x = floatBitsToInt(max(-(intBitsToFloat(R127i.w)), 0.0));
+R12i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R3i.x)) + intBitsToFloat(R2i.y)));
+R2i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R0i.y)) + intBitsToFloat(R6i.z)));
+PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(R126i.w)));
+R124i.w = floatBitsToInt(float(backupReg0i));
+R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0);
+PS0i = R124i.w;
+// 7
+PV1i.x = R9i.y & 0x000000fc;
+R20i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PS0i)) + intBitsToFloat(R3i.w)));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.z)) + intBitsToFloat(R126i.w)));
+PV1i.z = R123i.z;
+R3i.w = floatBitsToInt(min(intBitsToFloat(PV0i.x), 1.0));
+tempResultf = log2(intBitsToFloat(R2i.w));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+R126i.z = floatBitsToInt(tempResultf);
+PS1i = R126i.z;
+// 8
+PV0i.x = floatBitsToInt(max(-(intBitsToFloat(PV1i.z)), intBitsToFloat(0xbf7d70a4)));
+PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0);
+R21i.y = R1i.x;
+R21i.y = floatBitsToInt(intBitsToFloat(R21i.y) / 2.0);
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].x), intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(0x3c23d70a)));
+R123i.w = clampFI32(R123i.w);
+PV0i.w = R123i.w;
+PS0i = floatBitsToInt(float(PV1i.x));
+// 9
+R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].x), intBitsToFloat(R126i.z)));
+R7i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
+R126i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.5);
+PV1i.z = R126i.z;
+R126i.w = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
+R7i.x = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3b820821));
+PS1i = R7i.x;
+// 10
+R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.w),intBitsToFloat(uf_remappedPS[19].x)) + intBitsToFloat(uf_remappedPS[20].w)));
+R125i.x = clampFI32(R125i.x);
+PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
+R123i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)));
+PV0i.z = R123i.z;
+PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(0xbe99999a));
+R127i.w = floatBitsToInt(exp2(intBitsToFloat(R125i.z)));
+PS0i = R127i.w;
+// 11
+R3i.x = R11i.w;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.z)) + intBitsToFloat(0xbe593484)));
+PV1i.y = R123i.y;
+R15i.z = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3c23d70a) + -(0.5)));
+R15i.z = clampFI32(R15i.z);
+R8i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x40200001));
+R8i.w = clampFI32(R8i.w);
+PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.y)));
+// 12
+PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3f22f983));
+R22i.y = floatBitsToInt((intBitsToFloat(0xbf59999a) * intBitsToFloat(R8i.y) + 1.0));
+R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R126i.w)) + intBitsToFloat(R126i.w)));
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(0x3fc90da4)));
+PV0i.w = R123i.w;
+R2i.w = floatBitsToInt(exp2(intBitsToFloat(R124i.x)));
+PS0i = R2i.w;
+// 13
+R18i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),-(intBitsToFloat(PV0i.w))) + 1.0));
+R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[10].z),-(intBitsToFloat(R127i.w))) + intBitsToFloat(uf_remappedPS[10].z)));
+R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(uf_remappedPS[21].w)));
+R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].z) + -(1.0));
+tempResultf = log2(intBitsToFloat(R125i.x));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+R3i.y = floatBitsToInt(tempResultf);
+PS1i = R3i.y;
+// 14
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.w),intBitsToFloat(R126i.y),intBitsToFloat(R4i.w),-0.0),vec4(intBitsToFloat(R125i.w),intBitsToFloat(R126i.y),intBitsToFloat(R4i.w),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].x) + -(1.0));
+PS0i = R0i.y;
+// 15
+backupReg0i = R0i.x;
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.y),intBitsToFloat(R6i.z),0.0)));
+tempi.x = clampFI32(tempi.x);
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
+PS1i = floatBitsToInt(tempResultf);
+// 16
+R0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[21].y) + -(1.0));
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS1i)));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PS1i)));
+PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
+tempResultf = log2(intBitsToFloat(PV1i.x));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS0i = floatBitsToInt(tempResultf);
+// 17
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[16].w)));
+PV1i.x = R125i.x;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[16].w)));
+PV1i.y = R126i.y;
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[16].w)));
+PV1i.z = R126i.z;
+PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[18].z), intBitsToFloat(PS0i)));
+R4i.w = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(0x3e19999a));
+PS1i = R4i.w;
+// 18
+tempi.x = floatBitsToInt(dot(vec4(-(intBitsToFloat(R127i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-0.0),vec4(-(intBitsToFloat(PV1i.x)),-(intBitsToFloat(PV1i.y)),-(intBitsToFloat(PV1i.z)),0.0)));
+tempi.x = clampFI32(tempi.x);
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R6i.z = tempi.x;
+R5i.z = floatBitsToInt(exp2(intBitsToFloat(PV1i.w)));
+PS0i = R5i.z;
+// 19
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.z)),vec4(-(intBitsToFloat(R125i.x)),-(intBitsToFloat(R126i.y)),-(intBitsToFloat(R126i.z)),-(intBitsToFloat(R5i.w)))));
+tempi.x = clampFI32(tempi.x);
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R5i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + 1.0);
+PS1i = R5i.w;
+// 20
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R6i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.z)),vec4(-(intBitsToFloat(R127i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R126i.x)))));
+tempi.x = clampFI32(tempi.x);
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R9i.w = tempi.x;
+R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x)));
+PS0i = R6i.y;
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.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;
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(R6i.y)) + -(intBitsToFloat(R6i.y))));
+PS0i = R127i.x;
+// 1
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[23].x),intBitsToFloat(uf_remappedPS[23].y),intBitsToFloat(uf_remappedPS[23].z),intBitsToFloat(uf_remappedPS[23].w))));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R127i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
+PS1i = R127i.z;
+// 2
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R8i.z),intBitsToFloat(R9i.z),intBitsToFloat(R6i.w)),vec4(intBitsToFloat(uf_remappedPS[24].x),intBitsToFloat(uf_remappedPS[24].y),intBitsToFloat(uf_remappedPS[24].z),intBitsToFloat(uf_remappedPS[24].w))));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R15i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PS1i)));
+PS0i = R15i.x;
+// 3
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[18].w)),intBitsToFloat(R5i.z)) + 1.0));
+PV1i.x = R123i.x;
+R15i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.z)));
+R127i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.z)),intBitsToFloat(R5i.w)) + intBitsToFloat(R5i.w)));
+PV1i.z = R127i.z;
+PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) + 1.0);
+R124i.y = floatBitsToInt((-(intBitsToFloat(R7i.x)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
+PS1i = R124i.y;
+// 4
+R123i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.z)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R6i.z)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.w)),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.x)));
+PV0i.z = R123i.z;
+R124i.w = floatBitsToInt((-(intBitsToFloat(R3i.x)) * intBitsToFloat(0x40400000) + 4.0));
+R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(PV1i.w)));
+PS0i = R126i.z;
+// 5
+R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.y)));
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV0i.x)));
+R127i.z = floatBitsToInt(intBitsToFloat(R8i.w) * intBitsToFloat(0x3dcccccd));
+R125i.w = floatBitsToInt((intBitsToFloat(R7i.w) * intBitsToFloat(0x3ba3d70a) + intBitsToFloat(0xbfe66666)));
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[25].w)));
+PS1i = R127i.x;
+// 6
+backupReg0i = R0i.x;
+backupReg1i = R3i.y;
+backupReg2i = R124i.w;
+R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w),intBitsToFloat(R4i.z)) + 1.0));
+R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R4i.z)) + 1.0));
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[19].y), intBitsToFloat(backupReg1i)));
+R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R22i.y)));
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
+// 7
+backupReg0i = R126i.y;
+backupReg1i = R4i.z;
+R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R10i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(R124i.y)));
+PV1i.x = R124i.x;
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
+R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(backupReg1i)) + 1.0));
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.z)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
+R123i.w = clampFI32(R123i.w);
+PV1i.w = R123i.w;
+R125i.x = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
+PS1i = R125i.x;
+// 8
+R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R22i.y)));
+PV0i.x = R3i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),-(intBitsToFloat(R126i.x))) + intBitsToFloat(PV1i.x)));
+PV0i.y = R123i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
+R125i.w = floatBitsToInt((intBitsToFloat(R8i.w) * intBitsToFloat(0x3dcccccd) + intBitsToFloat(PV1i.w)));
+PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.z));
+// 9
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(PS0i)));
+PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(uf_remappedPS[26].w)));
