diff --git a/Source/SonicLostWorld/79183302695ea935_0000000000000079_ps.txt b/Source/SonicLostWorld/79183302695ea935_0000000000000079_ps.txt
new file mode 100644
index 00000000..cb60e558
--- /dev/null
+++ b/Source/SonicLostWorld/79183302695ea935_0000000000000079_ps.txt
@@ -0,0 +1,88 @@
+<?php
+include 'Source/functions.php';
+$fullWidth = $argv[1];
+$fullHeight = $argv[2];
+$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
+$scaleFactorY = always_decimal_format($fullHeight / 720.0);
+?>
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader 79183302695ea935
+const float resXScale = <?=$scaleFactorX?>; 
+const float resYScale = <?=$scaleFactorY?>; 
+uniform ivec4 uf_remappedPS[1];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
+layout(location = 0) in vec4 passParameterSem136;
+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 R123f = 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 = passParameterSem136;
+// 0
+R1f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * intBitsToFloat(0xbe800000) + R0f.x);
+R1f.y = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * intBitsToFloat(0xbe800000) + R0f.y);
+R0f.z = (0.25 * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x);
+R0f.w = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
+R2f.x = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x);
+PS0f = R2f.x;
+// 1
+R3f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * 0.25 + R0f.x);
+R2f.y = (0.25 * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
+R3f.z = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * 0.25 + R0f.y);
+R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
+R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
+R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
+R3f.xyz = (texture(textureUnitPS0, R3f.xz).xyz);
+// 0
+PV0f.y = R1f.z * 0.25;
+PV0f.z = R1f.y * 0.25;
+PV0f.w = R1f.x * 0.25;
+// 1
+R123f.x = (R0f.x * 0.25 + PV0f.w);
+PV1f.x = R123f.x;
+R123f.z = (R0f.z * 0.25 + PV0f.y);
+PV1f.z = R123f.z;
+R123f.w = (R0f.y * 0.25 + PV0f.z);
+PV1f.w = R123f.w;
+// 2
+R123f.x = (R2f.y * 0.25 + PV1f.w);
+PV0f.x = R123f.x;
+R123f.y = (R2f.x * 0.25 + PV1f.x);
+PV0f.y = R123f.y;
+R123f.w = (R2f.z * 0.25 + PV1f.z);
+PV0f.w = R123f.w;
+// 3
+backupReg0f = R3f.x;
+backupReg1f = R3f.y;
+backupReg2f = R3f.z;
+R3f.x = (backupReg0f * 0.25 + PV0f.y);
+R3f.y = (backupReg1f * 0.25 + PV0f.x);
+R3f.z = (backupReg2f * 0.25 + PV0f.w);
+// export
+passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
+}
diff --git a/Source/SonicLostWorld/92e5b6dffd1d9b9b_0000000000000079_ps.txt b/Source/SonicLostWorld/92e5b6dffd1d9b9b_0000000000000079_ps.txt
new file mode 100644
index 00000000..e8bbebd6
--- /dev/null
+++ b/Source/SonicLostWorld/92e5b6dffd1d9b9b_0000000000000079_ps.txt
@@ -0,0 +1,218 @@
+<?php
+include 'Source/functions.php';
+$fullWidth = $argv[1];
+$fullHeight = $argv[2];
+$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
+$scaleFactorY = always_decimal_format($fullHeight / 720.0);
+?>
+version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader 92e5b6dffd1d9b9b
+const float resXScale = <?=$scaleFactorX?>; 
+const float resYScale = <?=$scaleFactorY?>; 
+uniform ivec4 uf_remappedPS[30];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18fda000 res 160x90x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
+layout(location = 0) in vec4 passParameterSem136;
+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 R123f = 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 = passParameterSem136;
+// 0
+R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
+R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
+R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x) / resXScale;
+R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y) / resYScale;
+// 1
+R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x) / resXScale;
+R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y) / resYScale;
+R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x) / resXScale;
+R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y) / resYScale;
+R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+R4f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
+R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
+R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
+// 0
+R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[4].y)) + 0.0);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[4].x)) + 0.0);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[4].w)) + 0.0);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[4].z)) + 0.0);
