#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5ce4bcf08c2aa688
// Used for: Bloom
const float resXScale = ($width/$gameWidth); 
const float resYScale = ($height/$gameHeight); 


uniform ivec4 uf_remappedVS[6];
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) noperspective out vec4 passParameterSem1;
layout(location = 1) noperspective out vec4 passParameterSem2;
layout(location = 2) noperspective out vec4 passParameterSem3;
layout(location = 3) noperspective out vec4 passParameterSem4;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
	return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
	return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 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 R27i = ivec4(0);
ivec4 R28i = ivec4(0);
ivec4 R29i = ivec4(0);
ivec4 R30i = ivec4(0);
ivec4 R31i = ivec4(0);
ivec4 R32i = ivec4(0);
ivec4 R33i = ivec4(0);
ivec4 R34i = ivec4(0);
ivec4 R35i = ivec4(0);
ivec4 R36i = ivec4(0);
ivec4 R37i = ivec4(0);
ivec4 R38i = ivec4(0);
ivec4 R39i = ivec4(0);
ivec4 R40i = ivec4(0);
ivec4 R41i = ivec4(0);
ivec4 R42i = ivec4(0);
ivec4 R43i = ivec4(0);
ivec4 R44i = ivec4(0);
ivec4 R45i = ivec4(0);
ivec4 R46i = ivec4(0);
ivec4 R47i = ivec4(0);
ivec4 R48i = ivec4(0);
ivec4 R49i = ivec4(0);
ivec4 R50i = ivec4(0);
ivec4 R51i = ivec4(0);
ivec4 R52i = ivec4(0);
ivec4 R53i = ivec4(0);
ivec4 R54i = ivec4(0);
ivec4 R55i = ivec4(0);
ivec4 R56i = ivec4(0);
ivec4 R57i = ivec4(0);
ivec4 R58i = ivec4(0);
ivec4 R59i = ivec4(0);
ivec4 R60i = ivec4(0);
ivec4 R61i = ivec4(0);
ivec4 R62i = ivec4(0);
ivec4 R63i = ivec4(0);
ivec4 R64i = ivec4(0);
ivec4 R65i = ivec4(0);
ivec4 R66i = ivec4(0);
ivec4 R67i = ivec4(0);
ivec4 R68i = ivec4(0);
ivec4 R69i = ivec4(0);
ivec4 R70i = ivec4(0);
ivec4 R71i = ivec4(0);
ivec4 R72i = ivec4(0);
ivec4 R73i = ivec4(0);
ivec4 R74i = ivec4(0);
ivec4 R75i = ivec4(0);
ivec4 R76i = ivec4(0);
ivec4 R77i = ivec4(0);
ivec4 R78i = ivec4(0);
ivec4 R79i = ivec4(0);
ivec4 R80i = ivec4(0);
ivec4 R81i = ivec4(0);
ivec4 R82i = ivec4(0);
ivec4 R83i = ivec4(0);
ivec4 R84i = ivec4(0);
ivec4 R85i = ivec4(0);
ivec4 R86i = ivec4(0);
ivec4 R87i = ivec4(0);
ivec4 R88i = ivec4(0);
ivec4 R89i = ivec4(0);
ivec4 R90i = ivec4(0);
ivec4 R91i = ivec4(0);
ivec4 R92i = ivec4(0);
ivec4 R93i = ivec4(0);
ivec4 R94i = ivec4(0);
ivec4 R95i = ivec4(0);
ivec4 R96i = ivec4(0);
ivec4 R97i = ivec4(0);
ivec4 R98i = ivec4(0);
ivec4 R99i = ivec4(0);
ivec4 R100i = ivec4(0);
ivec4 R101i = ivec4(0);
ivec4 R102i = ivec4(0);
ivec4 R103i = ivec4(0);
ivec4 R104i = ivec4(0);
ivec4 R105i = ivec4(0);
ivec4 R106i = ivec4(0);
ivec4 R107i = ivec4(0);
ivec4 R108i = ivec4(0);
ivec4 R109i = ivec4(0);
ivec4 R110i = ivec4(0);
ivec4 R111i = ivec4(0);
ivec4 R112i = ivec4(0);
ivec4 R113i = ivec4(0);
ivec4 R114i = ivec4(0);
ivec4 R115i = ivec4(0);
ivec4 R116i = ivec4(0);
ivec4 R117i = ivec4(0);
ivec4 R118i = ivec4(0);
ivec4 R119i = ivec4(0);
ivec4 R120i = ivec4(0);
ivec4 R121i = 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);
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 = attrDataSem1;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedVS[0].y)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedVS[0].x)));
R5i.w = 0x3f800000;
R127i.x = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedVS[1].y));
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[2].x));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedVS[2].y));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedVS[1].x));
// 2
R1i.x = uf_remappedVS[3].x;
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PS1i));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
R5i.z = uf_remappedVS[2].z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(R127i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
R1i.y = uf_remappedVS[3].y;
PS0i = R1i.y;
// 3
R5i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(1.0));
R0i.y = uf_remappedVS[3].w;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w) * 1.0);
R0i.x = uf_remappedVS[3].z;
PS1i = R0i.x;
// 4
R2i.x = uf_remappedVS[5].x;
R5i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)));
R1i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * 1.0);
R1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w) * -(1.0));
R2i.y = uf_remappedVS[5].y;
PS0i = R2i.y;
// 5
R3i.x = uf_remappedVS[5].z;
R3i.y = uf_remappedVS[5].w;
R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * 1.0);
R3i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * -(1.0));
PS1i = int(intBitsToFloat(R2i.w));
// 6
R4i.x = PS1i + 0x00000018;
R2i.z = R0i.w;
R2i.w = R1i.w;
// 7
R33i.x = R1i.x;
R33i.y = R1i.y;
// 8
R34i.x = R0i.x;
R34i.y = R0i.y;
// 9
R35i.x = R2i.x;
R35i.y = R2i.y;
// 10
R36i.x = R3i.x;
R36i.y = R3i.y;
// 11
tempResulti = R4i.x;
tempResulti = clamp(tempResulti, -256, 255);
ARi.x = tempResulti;
PV1i.x = tempResulti;
// 12
R4i.x = ((ARi.x==0)?R9i.x:(ARi.x==24)?R33i.x:(ARi.x==25)?R34i.x:(ARi.x==26)?R35i.x:(ARi.x==27)?R36i.x:(ARi.x==118)?R127i.x:0);
R4i.y = ((ARi.x==0)?R9i.y:(ARi.x==24)?R33i.y:(ARi.x==25)?R34i.y:(ARi.x==26)?R35i.y:(ARi.x==27)?R36i.y:(ARi.x==118)?R127i.y:0);
// export
gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// 0
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
PS0i = R3i.x;
// 1
backupReg0i = R2i.z;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
// export
passParameterSem1 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.z));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.z), intBitsToFloat(R0i.w), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
// export
passParameterSem3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z));
// export
passParameterSem4 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
}