+R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.x)),intBitsToFloat(PV0i.z)) + intBitsToFloat(PV0i.z)));
+R0i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV0i.y));
+R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),-(intBitsToFloat(R126i.y))) + intBitsToFloat(R124i.x)));
+PS1i = R122i.x;
+// 10
+backupReg0i = R8i.y;
+backupReg1i = R8i.x;
+R8i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PS1i));
+R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
+PV0i.z = backupReg1i;
+PV0i.z = clampFI32(PV0i.z);
+PV0i.w = floatBitsToInt(-(intBitsToFloat(R125i.w)) + 1.0);
+R8i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25);
+PS0i = R8i.w;
+// 11
+backupReg0i = R10i.x;
+backupReg1i = R10i.z;
+backupReg2i = R9i.y;
+R10i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R10i.x = clampFI32(R10i.x);
+R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(PV0i.z)) + intBitsToFloat(R125i.w)));
+R10i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R10i.z = clampFI32(R10i.z);
+R10i.w = floatBitsToInt((intBitsToFloat(R10i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
+R10i.w = clampFI32(R10i.w);
+PS1i = backupReg2i & int(1);
+// 12
+PV0i.x = floatBitsToInt(intBitsToFloat(R11i.z) * intBitsToFloat(0x3eaaaaab));
+R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),-(intBitsToFloat(R3i.x))) + intBitsToFloat(R124i.w)));
+R26i.w = 0x3f800000;
+R6i.z = floatBitsToInt(float(PS1i));
+PS0i = R6i.z;
+// 13
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R11i.x),intBitsToFloat(R11i.y),intBitsToFloat(PV0i.x),-0.0),vec4(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),1.0,0.0)));
+PV1i.x = tempi.x;
+PV1i.y = tempi.x;
+PV1i.z = tempi.x;
+PV1i.w = tempi.x;
+R11i.w = tempi.x;
+R25i.y = 0;
+PS1i = R25i.y;
+// 14
+R5i.w = 0x3f800000;
+R24i.w = 0x3f800000;
+PS0i = R24i.w;
+// 0
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+// 1
+R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
+PV1i.x = R126i.x;
+PV1i.y = R126i.x;
+PV1i.z = R126i.x;
+PV1i.w = R126i.x;
+R126i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
+PS1i = R126i.z;
+// 2
+tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),-0.0),vec4(intBitsToFloat(R2i.x),intBitsToFloat(R12i.y),intBitsToFloat(R2i.z),0.0)));
+PV0i.x = tempi.x;
+PV0i.y = tempi.x;
+PV0i.z = tempi.x;
+PV0i.w = tempi.x;
+R126i.y = tempi.x;
+// 3
+backupReg0i = R126i.x;
+backupReg0i = R126i.x;
+backupReg1i = R126i.z;
+backupReg1i = R126i.z;
+redcCUBE(vec4(intBitsToFloat(R126i.z),intBitsToFloat(R126i.z),intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg1i)),cubeMapSTM,cubeMapFaceId);
+R126i.x = floatBitsToInt(cubeMapSTM.x);
+R126i.y = floatBitsToInt(cubeMapSTM.y);
+R126i.z = floatBitsToInt(cubeMapSTM.z);
+R126i.w = cubeMapFaceId;
+PV1i.x = R126i.x;
+PV1i.y = R126i.y;
+PV1i.z = R126i.z;
+PV1i.w = R126i.w;
+PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[16].w), intBitsToFloat(uf_remappedPS[16].w)));
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(PS1i)));
+R17i.z = PV1i.w;
+PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
+// 5
+R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R8i.w)));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),intBitsToFloat(PS0i)) + 1.5));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(PS0i)) + 1.5));
+PV1i.w = R123i.w;
+// 6
+R17i.x = PV1i.w;
+R17i.y = PV1i.z;
+R2i.z = floatBitsToInt(textureLod(textureUnitPS12, intBitsToFloat(R13i.xy),0.0).x);
+R14i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R14i.xy),R14i.z),cubeMapArrayIndex7),intBitsToFloat(R14i.w)).xyz);
+R15i.y = floatBitsToInt(textureLod(textureUnitPS5, intBitsToFloat(R15i.xy),intBitsToFloat(R15i.w)).x);
+R12i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R12i.xz),0.0).x);
+R16i.xyz = floatBitsToInt(texture(textureUnitPS16, intBitsToFloat(R16i.xy)).xyz);
+R17i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R17i.xy),R17i.z),cubeMapArrayIndex7),intBitsToFloat(R17i.w)).xyz);
+R18i.xyz = floatBitsToInt(texture(textureUnitPS11, intBitsToFloat(R18i.xy)).xyz);
+// export
+passPixelColor4 = vec4(intBitsToFloat(R11i.w), intBitsToFloat(R11i.w), intBitsToFloat(R11i.w), intBitsToFloat(R11i.w));
+// 0
+PV0i.x = floatBitsToInt(min(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
+PV0i.y = floatBitsToInt(intBitsToFloat(R15i.y) + intBitsToFloat(uf_remappedPS[27].z));
+PV0i.y = clampFI32(PV0i.y);
+PV0i.z = floatBitsToInt(max(intBitsToFloat(R14i.y), intBitsToFloat(R14i.z)));
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[9].w)),intBitsToFloat(R2i.z)) + intBitsToFloat(R19i.y)));
+PV0i.w = R123i.w;
+R122i.x = floatBitsToInt((intBitsToFloat(R12i.x) * 2.0 + -(1.0)));
+PS0i = R122i.x;
+// 1
+R126i.x = floatBitsToInt(min(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.x)));
+R127i.y = floatBitsToInt(max(intBitsToFloat(R14i.x), intBitsToFloat(PV0i.z)));
+PV1i.y = R127i.y;
+R126i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25);
+R126i.z = clampFI32(R126i.z);
+PV1i.z = R126i.z;
+R126i.w = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(0x41c80000) + intBitsToFloat(R13i.z)));
+R25i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R20i.y)));
+PS1i = R25i.x;
+// 2
+PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0);
+R124i.y = floatBitsToInt(intBitsToFloat(R14i.x) + -(intBitsToFloat(PV1i.y)));
+R127i.z = floatBitsToInt(intBitsToFloat(R14i.y) + -(intBitsToFloat(PV1i.y)));
+PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x2edbe6ff));
+R124i.x = floatBitsToInt(intBitsToFloat(R14i.z) + -(intBitsToFloat(PV1i.y)));
+PS0i = R124i.x;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.w), intBitsToFloat(R25i.x)));
+PV1i.x = R125i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.z)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
+PV1i.y = R123i.y;
+R14i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) + intBitsToFloat(uf_remappedPS[28].x));
+R11i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.x), intBitsToFloat(R8i.x)));
+PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
+// 4
+backupReg0i = R126i.z;
+PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
+R14i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.w)));
+R126i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R126i.x)),intBitsToFloat(PS1i)) + 1.0));
+PV0i.z = R126i.z;
+R126i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+PV0i.w = R126i.w;
+R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R17i.y), intBitsToFloat(R8i.x)));
+PS0i = R0i.w;
+// 5
+backupReg0i = R17i.z;
+PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
+R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(R125i.x)));
+R17i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R8i.x)));
+PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0x2edbe6ff));
+R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.x), intBitsToFloat(R9i.y)));
+PS1i = R4i.w;
+// 6
+backupReg0i = R18i.z;
+R18i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R18i.y), intBitsToFloat(R9i.y)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.z)) + intBitsToFloat(R126i.w)));
+R123i.y = clampFI32(R123i.y);
+PV0i.y = R123i.y;
+R18i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R9i.y)));
+R125i.x = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
+PS0i = R125i.x;
+// 7
+R123i.x = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0xbdcccccd) + intBitsToFloat(0x3dcccccd)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5));
+PV1i.y = R123i.y;
+R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R21i.y)) + intBitsToFloat(R21i.y)));
+R25i.w = PV0i.y;
+PS1i = R25i.w;
+// 8
+PV0i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.x));
+PV0i.z = clampFI32(PV0i.z);
+PV0i.w = floatBitsToInt(intBitsToFloat(R9i.w) + intBitsToFloat(PV1i.y));
+PV0i.w = clampFI32(PV0i.w);
+// 9
+R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
+tempResultf = log2(intBitsToFloat(PV0i.z));
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS1i = floatBitsToInt(tempResultf);
+// 10
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS1i)));
+// 11
+PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
+// 12
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
+// 13
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R125i.x)));
+// 14
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.y),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R127i.y)));
+PV0i.w = R123i.w;
+// 15
+R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.z)));
+PV1i.x = R124i.x;
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.w)));
+PV1i.y = R127i.y;
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.y)));
+PV1i.z = R127i.z;
+// 16
+PV0i.x = floatBitsToInt(intBitsToFloat(R16i.y) + -(intBitsToFloat(PV1i.z)));
+PV0i.z = floatBitsToInt(intBitsToFloat(R16i.z) + -(intBitsToFloat(PV1i.y)));
+PV0i.w = floatBitsToInt(intBitsToFloat(R16i.x) + -(intBitsToFloat(PV1i.x)));
+// 17
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R15i.z)) + intBitsToFloat(R127i.y)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R15i.z)) + intBitsToFloat(R124i.x)));
+PV1i.y = R123i.y;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R15i.z)) + intBitsToFloat(R127i.z)));
+PV1i.w = R123i.w;
+// 18
+R26i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R4i.z)));
+R26i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R3i.y)));
+R26i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.x)));
+// 0
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R14i.z),intBitsToFloat(uf_remappedPS[29].x)) + intBitsToFloat(uf_remappedPS[30].w)));
+R123i.z = clampFI32(R123i.z);
+PV0i.z = R123i.z;
+// 1
+PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[31].w)));
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.y)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.x)));
+PV1i.z = R123i.z;
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].x), intBitsToFloat(R14i.y)));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].y), intBitsToFloat(R14i.y)));