+PV0f.w = R123f.w;
+// 1
+R123f.x = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[5].y)) + PV0f.x);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[5].x)) + PV0f.y);
+PV1f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[5].w)) + PV0f.z);
+PV1f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[5].z)) + PV0f.w);
+PV1f.w = R123f.w;
+// 2
+R123f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[6].w)) + PV1f.z);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[6].z)) + PV1f.w);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[6].y)) + PV1f.x);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[6].x)) + PV1f.y);
+PV0f.w = R123f.w;
+// 3
+R4f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[7].z)) + PV0f.y);
+R4f.y = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[7].w)) + PV0f.x);
+R4f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[7].y)) + PV0f.z);
+R4f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[7].x)) + PV0f.w);
+// 4
+R1f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[8].x) / resXScale,intBitsToFloat(uf_remappedPS[8].y) / resYScale,intBitsToFloat(uf_remappedPS[9].x) / resXScale);
+R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[9].y) / resYScale;
+// 5
+R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[10].x) / resXScale,intBitsToFloat(uf_remappedPS[10].y) / resYScale,intBitsToFloat(uf_remappedPS[11].x) / resXScale);
+R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[11].y) / resYScale;
+R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
+R5f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
+R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
+// 0
+R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[12].y)) + R4f.z);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[12].x)) + R4f.w);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[12].w)) + R4f.y);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[12].z)) + R4f.x);
+PV0f.w = R123f.w;
+// 1
+R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[13].y)) + PV0f.x);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[13].x)) + PV0f.y);
+PV1f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[13].w)) + PV0f.z);
+PV1f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[13].z)) + PV0f.w);
+PV1f.w = R123f.w;
+// 2
+R123f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[14].w)) + PV1f.z);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[14].z)) + PV1f.w);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[14].y)) + PV1f.x);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[14].x)) + PV1f.y);
+PV0f.w = R123f.w;
+// 3
+R1f.x = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[15].z)) + PV0f.y);
+R1f.y = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[15].w)) + PV0f.x);
+R1f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[15].y)) + PV0f.z);
+R1f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[15].x)) + PV0f.w);
+// 4
+R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[16].x) / resXScale,intBitsToFloat(uf_remappedPS[16].y) / resYScale,intBitsToFloat(uf_remappedPS[17].x) / resXScale);
+R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[17].y) / resYScale;
+// 5
+R5f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[18].x) / resXScale,intBitsToFloat(uf_remappedPS[18].y) / resYScale,intBitsToFloat(uf_remappedPS[19].x) / resXScale);
+R5f.w = R0f.y + intBitsToFloat(uf_remappedPS[19].y) / resYScale;
+R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
+R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
+R4f.xyzw = (texture(textureUnitPS0, R5f.xy).xyzw);
+R5f.xyzw = (texture(textureUnitPS0, R5f.zw).xyzw);
+// 0
+R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[20].y)) + R1f.z);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[20].x)) + R1f.w);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[20].w)) + R1f.y);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[20].z)) + R1f.x);
+PV0f.w = R123f.w;
+// 1
+R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[21].y)) + PV0f.x);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[21].x)) + PV0f.y);
+PV1f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[21].w)) + PV0f.z);
+PV1f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[21].z)) + PV0f.w);
+PV1f.w = R123f.w;
+// 2
+R123f.x = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[22].w)) + PV1f.z);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[22].z)) + PV1f.w);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[22].y)) + PV1f.x);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[22].x)) + PV1f.y);
