[BotW] Added experimental shadow blur fix for the AMDShadows pack
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@ -374,10 +374,10 @@ R2i.y = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i));
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R2i.z = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i));
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R2i.z = floatBitsToInt(intBitsToFloat(0x3da22222) * intBitsToFloat(PS1i));
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R13i.w = PV1i.y - R127i.x;
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R13i.w = PV1i.y - R127i.x;
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PV0i.w = R13i.w;
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PV0i.w = R13i.w;
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PS0i = floatBitsToInt(uf_blockPS6[53].y);
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PS0i = floatBitsToInt(uf_blockPS6[53].y * uf_fragCoordScale.y);
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PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
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PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
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// 3
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// 3
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R6i.x = floatBitsToInt(uf_blockPS6[53].x);
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R6i.x = floatBitsToInt(uf_blockPS6[53].x * uf_fragCoordScale.x);
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R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) / 2.0);
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R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) / 2.0);
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PV1i.y = PV0i.w << 0x00000002;
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PV1i.y = PV0i.w << 0x00000002;
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R6i.z = floatBitsToInt(-(intBitsToFloat(PS0i)));
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R6i.z = floatBitsToInt(-(intBitsToFloat(PS0i)));
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@ -493,7 +493,7 @@ PV0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.w));
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
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PV0i.z = R127i.z;
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PV0i.z = R127i.z;
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// 13
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// 13
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R7i.x = floatBitsToInt((uf_blockPS6[53].x * 0.5 + intBitsToFloat(PV0i.z)));
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R7i.x = floatBitsToInt((uf_blockPS6[53].x * uf_fragCoordScale.x * 0.5 + intBitsToFloat(PV0i.z)));
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R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xbb03126f));
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R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xbb03126f));
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R127i.y = clampFI32(R127i.y);
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R127i.y = clampFI32(R127i.y);
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PV1i.y = R127i.y;
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PV1i.y = R127i.y;
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@ -503,18 +503,18 @@ R8i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R6i.x));
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PS1i = R8i.x;
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PS1i = R8i.x;
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// 14
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// 14
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R1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.w));
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R1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.w));
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R7i.y = floatBitsToInt((uf_blockPS6[53].y * 0.5 + intBitsToFloat(PV1i.w)));
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R7i.y = floatBitsToInt((uf_blockPS6[53].y * uf_fragCoordScale.y * 0.5 + intBitsToFloat(PV1i.w)));
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R7i.w = PV1i.y;
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R7i.w = PV1i.y;
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R8i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R6i.z));
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R8i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R6i.z));
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PS0i = R8i.y;
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PS0i = R8i.y;
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// 15
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// 15
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R9i.x = floatBitsToInt((-(uf_blockPS6[53].x) * 0.5 + intBitsToFloat(R127i.z)));
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R9i.x = floatBitsToInt((-(uf_blockPS6[53].x) * uf_fragCoordScale.x * 0.5 + intBitsToFloat(R127i.z)));
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R1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R2i.w));
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R1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R2i.w));
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R8i.w = R127i.y;
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R8i.w = R127i.y;
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R1i.w = R127i.y;
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R1i.w = R127i.y;
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PS1i = R1i.w;
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PS1i = R1i.w;
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// 16
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// 16
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R9i.y = floatBitsToInt((-(uf_blockPS6[53].y) * 0.5 + intBitsToFloat(R127i.w)));
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R9i.y = floatBitsToInt((-(uf_blockPS6[53].y) * uf_fragCoordScale.y * 0.5 + intBitsToFloat(R127i.w)));
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R9i.w = R127i.y;
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R9i.w = R127i.y;
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}
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}
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if( activeMaskStackC[2] == true ) {
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if( activeMaskStackC[2] == true ) {
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