+PS1i = R127i.z;
+// 2
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z),intBitsToFloat(R0i.z)) + intBitsToFloat(R26i.z)));
+PV0i.x = R123i.x;
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R22i.y)));
+R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.y)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.z)));
+PV0i.w = R123i.w;
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[32].z), intBitsToFloat(R14i.y)));
+PS0i = R127i.y;
+// 3
+R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(R10i.x)));
+R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R7i.x)),intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.x)));
+PV1i.y = R123i.y;
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R3i.z)));
+R125i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV0i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(R3i.z)));
+PV1i.w = R125i.w;
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R10i.w)));
+PS1i = R125i.x;
+// 4
+PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].x), intBitsToFloat(PV1i.z)));
+R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(PV1i.w)));
+PV0i.y = R124i.y;
+PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].y), intBitsToFloat(PV1i.z)));
+R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R10i.z)));
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[31].z), intBitsToFloat(PV1i.z)));
+PS0i = R126i.y;
+// 5
+backupReg0i = R127i.y;
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R0i.w)));
+R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R2i.x)) + intBitsToFloat(R11i.w)));
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x)));
+PV1i.z = R123i.z;
+R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.x)) + intBitsToFloat(R17i.z)));
+R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.z)));
+PS1i = R126i.x;
+// 6
+R123i.x = floatBitsToInt((intBitsToFloat(R124i.w) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV0i.x = R123i.x;
+R123i.y = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV0i.y = R123i.y;
+R123i.z = floatBitsToInt((intBitsToFloat(R124i.x) * intBitsToFloat(0x3f6e896b) + intBitsToFloat(0x3a011b1e)));
+PV0i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[26].z),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.y)));
+PV0i.w = R123i.w;
+R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.w),intBitsToFloat(R10i.y)) + intBitsToFloat(PV1i.z)));
+PS0i = R127i.z;
+// 7
+backupReg0i = R127i.x;
+backupReg1i = R126i.w;
+R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R18i.x),intBitsToFloat(R10i.y)) + intBitsToFloat(R126i.x)));
+PV1i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y));
+PV1i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV0i.z));
+R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R18i.z),intBitsToFloat(R10i.y)) + intBitsToFloat(PV0i.w)));
+PS1i = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
+// 8
+R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.x),intBitsToFloat(R6i.z)) + intBitsToFloat(PV1i.z)));
+R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.y),intBitsToFloat(R6i.z)) + intBitsToFloat(PV1i.y)));
+R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R23i.z),intBitsToFloat(R6i.z)) + intBitsToFloat(PS1i)));
+R24i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].x),intBitsToFloat(R3i.x)) + intBitsToFloat(R127i.z)));
+PS0i = R24i.x;
+// 9
+R24i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].y),intBitsToFloat(R3i.x)) + intBitsToFloat(R127i.x)));
+R24i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[25].z),intBitsToFloat(R3i.x)) + intBitsToFloat(R126i.w)));
+R25i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R8i.y)),intBitsToFloat(R125i.w)) + intBitsToFloat(R125i.w)));
+PS1i = R25i.z;
+// 10
+R3i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
+R3i.w = R5i.w;
+// 11
+R1i.xyz = ivec3(R24i.x,R24i.y,R24i.z);
+R1i.w = R24i.w;
+// 12
+R0i.xyz = ivec3(R25i.x,R25i.y,R25i.z);
+R0i.w = R25i.w;
+// 13
+R2i.xyz = ivec3(R26i.x,R26i.y,R26i.z);
+R2i.w = R26i.w;
+// export
+passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z) * gli, intBitsToFloat(R0i.w)); // x affects shadows, z affects lighting of trees,bushes,flowers,vines
+passPixelColor1 = vec4(intBitsToFloat(R1i.x) * gred, intBitsToFloat(R1i.y) * ggreen, intBitsToFloat(R1i.z) * gblue, intBitsToFloat(R1i.w)); // rgb fog for distant trees
+passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // xyz - RGB Bloom/Glowness - to tress and bushes and vines multiply by 20 to see
+passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // xyz - RGB Bloom for on water objects like korok rings
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt
new file mode 100644
index 00000000..6cbd7212
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_DistantFog/rules.txt
@@ -0,0 +1,338 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Distant Area Fog Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Distant Fog - Main"
+description = Can Remove Distant Fog Haze from the world. Change its RGB color. Light up the Distance.
+version = 3
+
+
+[Preset]
+name = Fog 0% Light x1
+$distantlighting = 1
+$dred = 0
+$dgreen = 0
+$dblue = 0
+
+$greenerylighting = 1
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+[Preset]
+name = Fog 0% Light x2
+$distantlighting = 2
+$dred = 0
+$dgreen = 0
+$dblue = 0
+
+$greenerylighting = 2
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+[Preset]
+name = Fog 0% Light x4
+$distantlighting = 4
+$dred = 0
+$dgreen = 0
+$dblue = 0
+
+$greenerylighting = 4
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+[Preset]
+name = Fog 0% Light x8
+$distantlighting = 8
+$dred = 0
+$dgreen = 0
+$dblue = 0
+
+$greenerylighting = 8
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+[Preset]
+name = ----------------------------------------
+$distantlighting = 1
+$dred = 1
+$dgreen = 1
+$dblue = 1
+$greenerylighting = 1
+$gred = 1
+$ggreen = 1
+$gblue = 1
+$waterfogred = 1
+$waterfoggreen = 1
+$waterfogblue = 1
+
+[Preset]
+name = Fog 10% Light x1
+$distantlighting = 1
+$dred = 0.1
+$dgreen = 0.1
+$dblue = 0.1
+
+$greenerylighting = 1
+$gred = 0.1
+$ggreen = 0.1
+$gblue = 0.1
+
+$waterfogred = 0.1
+$waterfoggreen = 0.1
+$waterfogblue = 0.1
+
+
+[Preset]
+name = Fog 10% Light x2
+$distantlighting = 2
+$dred = 0.1
+$dgreen = 0.1
+$dblue = 0.1
+
+$greenerylighting = 2
+$gred = 0.1
+$ggreen = 0.1
+$gblue = 0.1
+
+$waterfogred = 0.1
+$waterfoggreen = 0.1
+$waterfogblue = 0.1
+
+
+[Preset]
+name = Fog 10% Light x4
+$distantlighting = 4
+$dred = 0.1
+$dgreen = 0.1
+$dblue = 0.1
+
+$greenerylighting = 4
+$gred = 0.1
+$ggreen = 0.1
+$gblue = 0.1
+
+$waterfogred = 0.1
+$waterfoggreen = 0.1
+$waterfogblue = 0.1
+
+
+[Preset]
+name = Fog 10% Light x8
+$distantlighting = 8
+$dred = 0.1
+$dgreen = 0.1
+$dblue = 0.1
+
+$greenerylighting = 8
+$gred = 0.1
+$ggreen = 0.1
+$gblue = 0.1
+
+$waterfogred = 0.1
+$waterfoggreen = 0.1
+$waterfogblue = 0.1
+
+[Preset]
+name = ----------------------------------------
+$distantlighting = 1
+$dred = 1
+$dgreen = 1
+$dblue = 1
+$greenerylighting = 1
+$gred = 1
+$ggreen = 1
+$gblue = 1
+$waterfogred = 1
+$waterfoggreen = 1
+$waterfogblue = 1
+
+[Preset]
+name = Fog 30% Light x1
+$distantlighting = 1
+$dred = 0.3
+$dgreen = 0.3
+$dblue = 0.3
+
+$greenerylighting = 1
+$gred = 0.3
+$ggreen = 0.3
+$gblue = 0.3
+
+$waterfogred = 0.3
+$waterfoggreen = 0.3
+$waterfogblue = 0.3
+
+
+[Preset]
+name = Fog 30% Light x2
+$distantlighting = 2
+$dred = 0.3
+$dgreen = 0.3
+$dblue = 0.3
+
+$greenerylighting = 2
+$gred = 0.3
+$ggreen = 0.3
+$gblue = 0.3
+
+$waterfogred = 0.3
+$waterfoggreen = 0.3
+$waterfogblue = 0.3
+
+
+[Preset]
+name = Fog 30% Light x4
+$distantlighting = 4
+$dred = 0.3
+$dgreen = 0.3
+$dblue = 0.3
+
+$greenerylighting = 4
+$gred = 0.3
+$ggreen = 0.3
+$gblue = 0.3
+
+$waterfogred = 0.3
+$waterfoggreen = 0.3
+$waterfogblue = 0.3
+
+
+[Preset]
+name = Fog 30% Light x8
+$distantlighting = 8
+$dred = 0.3
+$dgreen = 0.3
+$dblue = 0.3
+
+$greenerylighting = 8
+$gred = 0.3
+$ggreen = 0.3
+$gblue = 0.3
+
+$waterfogred = 0.3
+$waterfoggreen = 0.3
+$waterfogblue = 0.3
+
+
+[Preset]
+name = ----------------------------------------
+$distantlighting = 1
+$dred = 1
+$dgreen = 1
+$dblue = 1
+$greenerylighting = 1
+$gred = 1
+$ggreen = 1
+$gblue = 1
+$waterfogred = 1
+$waterfoggreen = 1
+$waterfogblue = 1
+
+[Preset]
+name = Fog Red x4 Light x4
+$distantlighting = 4
+$dred = 4
+$dgreen = 0
+$dblue = 0
+
+$greenerylighting = 1
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+[Preset]
+name = Fog Blue x4 Light x4
+$distantlighting = 4
+$dred = 0
+$dgreen = 0
+$dblue = 4
+
+$greenerylighting = 4
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+[Preset]
+name = ----------------------------------------
+$distantlighting = 1
+$dred = 1
+$dgreen = 1
+$dblue = 1
+$greenerylighting = 1
+$gred = 1
+$ggreen = 1
+$gblue = 1
+$waterfogred = 1
+$waterfoggreen = 1
+$waterfogblue = 1
+
+[Preset]
+name = Original
+$distantlighting = 1
+$dred = 1
+$dgreen = 1
+$dblue = 1
+
+$greenerylighting = 1
+$gred = 1
+$ggreen = 1
+$gblue = 1
+
+$waterfogred = 1
+$waterfoggreen = 1
+$waterfogblue = 1
+
+[Preset]
+name = Custom Preset
+$distantlighting = 2
+$dred = 0.1
+$dgreen = 0.1
+$dblue = 0.1
+
+$greenerylighting = 2
+$gred = 0
+$ggreen = 0
+$gblue = 0
+
+$waterfogred = 0
+$waterfoggreen = 0
+$waterfogblue = 0
+
+# Information
+# by SkalFate
+# ----------------------
+# Distant lighting  - is for distant area lighting of the land and how far in the distance everything is lit up
+# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
+
+# Greenery lighting - is the same as above but for trees vines, bushes
+# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
+
+# RGB - Red, Green, Blue - is self explanatory for the color of the fog, trees, water.