+PV0f.w = R123f.w;
+// 3
+R4f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[23].z)) + PV0f.y);
+R4f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[23].w)) + PV0f.x);
+R4f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[23].y)) + PV0f.z);
+R4f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[23].x)) + PV0f.w);
+// 4
+R5f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[24].x) / resXScale,intBitsToFloat(uf_remappedPS[24].y) / resYScale,intBitsToFloat(uf_remappedPS[25].x) / resXScale);
+R5f.w = R0f.y + intBitsToFloat(uf_remappedPS[25].y) / resYScale;
+// 5
+backupReg0f = R0f.x;
+backupReg1f = R0f.y;
+R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[26].x);
+R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[26].y);
+R2f.xyzw = (texture(textureUnitPS0, R5f.xy).xyzw);
+R5f.xyzw = (texture(textureUnitPS0, R5f.zw).xyzw);
+R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
+// 0
+R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[27].y)) + R4f.z);
+PV0f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[27].x)) + R4f.w);
+PV0f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[27].w)) + R4f.y);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[27].z)) + R4f.x);
+PV0f.w = R123f.w;
+// 1
+R123f.x = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[28].y)) + PV0f.x);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[28].x)) + PV0f.y);
+PV1f.y = R123f.y;
+R123f.z = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[28].w)) + PV0f.z);
+PV1f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[28].z)) + PV0f.w);
+PV1f.w = R123f.w;
+// 2
+backupReg0f = R0f.x;
+backupReg1f = R0f.y;
+backupReg2f = R0f.z;
+backupReg3f = R0f.w;
+R0f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[29].x)) + PV1f.y);
+R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[29].y)) + PV1f.x);
+R0f.z = (mul_nonIEEE(backupReg2f,intBitsToFloat(uf_remappedPS[29].z)) + PV1f.w);
+R0f.w = (mul_nonIEEE(backupReg3f,intBitsToFloat(uf_remappedPS[29].w)) + PV1f.z);
+// export
+passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
+}
diff --git a/Source/SonicLostWorld/a455fc196032912c_0000000000000079_ps.txt b/Source/SonicLostWorld/a455fc196032912c_0000000000000079_ps.txt
new file mode 100644
index 00000000..000efa34
--- /dev/null
+++ b/Source/SonicLostWorld/a455fc196032912c_0000000000000079_ps.txt
@@ -0,0 +1,89 @@
+<?php
+include 'Source/functions.php';
+$fullWidth = $argv[1];
+$fullHeight = $argv[2];
+$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
+$scaleFactorY = always_decimal_format($fullHeight / 720.0);
+?>
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader a455fc196032912c
+const float resXScale = <?=$scaleFactorX?>; 
+const float resYScale = <?=$scaleFactorY?>; 
+uniform ivec4 uf_remappedPS[1];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e48000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
+layout(location = 0) in vec4 passParameterSem136;
+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);
+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 = passParameterSem136;
+// 0
+R1f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * intBitsToFloat(0xbe800000) + R0f.x);
+R1f.y = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * intBitsToFloat(0xbe800000) + R0f.y);
+R0f.z = (0.25 * intBitsToFloat(uf_remappedPS[0].z) + R0f.x);
+R0f.w = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
+R2f.x = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x);
+PS0f = R2f.x;
+// 1
+R3f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * 0.25 + R0f.x);
+R2f.y = (0.25 * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
+R3f.z = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * 0.25 + R0f.y);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
+R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
+R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw);
+// 0
+PV0f.x = 0.0 + R1f.z;
+PV0f.y = 0.0 + R1f.w;
+PV0f.z = 0.0 + R1f.y;
+PV0f.w = 0.0 + R1f.x;
+// 1
+backupReg0f = R0f.x;
+backupReg1f = R0f.z;
+PV1f.x = PV0f.z + R0f.y;
+PV1f.y = PV0f.w + backupReg0f;
+PV1f.z = PV0f.y + R0f.w;
+PV1f.w = PV0f.x + backupReg1f;
+// 2
+PV0f.x = PV1f.x + R2f.y;
+PV0f.y = PV1f.y + R2f.x;
+PV0f.z = PV1f.z + R2f.w;
+PV0f.w = PV1f.w + R2f.z;
+// 3
+PV1f.x = PV0f.z + R3f.w;
+PV1f.y = PV0f.w + R3f.z;
+PV1f.z = PV0f.x + R3f.y;
+PV1f.w = PV0f.y + R3f.x;
+// 4
+R3f.x = PV1f.w * 0.25;
+R3f.y = PV1f.z * 0.25;
+R3f.z = PV1f.y * 0.25;
+R3f.w = PV1f.x * 0.25;
+// export
+passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
+}