+# ------ Values are multiplied so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt
new file mode 100644
index 00000000..125ddb21
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/29c30aaa023dc7e6_0000000000000709_ps.txt
@@ -0,0 +1,180 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 29c30aaa023dc7e6 -- Ganons middle and bottom big swirl
+#define aurafog $aurafog
+#define aurared $aurared
+#define auragreen $auragreen
+#define aurablue $aurablue
+#define auraopacity $auraopacity
+
+#ifndef aurafog
+    #define aurafog 1
+#endif
+#ifndef aurared
+    #define aurared 1
+#endif
+#ifndef auragreen
+    #define auragreen 1
+#endif
+#ifndef aurablue
+    #define aurablue 1
+#endif
+#ifndef auraopacity
+    #define auraopacity 1
+#endif
+
+uniform ivec4 uf_remappedPS[2];
+uniform float uf_alphaTestRef;
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 2) in vec4 passParameterSem4;
+layout(location = 3) in vec4 passParameterSem5;
+layout(location = 4) in vec4 passParameterSem7;
+layout(location = 5) in vec4 passParameterSem8;
+layout(location = 6) in vec4 passParameterSem9;
+layout(location = 7) in vec4 passParameterSem14;
+layout(location = 8) in vec4 passParameterSem15;
+layout(location = 9) in vec4 passParameterSem16;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+vec4 R0f = vec4(0.0);
+vec4 R1f = vec4(0.0);
+vec4 R2f = vec4(0.0);
+vec4 R3f = vec4(0.0);
+vec4 R4f = vec4(0.0);
+vec4 R5f = vec4(0.0);
+vec4 R6f = vec4(0.0);
+vec4 R7f = vec4(0.0);
+vec4 R8f = vec4(0.0);
+vec4 R9f = vec4(0.0);
+vec4 R123f = vec4(0.0);
+vec4 R127f = vec4(0.0);
+float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
+vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
+float PS0f = 0.0, PS1f = 0.0;
+vec4 tempf = vec4(0.0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+
+R0f = passParameterSem0;
+R1f = passParameterSem1;
+R2f = passParameterSem4;
+R3f = passParameterSem5;
+R4f = passParameterSem7;
+R5f = passParameterSem8;
+R6f = passParameterSem9;
+R7f = passParameterSem14;
+R8f = passParameterSem15;
+R9f = passParameterSem16;
+R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
+
+// 0
+R123f.z = (R3f.w * 2.0 + -(1.0));
+PV0f.z = R123f.z;
+R123f.w = (R3f.x * 2.0 + -(1.0));
+PV0f.w = R123f.w;
+// 1
+PV1f.y = mul_nonIEEE(R2f.y, PV0f.w);
+PV1f.w = mul_nonIEEE(R3f.y, PV0f.z);
+// 2
+backupReg0f = R3f.z;
+backupReg0f = R3f.z;
+R3f.x = R5f.z + PV1f.y;
+R3f.y = R5f.w + PV1f.w;
+R3f.z = (mul_nonIEEE(backupReg0f,PV1f.y) + R6f.x);
+R3f.w = (mul_nonIEEE(backupReg0f,PV1f.w) + R6f.y);
+R3f.x = (texture(textureUnitPS1, R3f.xy).w);
+R5f.xw = (texture(textureUnitPS2, R3f.zw).xw); // how shiny ganons spirit
+
+// 0
+R127f.x = mul_nonIEEE(R5f.x, R5f.x);
+R123f.z = (mul_nonIEEE(R4f.w,R3f.x) + -(R0f.w));
+PV0f.z = R123f.z;
+R127f.w = mul_nonIEEE(R5f.w, R5f.w);
+// 1
+PV1f.y = mul_nonIEEE(R1f.w, PV0f.z);
+PV1f.y = clamp(PV1f.y, 0.0, 1.0);
+// 2
+backupReg0f = R127f.x;
+R127f.x = mul_nonIEEE(backupReg0f, PV1f.y);
+PV0f.y = PV1f.y;
+PV0f.y = clamp(PV0f.y, 0.0, 1.0);
+PV0f.w = mul_nonIEEE(R127f.w, PV1f.y);
+// 3
+R123f.x = (mul_nonIEEE(R0f.z,PV0f.w) + intBitsToFloat(0x3d23d70a));
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R0f.y,PV0f.w) + intBitsToFloat(0x3c75c28f));
+PV1f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R0f.x,PV0f.w) + intBitsToFloat(0x3c75c28f));
+PV1f.z = R123f.z;
+PV1f.w = mul_nonIEEE(R2f.x, PV0f.y);
+// 4
+R127f.y = (mul_nonIEEE(R1f.z,R127f.x) + PV1f.x);
+PV0f.y = R127f.y;
+R127f.z = (mul_nonIEEE(R1f.y,R127f.x) + PV1f.y);
+PV0f.z = R127f.z;
+R127f.w = (mul_nonIEEE(R1f.x,R127f.x) + PV1f.z);
+PV0f.w = R127f.w;
+R1f.w = mul_nonIEEE(R7f.w, PV1f.w);
+PS0f = R1f.w;
+// 5
+PV1f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[0].z);
+PV1f.y = -(PV0f.z) + intBitsToFloat(uf_remappedPS[0].y);
+PV1f.z = -(PV0f.w) + intBitsToFloat(uf_remappedPS[0].x);
+// 6
+backupReg0f = R127f.y;
+backupReg1f = R127f.z;
+backupReg2f = R127f.w;
+R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + backupReg0f);
+PV0f.y = R127f.y;
+R127f.z = (mul_nonIEEE(PV1f.y,R9f.y) + backupReg1f);
+PV0f.z = R127f.z;
+R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + backupReg2f);
+PV0f.w = R127f.w;
+
+// 7
+R8f = vec4(aurafog); // custom code to set fog to 0 ------------------------------<<<<
+PV1f.x = R8f.x + -(PV0f.w); // R8f looks like to be the fog
+PV1f.z = R8f.z + -(PV0f.y); // R8f looks like to be the fog
+PV1f.w = R8f.y + -(PV0f.z); // R8f looks like to be the fog
+
+// 8
+backupReg0f = R127f.y;
+R127f.x = (mul_nonIEEE(PV1f.w,R8f.w) + R127f.z);
+PV0f.x = R127f.x;
+R127f.y = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w);
+PV0f.y = R127f.y;
+R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f);
+PV0f.w = R127f.w;
+// 9
+PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[1].z); // blue rgb
+PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[1].y); // green rgb
+PV1f.z = -(PV0f.y) + intBitsToFloat(uf_remappedPS[1].x); // red rgb
+// 10
+R1f.x = (mul_nonIEEE(PV1f.z,R9f.x) + R127f.y); // red rgb
+R1f.y = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.x); // green rgb
+R1f.z = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w); // blue rgb
+// export
+if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
+passPixelColor0 = vec4(R1f.x * aurared, R1f.y * auragreen, R1f.z * aurablue, R1f.w * auraopacity); // rgb color and opacity for the middle swirl effect
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt
new file mode 100644
index 00000000..d500d886
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/397f3d8521c96e30_0000000000000709_ps.txt
@@ -0,0 +1,203 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 397f3d8521c96e30 -- ganons castle swirl shader
+#define aurafog $aurafog
+#define aurared $aurared
+#define auragreen $auragreen
+#define aurablue $aurablue
+#define auraopacity $auraopacity
+
+#ifndef aurafog
+    #define aurafog 1
+#endif
+#ifndef aurared
+    #define aurared 1
+#endif
+#ifndef auragreen
+    #define auragreen 1
+#endif
+#ifndef aurablue
+    #define aurablue 1
+#endif
+#ifndef auraopacity
+    #define auraopacity 1
+#endif
+
+uniform ivec4 uf_remappedPS[3];
+uniform float uf_alphaTestRef;
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 2) in vec4 passParameterSem4;
+layout(location = 3) in vec4 passParameterSem5;
+layout(location = 4) in vec4 passParameterSem7;
+layout(location = 5) in vec4 passParameterSem8;
+layout(location = 6) in vec4 passParameterSem9;
+layout(location = 7) in vec4 passParameterSem12;
+layout(location = 8) in vec4 passParameterSem14;
+layout(location = 9) in vec4 passParameterSem15;
+layout(location = 10) in vec4 passParameterSem16;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+vec4 R0f = vec4(0.0);
+vec4 R1f = vec4(0.0);
+vec4 R2f = vec4(0.0);
+vec4 R3f = vec4(0.0);
+vec4 R4f = vec4(0.0);
+vec4 R5f = vec4(0.0);
+vec4 R6f = vec4(0.0);
+vec4 R7f = vec4(0.0);
+vec4 R8f = vec4(0.0);
+vec4 R9f = vec4(0.0);
+vec4 R10f = vec4(0.0);
+vec4 R123f = vec4(0.0);
+vec4 R126f = vec4(0.0);
+vec4 R127f = vec4(0.0);
+float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
+vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
+float PS0f = 0.0, PS1f = 0.0;
+vec4 tempf = vec4(0.0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+
+R0f = passParameterSem0;
+R1f = passParameterSem1;
+R2f = passParameterSem4;
+R3f = passParameterSem5;
+R4f = passParameterSem7;
+R5f = passParameterSem8;
+R6f = passParameterSem9;
+R7f = passParameterSem12;
+R8f = passParameterSem14;
+R9f = passParameterSem15;
+R10f = passParameterSem16;
+R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
+
+// 0
+R123f.x = (R3f.x * 2.0 + -(1.0));
+PV0f.x = R123f.x;
+PV0f.y = 1.0;
+R123f.w = (R3f.w * 2.0 + -(1.0));
+PV0f.w = R123f.w;
+// 1
+PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].w));
+PV1f.y = mul_nonIEEE(R3f.y, PV0f.w);
+PV1f.z = mul_nonIEEE(R2f.y, PV0f.x);
+// 2
+R3f.x = (mul_nonIEEE(R3f.z,PV1f.z) + R6f.x);
+R3f.y = (mul_nonIEEE(R3f.z,PV1f.y) + R6f.y);
+R3f.z = R5f.z + PV1f.z;
+R3f.w = R5f.w + PV1f.y;
+R5f.x = (mul_nonIEEE(R7f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
+PS0f = R5f.x;
+R6f.xw = (texture(textureUnitPS2, R3f.xy).xw); // how shiny ganons spirit
+R3f.x = (texture(textureUnitPS1, R3f.zw).w);
+// 0
+tempf.x = dot(vec4(R7f.x,R7f.y,R5f.x,0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),1.0,0.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = mul_nonIEEE(R6f.w, R6f.w);
+// 1
+PV1f.x = mul_nonIEEE(R6f.x, R6f.x);
+R127f.y = mul_nonIEEE(R4f.w, R3f.x);
+PV1f.y = R127f.y;
+PV1f.z = mul_nonIEEE(R4f.w, PS0f);
+PV1f.w = -(PV0f.x) + intBitsToFloat(0xc2c80000);
+// 2
+R127f.x = mul_nonIEEE(PV1f.z, PV1f.y);
+R126f.y = -(R0f.w) + PV1f.y;
+R126f.y = clamp(R126f.y, 0.0, 1.0);
+R127f.z = PV1f.w * intBitsToFloat(0x3ba3d70a);
+R127f.z = clamp(R127f.z, 0.0, 1.0);
+PV0f.z = R127f.z;
+PV0f.w = mul_nonIEEE(R4f.w, PV1f.x);
+// 3
+backupReg0f = R0f.x;
+backupReg1f = R0f.y;
+PV1f.x = mul_nonIEEE(R0f.z, PV0f.z);
+PV1f.y = mul_nonIEEE(backupReg0f, PV0f.z);
+PV1f.z = mul_nonIEEE(backupReg1f, PV0f.z);
+R126f.w = mul_nonIEEE(PV0f.w, R127f.y);
+R127f.w = mul_nonIEEE(R1f.x, PV0f.z);
+PS1f = R127f.w;
+// 4
+R123f.x = (mul_nonIEEE(PV1f.x,R127f.x) + intBitsToFloat(0x3d23d70a));
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(PV1f.z,R127f.x) + intBitsToFloat(0x3c75c28f));
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(PV1f.y,R127f.x) + intBitsToFloat(0x3c75c28f));
+PV0f.z = R123f.z;
+PV0f.w = mul_nonIEEE(R1f.y, R127f.z);
+PS0f = mul_nonIEEE(R1f.z, R127f.z);
+// 5
+R127f.x = (mul_nonIEEE(R126f.w,R127f.w) + PV0f.z);
+PV1f.x = R127f.x;
+PV1f.y = mul_nonIEEE(R1f.w, R126f.y);
+PV1f.y = clamp(PV1f.y, 0.0, 1.0);
+R127f.z = (mul_nonIEEE(R126f.w,PS0f) + PV0f.x);
+PV1f.z = R127f.z;
+R127f.w = (mul_nonIEEE(R126f.w,PV0f.w) + PV0f.y);
+PV1f.w = R127f.w;
+// 6
+PV0f.x = -(PV1f.z) + intBitsToFloat(uf_remappedPS[1].z);
+PV0f.y = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].y);
+PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[1].x);
+PV0f.w = mul_nonIEEE(R2f.x, PV1f.y);
+// 7
+backupReg0f = R8f.w;
+R126f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R127f.z);
+PV1f.y = R126f.y;
+R127f.z = (mul_nonIEEE(PV0f.y,R10f.y) + R127f.w);
+PV1f.z = R127f.z;
+R127f.w = (mul_nonIEEE(PV0f.z,R10f.y) + R127f.x);
+PV1f.w = R127f.w;
+R8f.w = mul_nonIEEE(backupReg0f, PV0f.w);
+PS1f = R8f.w;
+
+// 8
+R9f = vec4(aurafog); // custom code - reinitilize the vector to set fog to 0 ------------------------------<<<<
+PV0f.x = R9f.x + -(PV1f.w); // R9f looks like to be the fog
+PV0f.z = R9f.z + -(PV1f.y); // R9f looks like to be the fog
+PV0f.w = R9f.y + -(PV1f.z); // R9f looks like to be the fog
+
+// 9
+backupReg0f = R126f.y;
+R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R127f.z);
+PV1f.x = R127f.x;
+R126f.y = (mul_nonIEEE(PV0f.x,R9f.w) + R127f.w);
+PV1f.y = R126f.y;
+R127f.w = (mul_nonIEEE(PV0f.z,R9f.w) + backupReg0f);
+PV1f.w = R127f.w;
+// 10
+PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[2].z);
+PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].y);
+PV0f.z = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].x);
+// 11
+R8f.x = (mul_nonIEEE(PV0f.z,R10f.x) + R126f.y);
+R8f.y = (mul_nonIEEE(PV0f.y,R10f.x) + R127f.x);
+R8f.z = (mul_nonIEEE(PV0f.x,R10f.x) + R127f.w);
+// export
+if( ((vec4(R8f.x, R8f.y, R8f.z, R8f.w)).a > uf_alphaTestRef) == false) discard;
+passPixelColor0 = vec4(R8f.x * aurared, R8f.y * auragreen, R8f.z * aurablue, R8f.w * auraopacity); // rgb color for the top swirls effect
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/ReadMe.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/ReadMe.txt
new file mode 100644
index 00000000..6bb7e542
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/ReadMe.txt
@@ -0,0 +1,24 @@
+# Information
+# by SkalFate
+# ----------------------
+
+Example Preset :
+
+// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
+
+[Preset]
+name = Custom Preset
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+
+# (aurafog) -- Fog over Ganons Aura.
+# ------------ 0 = disabled , 1 = Enabled
+
+# (auraopacity) -- How opaque do you want the color strenght to be.
+# ---------------- 0 = Transparent , Values from 1x to 100x
+
+# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt
new file mode 100644
index 00000000..b0a6bf13
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleAura/rules.txt
@@ -0,0 +1,132 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Castle Ganons Aura Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Hyrule Castle Ganons Aura"
+description = Can Remove the Fog on Ganons Aura on Hyrule castle. Change its RGB color.
+version = 3
+
+
+[Preset]
+name = Ganons Aura Fog Disabled
+$aurafog = 0
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Fog 10%
+$aurafog = 0.1
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Fog 30%
+$aurafog = 0.3
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Fog Enabled
+$aurafog = 1
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = ----------------------------------------
+$aurafog = 1
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Opacity 3x
+$aurafog = 0
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 3
+
+[Preset]
+name = ----------------------------------------
+$aurafog = 1
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Black
+$aurafog = 0
+$aurared = 0
+$auragreen = 0
+$aurablue = 0
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Navy
+$aurafog = 0
+$aurared = 0
+$auragreen = 0
+$aurablue = 0.5
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Red
+$aurafog = 0
+$aurared = 1
+$auragreen = 0
+$aurablue = 0
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Green
+$aurafog = 0
+$aurared = 0
+$auragreen = 1
+$aurablue = 0
+$auraopacity = 1
+
+[Preset]
+name = Ganons Aura Blue
+$aurafog = 0
+$aurared = 0
+$auragreen = 0
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = ----------------------------------------
+$aurafog = 0
+$aurared = 1
+$auragreen = 1
+$aurablue = 1
+$auraopacity = 1
+
+[Preset]
+name = Custom Preset
+$aurafog = 0
+$aurared = 2
+$auragreen = 1
+$aurablue = 2
+$auraopacity = 1
+
+# Information
+# by SkalFate
+# ----------------------
+
+# (aurafog) -- Fog over Ganons Aura.
+# ------------ 0 = disabled , 1 = Enabled
+
+# (auraopacity) -- How opaque do you want the color strenght to be.
+# ---------------- 0 = Transparent , Values from 1x to 100x
+
+# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt
new file mode 100644
index 00000000..ff2d2e6b
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/699b238ae15d113b_00000000000000e1_ps.txt
@@ -0,0 +1,189 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 699b238ae15d113b -- Ganons Castle Moat Fog Fragment Shader
+#define basefogred $basefogred
+#define basefoggreen $basefoggreen
+#define basefogblue $basefogblue
+#define basefogopacity $basefogopacity
+
+#ifndef basefogred
+    #define basefogred 1
+#endif
+#ifndef basefoggreen
+    #define basefoggreen 1
+#endif
+#ifndef basefogblue
+    #define basefogblue 1
+#endif
+#ifndef basefogopacity
+    #define basefogopacity 1
+#endif
+
+uniform ivec4 uf_remappedPS[5];
+uniform float uf_alphaTestRef;
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2003b000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem2;
+layout(location = 2) in vec4 passParameterSem3;
+layout(location = 3) in vec4 passParameterSem4;
+layout(location = 4) in vec4 passParameterSem7;
+layout(location = 5) in vec4 passParameterSem8;
+layout(location = 6) in vec4 passParameterSem11;
+layout(location = 7) in vec4 passParameterSem14;
+layout(location = 8) in vec4 passParameterSem15;
+layout(location = 9) in vec4 passParameterSem16;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+vec4 R0f = vec4(0.0);
+vec4 R1f = vec4(0.0);
+vec4 R2f = vec4(0.0);
+vec4 R3f = vec4(0.0);
+vec4 R4f = vec4(0.0);
+vec4 R5f = vec4(0.0);
+vec4 R6f = vec4(0.0);
+vec4 R7f = vec4(0.0);
+vec4 R8f = vec4(0.0);
+vec4 R9f = vec4(0.0);
+vec4 R123f = vec4(0.0);
+vec4 R127f = vec4(0.0);
+float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
+vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
+float PS0f = 0.0, PS1f = 0.0;
+vec4 tempf = vec4(0.0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0f = passParameterSem0;
+R1f = passParameterSem2;
+R2f = passParameterSem3;
+R3f = passParameterSem4;
+R4f = passParameterSem7;
+R5f = passParameterSem8;
+R6f = passParameterSem11;
+R7f = passParameterSem14;
+R8f = passParameterSem15;
+R9f = passParameterSem16;
+R1f.w = (texture(textureUnitPS0, R5f.xy).w);
+// 0
+tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+R127f.z = tempf.x;
+PS0f = 1.0 / R2f.w;
+// 1
+R5f.x = mul_nonIEEE(R2f.x, PS0f);
+R5f.y = mul_nonIEEE(R2f.y, PS0f);
+R3f.z = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w);
+R3f.w = mul_nonIEEE(R0f.x, R4f.x);
+PV1f.w = R3f.w;
+PS1f = 1.0 / R2f.w;
+// 2
+R2f.x = R2f.z * PS1f;
+R2f.y = mul_nonIEEE(R0f.y, R4f.y);
+R5f.z = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].x);
+R2f.w = mul_nonIEEE(R4f.w, R1f.w);
+tempResultf = 1.0 / sqrt(R127f.z);
+R1f.w = tempResultf;
+PS0f = R1f.w;
+R2f.z = (texture(textureUnitPS4, R5f.xy).x);
+// 0
+backupReg0f = R0f.z;
+PV0f.x = mul_nonIEEE(R1f.x, R1f.w);
+PV0f.y = mul_nonIEEE(R1f.y, R1f.w);
+PV0f.z = mul_nonIEEE(R1f.z, R1f.w);
+R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[2].w)) + -(intBitsToFloat(uf_remappedPS[2].y)));
+PV0f.w = R123f.w;
+R1f.x = mul_nonIEEE(backupReg0f, R4f.z);
+PS0f = R1f.x;
+// 1
+tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+PS1f = 1.0 / PV0f.w;
+// 2
+PV0f.x = max(PV1f.x, -(PV1f.x));
+PV0f.y = -(intBitsToFloat(uf_remappedPS[2].z)) * PS1f;
+R127f.z = mul_nonIEEE(R0f.w, R2f.w);
+R127f.z = clamp(R127f.z, 0.0, 1.0);
+R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R2f.z) + intBitsToFloat(uf_remappedPS[2].x));
+PV0f.w = R123f.w;
+R127f.y = 1.0 / R3f.z;
+PS0f = R127f.y;
+// 3
+R127f.x = (mul_nonIEEE(R5f.z,R9f.y) + R3f.w);
+PV1f.x = R127f.x;
+PV1f.z = -(PV0f.y) + PV0f.w;
+PV1f.w = PV0f.x + -(intBitsToFloat(uf_remappedPS[0].z));
+PS1f = 1.0 / intBitsToFloat(uf_remappedPS[3].y);
+// 4
+PV0f.x = PV1f.w * R127f.y;
+PV0f.x = clamp(PV0f.x, 0.0, 1.0);
+PV0f.y = PV1f.z * PS1f;
+PV0f.y = clamp(PV0f.y, 0.0, 1.0);
+PV0f.z = R8f.x + -(PV1f.x);
+// 5
+backupReg0f = R127f.x;
+R127f.x = mul_nonIEEE(R127f.z, PV0f.y);
+R0f.y = (mul_nonIEEE(PV0f.z,R8f.w) + backupReg0f);
+R123f.z = (intBitsToFloat(0xc0000000) * PV0f.x + intBitsToFloat(0x40400000));
+PV1f.z = R123f.z;
+PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x);
+// 6
+PV0f.y = mul_nonIEEE(PV1f.w, PV1f.z);
+// 7
+PV1f.x = mul_nonIEEE(R127f.x, PV0f.y);
+// 8
+PV0f.w = mul_nonIEEE(R3f.x, PV1f.x);
+// 9
+backupReg0f = R7f.w;
+R7f.w = mul_nonIEEE(backupReg0f, PV0f.w);
+// 0
+PV0f.x = -(R1f.x) + intBitsToFloat(uf_remappedPS[1].z);
+PV0f.y = -(R2f.y) + intBitsToFloat(uf_remappedPS[1].y);
+// 1
+PV1f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].x);
+R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R1f.x);
+PV1f.y = R127f.y;
+R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + R2f.y);
+PV1f.z = R127f.z;
+// 2
+R7f.x = (mul_nonIEEE(PV1f.x,R9f.x) + R0f.y);
+PV0f.z = R8f.z + -(PV1f.y);
+PV0f.w = R8f.y + -(PV1f.z);
+// 3
+R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z);
+PV1f.x = R127f.x;
+R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y);
+PV1f.w = R127f.w;
+// 4
+PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].z);
+PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].y);
+// 5
+R7f.y = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x);
+R7f.z = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w);
+
+// export
+if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
+passPixelColor0 = vec4(R7f.x * basefogred, R7f.y * basefoggreen, R7f.z * basefogblue, R7f.w * basefogopacity); // rgb and opacity
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/ReadMe.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/ReadMe.txt
new file mode 100644
index 00000000..4f35931b
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/ReadMe.txt
@@ -0,0 +1,21 @@
+# Information
+# by SkalFate
+# ----------------------
+
+Example Preset :
+
+// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
+
+[Preset]
+name = Custom Preset
+$basefogopacity = 1
+$basefogred = 3
+$basefoggreen = 1
+$basefogblue = 2
+
+
+# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
+# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
+
+# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue -  Changes the color of the Hyrule Base Fog.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt
new file mode 100644
index 00000000..7118a55d
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_HyruleCastleBaseFog/rules.txt
@@ -0,0 +1,100 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Hyrule Castle Base Fog Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Hyrule Castle Base Fog"
+description = Can Remove the Fog glow at the Base of Hyrule Castle. Can Change its RGB color.
+version = 3
+
+
+[Preset]
+name = Castle Base Fog Disabled
+$basefogopacity = 0
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = Castle Base Fog 30%
+$basefogopacity = 0.3
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = Castle Base Fog 50%
+$basefogopacity = 0.5
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = Castle Base Fog Enabled
+$basefogopacity = 1
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = ----------------------------------------
+$basefogopacity = 1
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = Castle Base Fog Opacity 3X
+$basefogopacity = 3
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = ----------------------------------------
+$basefogopacity = 1
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = Castle Base Fog Red
+$basefogopacity = 1.4
+$basefogred = 2
+$basefoggreen = 0
+$basefogblue = 0
+
+[Preset]
+name = Castle Base Fog Green
+$basefogopacity = 1
+$basefogred = 0
+$basefoggreen = 1
+$basefogblue = 0
+
+[Preset]
+name = Castle Base Fog Blue
+$basefogopacity = 1
+$basefogred = 0
+$basefoggreen = 0
+$basefogblue = 1
+
+[Preset]
+name = ----------------------------------------
+$basefogopacity = 1
+$basefogred = 1
+$basefoggreen = 1
+$basefogblue = 1
+
+[Preset]
+name = Custom Preset
+$basefogopacity = 1
+$basefogred = 4
+$basefoggreen = 1.0
+$basefogblue = 1.5
+
+# Information
+# by SkalFate
+# ----------------------
+# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
+# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
+
+# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue -  Changes the color of the Hyrule Base Fog.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
new file mode 100644
index 00000000..97db14b6
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/1c7db40ff5d693ab_001ffffe4924b249_ps.txt
@@ -0,0 +1,819 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 1c7db40ff5d693ab -- Links and all NPCs RGb renderer, all npcs fog rgb renderer, sun-side facing brightness
+#define npcfogred $npcfogred
+#define npcfoggreen $npcfoggreen
+#define npcfogblue $npcfogblue
+
+uniform ivec4 uf_remappedPS[33];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30364000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x236b7000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 0 border: 1
+layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5371000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 7) uniform samplerCubeArray textureUnitPS7;// Tex7 addr 0x3ccea800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 12) uniform sampler2D textureUnitPS12;// Tex12 addr 0x3cbaa000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0xf5589800 res 160x90x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 1
+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;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+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);
+R2i = floatBitsToInt(passParameterSem6);
+
+// ------------------------------------------------------------------------------------------------------------- Extra 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;
+tempResultf = log2(intBitsToFloat(R3i.y));
+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;
+tempResultf = log2(intBitsToFloat(PV0i.x));
+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)));
+tempResultf = log2(intBitsToFloat(R127i.x));
+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));
+tempResultf = log2(intBitsToFloat(R125i.x));
+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
+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))); // affects color of links back side
+R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].y),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.z))); // affects color of links back side
+R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[15].z),intBitsToFloat(R10i.z)) + intBitsToFloat(PV0i.w))); // affects color of links back side
+// 8
+predResult = (intBitsToFloat(R14i.x) != intBitsToFloat(0x3dc0c0c1));
+activeMaskStack[1] = predResult;
+activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
+}
+else {
+activeMaskStack[1] = false;
+activeMaskStackC[2] = false;
+}
+
+// ------------------------------------------------------------------------------------------------------------- false makes link back-side shadow blue
+if( activeMaskStackC[2] == true ) {
+// 0
+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;
+PS0i = R0i.x;
+// 1
+R0i.yzw = ivec3(0,0,0); // orginal code
+//R0i.yzw = ivec3(floatBitsToInt(1.0),floatBitsToInt(1.0),floatBitsToInt(1.0)); // controls the color and brightness of the backside shadows on all npcs
+}
+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
+if( activeMaskStackC[2] == true ) {
+R0i.xyz = floatBitsToInt(textureLod(textureUnitPS7, vec4(redcCUBEReverse(intBitsToFloat(R0i.xy),R0i.z),cubeMapArrayIndex7),intBitsToFloat(R0i.w)).xyz); // R0i.z controls links back side , it britghens it up
+}
+
+// ------------------------------------------------------------------------------------------------------------- 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 when sun face side
+passPixelColor1 = vec4(intBitsToFloat(R1i.x) * npcfogred, intBitsToFloat(R1i.y) * npcfoggreen, intBitsToFloat(R1i.z) * npcfogblue, intBitsToFloat(R1i.w)); // links and all npcs fog rgb
+passPixelColor2 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // link rgb only in celshade removal mode
+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));
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/ReadMe.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/ReadMe.txt
new file mode 100644
index 00000000..7f027eb8
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/ReadMe.txt
@@ -0,0 +1,16 @@
+# Information
+# by SkalFate
+# ----------------------
+
+Example Preset :
+
+// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
+
+[Preset]
+name = Custom Preset
+$npcfogred = 1
+$npcfoggreen = 1
+$npcfogblue = 1
+
+# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt
new file mode 100644
index 00000000..2c373c50
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_NPCFog/rules.txt
@@ -0,0 +1,74 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Distant NPCs Fog Removal Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/NPC Fog Removal"
+description = Can Remove Fog from Distant NPCs. Conflicts with Cel-Shade ShadowFix Packs.
+version = 3
+
+
+[Preset]
+name = Distant NPC Fog Disabled
+$npcfogred = 0
+$npcfoggreen = 0
+$npcfogblue = 0
+
+[Preset]
+name = Distant NPC Fog 10%
+$npcfogred = 0.1
+$npcfoggreen = 0.1
+$npcfogblue = 0.1
+
+[Preset]
+name = Distant NPC Fog 30%
+$npcfogred = 0.3
+$npcfoggreen = 0.3
+$npcfogblue = 0.3
+
+[Preset]
+name = Distant NPC Fog Enabled
+$npcfogred = 1
+$npcfoggreen = 1
+$npcfogblue = 1
+
+[Preset]
+name = ----------------------------------------
+$npcfogred = 1
+$npcfoggreen = 1
+$npcfogblue = 1
+
+[Preset]
+name = Distant NPC Fog Red
+$npcfogred = 2
+$npcfoggreen = 0
+$npcfogblue = 0
+
+[Preset]
+name = Distant NPC Fog Green
+$npcfogred = 0
+$npcfoggreen = 1
+$npcfogblue = 0
+
+[Preset]
+name = Distant NPC Fog Blue
+$npcfogred = 0
+$npcfoggreen = 0
+$npcfogblue = 1
+
+[Preset]
+name = ----------------------------------------
+$npcfogred = 1
+$npcfoggreen = 1
+$npcfogblue = 1
+
+[Preset]
+name = Custom Preset
+$npcfogred = 1
+$npcfoggreen = 1
+$npcfogblue = 1
+
+# Information
+# by SkalFate
+# ----------------------
+
+# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt
new file mode 100644
index 00000000..da78fd94
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/527591781440691a_000000000001c24b_ps.txt
@@ -0,0 +1,328 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+// shader 527591781440691a -- Controls RGb of the Fog Fields in the distance ans their opacity
+#define ffopacity $ffopacity
+#define ffred $ffred
+#define ffgreen $ffgreen
+#define ffblue $ffblue
+
+uniform ivec4 uf_remappedPS[7];
+uniform float uf_alphaTestRef;
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2022c000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20234000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x200c2000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0
+layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
+layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3c6ee800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 2) in vec4 passParameterSem3;
+layout(location = 3) in vec4 passParameterSem4;
+layout(location = 4) in vec4 passParameterSem7;
+layout(location = 5) in vec4 passParameterSem8;
+layout(location = 6) in vec4 passParameterSem9;
+layout(location = 7) in vec4 passParameterSem11;
+layout(location = 8) in vec4 passParameterSem14;
+layout(location = 9) in vec4 passParameterSem15;
+layout(location = 10) in vec4 passParameterSem16;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+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()
+{
+vec4 R0f = vec4(0.0);
+vec4 R1f = vec4(0.0);
+vec4 R2f = vec4(0.0);
+vec4 R3f = vec4(0.0);
+vec4 R4f = vec4(0.0);
+vec4 R5f = vec4(0.0);
+vec4 R6f = vec4(0.0);
+vec4 R7f = vec4(0.0);
+vec4 R8f = vec4(0.0);
+vec4 R9f = vec4(0.0);
+vec4 R10f = vec4(0.0);
+vec4 R11f = vec4(0.0);
+vec4 R12f = vec4(0.0);
+vec4 R13f = vec4(0.0);
+vec4 R122f = vec4(0.0);
+vec4 R123f = vec4(0.0);
+vec4 R125f = vec4(0.0);
+vec4 R126f = vec4(0.0);
+vec4 R127f = vec4(0.0);
+float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
+vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
+float PS0f = 0.0, PS1f = 0.0;
+vec4 tempf = vec4(0.0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float cubeMapArrayIndex10 = 0.0;
+R0f = passParameterSem0;
+R1f = passParameterSem1;
+R2f = passParameterSem3;
+R3f = passParameterSem4;
+R4f = passParameterSem7;
+R5f = passParameterSem8;
+R6f = passParameterSem9;
+R7f = passParameterSem11;
+R8f = passParameterSem14;
+R9f = passParameterSem15;
+R10f = passParameterSem16;
+R11f.xw = (texture(textureUnitPS0, R5f.xy).xw);
+R13f.x = (texture(textureUnitPS2, R6f.xy).w);
+// 0
+backupReg0f = R7f.z;
+R127f.x = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y));
+PV0f.y = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x));
+R7f.z = -(backupReg0f);
+PV0f.z = R7f.z;
+R123f.w = (R11f.x * 2.0 + -(1.0));
+PV0f.w = R123f.w;
+R127f.z = (R11f.w * 2.0 + -(1.0));
+PS0f = R127f.z;
+// 1
+redcCUBE(vec4(PV0f.z,PV0f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,PV0f.z,PV0f.z),cubeMapSTM,cubeMapFaceId);
+R126f.x = cubeMapSTM.x;
+R126f.y = cubeMapSTM.y;
+R126f.z = cubeMapSTM.z;
+R126f.w = intBitsToFloat(cubeMapFaceId);
+PV1f.x = R126f.x;
+PV1f.y = R126f.y;
+PV1f.z = R126f.z;
+PV1f.w = R126f.w;
+R7f.x = (mul_nonIEEE(PV0f.y,PV0f.w) + R5f.z);
+PS1f = R7f.x;
+// 2
+R11f.x = R0f.x + -(R1f.x);
+R7f.y = (mul_nonIEEE(R127f.x,R127f.z) + R5f.w);
+R5f.z = PV1f.w;
+R5f.w = intBitsToFloat(uf_remappedPS[1].x);
+PS0f = 1.0 / abs(PV1f.z);
+// 3
+R6f.x = R0f.z + -(R1f.z);
+R6f.y = R0f.y + -(R1f.y);
+R123f.z = (mul_nonIEEE(R126f.y,PS0f) + 1.5);
+PV1f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R126f.x,PS0f) + 1.5);
+PV1f.w = R123f.w;
+PS1f = 1.0 / R2f.w;
+// 4
+R5f.x = PV1f.z;
+R5f.y = PV1f.w;
+R7f.z = mul_nonIEEE(R2f.x, PS1f);
+R7f.w = mul_nonIEEE(R2f.y, PS1f);
+R11f.w = 1.0 / R2f.w;
+PS0f = R11f.w;
+R12f.xyzw = (texture(textureUnitPS1, R7f.xy).xyzw);
+R5f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R5f.xy,floatBitsToInt(R5f.z)),cubeMapArrayIndex10),R5f.w).xyz);
+R7f.x = (texture(textureUnitPS4, R7f.zw).x);
+// 0
+PV0f.x = mul_nonIEEE(R12f.y, R12f.y);
+PV0f.y = mul_nonIEEE(R12f.x, R12f.x);
+R126f.z = R5f.x * 1.0;
+PV0f.w = mul_nonIEEE(R12f.z, R12f.z);
+R126f.x = R5f.y * 1.0;
+PS0f = R126f.x;
+// 1
+PV1f.x = PV0f.w * 1.0;
+PV1f.y = PV0f.x * 1.0;
+PV1f.z = PV0f.y * 1.0;
+R126f.w = R5f.z * 1.0;
+R127f.w = R8f.x + 0.0;
+PS1f = R127f.w;
+// 2
+R127f.x = R8f.y + 0.0;
+R126f.y = (mul_nonIEEE(R6f.x,PV1f.x) + R1f.z);
+R123f.z = (mul_nonIEEE(R6f.y,PV1f.y) + R1f.y);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R11f.x,PV1f.z) + R1f.x);
+PV0f.w = R123f.w;
+R127f.y = R8f.z + 0.0;
+PS0f = R127f.y;
+// 3
+R123f.x = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
+PV1f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
+PV1f.z = R123f.z;
+R126f.w = mul_nonIEEE(R4f.x, PV0f.w);
+R125f.w = mul_nonIEEE(R4f.y, PV0f.z);
+PS1f = R125f.w;
+// 4
+R2f.x = R2f.z * R11f.w;
+R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + R127f.x);
+PV0f.y = R123f.y;
+PV0f.z = mul_nonIEEE(R4f.z, R126f.y);
+R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R127f.w);
+PV0f.w = R123f.w;
+R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.x) + R127f.y);
+PS0f = R122f.x;
+// 5
+R127f.x = mul_nonIEEE(R126f.w, PV0f.w);
+PV1f.x = R127f.x;
+PV1f.y = mul_nonIEEE(R12f.w, R13f.x);
+R126f.z = mul_nonIEEE(PV0f.z, PS0f);
+PV1f.z = R126f.z;
+R126f.w = mul_nonIEEE(R125f.w, PV0f.y);
+PV1f.w = R126f.w;
+// 6
+PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y);
+PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x);
+R123f.z = (mul_nonIEEE(R4f.w,PV1f.y) + -(R0f.w))*4.0;
+R123f.z = clamp(R123f.z, 0.0, 1.0);
+PV0f.z = R123f.z;
+PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z);
+// 7
+backupReg0f = R127f.x;
+backupReg1f = R1f.w;
+R127f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z);
+PV1f.x = R127f.x;
+R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w);
+PV1f.y = R127f.y;
+R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
+PV1f.z = R126f.z;
+R1f.w = mul_nonIEEE(backupReg1f, PV0f.z);
+R1f.w = clamp(R1f.w, 0.0, 1.0);
+// 8
+PV0f.y = R9f.z + -(PV1f.x);
+PV0f.z = R9f.y + -(PV1f.y);
+PV0f.w = R9f.x + -(PV1f.z);
+// 9
+backupReg0f = R127f.x;
+R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z);
+PV1f.x = R127f.x;
+R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
+PV1f.z = R126f.z;
+R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y);
+PV1f.w = R126f.w;
+// 10
+PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
+PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
+PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
+// 11
+backupReg0f = R10f.x;
+backupReg0f = R10f.x;
+backupReg0f = R10f.x;
+R10f.x = (mul_nonIEEE(PV0f.y,backupReg0f) + R127f.x);
+R10f.y = (mul_nonIEEE(PV0f.x,backupReg0f) + R126f.w);
+R10f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R126f.z);
+// 0
+R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w),R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
+R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[5].w)) + -(intBitsToFloat(uf_remappedPS[5].y)));
+PV0f.y = R123f.y;
+// 1
+PS1f = 1.0 / PV0f.y;
+// 2
+PV0f.z = -(intBitsToFloat(uf_remappedPS[5].z)) * PS1f;
+R126f.z = 1.0 / intBitsToFloat(uf_remappedPS[6].y);
+PS0f = R126f.z;
+// 3
+PV1f.w = -(PV0f.z) + R127f.x;
+// 4
+PV0f.y = PV1f.w * R126f.z;
+PV0f.y = clamp(PV0f.y, 0.0, 1.0);
+// 5
+PV1f.x = mul_nonIEEE(R1f.w, PV0f.y);
+// 6
+R10f.w = mul_nonIEEE(R3f.x, PV1f.x);
+// export
+if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard;
+passPixelColor0 = vec4(R10f.x * ffred, R10f.y * ffgreen, R10f.z * ffblue, R10f.w * ffopacity); // RGB for fog fields in the distance
+}
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/ReadMe.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/ReadMe.txt
new file mode 100644
index 00000000..7f169d7d
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/ReadMe.txt
@@ -0,0 +1,21 @@
+# Information
+# by SkalFate
+# ----------------------
+
+Example Preset :
+
+// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
+
+[Preset]
+name = Custom Preset
+$ffopacity = 1
+$ffred = 2
+$ffgreen = 1
+$ffblue = 2
+
+# (ffopacity) = Fog Transparency/Opacity - how thick you want the fog fields to look
+# 0 = transparent
+# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
+
+# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file
diff --git a/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt
new file mode 100644
index 00000000..7c10c31b
--- /dev/null
+++ b/Enhancements/BreathOfTheWild_DistantFogRemoval/Botw_WorldFogFields/rules.txt
@@ -0,0 +1,100 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = Fog Fields Pack
+path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/World Fog Fields"
+description = Can Remove Fog Fields from the whole world. Change its RGB color.
+version = 3
+
+
+[Preset]
+name = Fog Fields Disabled
+$ffopacity = 0
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = Fog Fields Enabled
+$ffopacity = 1
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = ----------------------------------------
+$ffopacity = 1
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = Fog Fields Opacity 50%
+$ffopacity = 0.5
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = Fog Fields Opacity 2x
+$ffopacity = 2
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = Fog Fields Opacity 3x
+$ffopacity = 3
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = ----------------------------------------
+$ffopacity = 1
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = Fog Fields Red
+$ffopacity = 1
+$ffred = 1
+$ffgreen = 0
+$ffblue = 0
+
+[Preset]
+name = Fog Fields Green
+$ffopacity = 1
+$ffred = 0
+$ffgreen = 1
+$ffblue = 0
+
+[Preset]
+name = Fog Fields Blue
+$ffopacity = 1
+$ffred = 0
+$ffgreen = 0
+$ffblue = 1
+
+[Preset]
+name = ----------------------------------------
+$ffopacity = 1
+$ffred = 1
+$ffgreen = 1
+$ffblue = 1
+
+[Preset]
+name = Custom Preset
+$ffopacity = 1
+$ffred = 2
+$ffgreen = 1
+$ffblue = 2
+
+# Information
+# by SkalFate
+# ----------------------
+# (ffopacity) = Fog Transparency/Opacity - how thick or thin you want the fog fields to look
+# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
+
+# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
+# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
\ No newline at end of file