#version 420
#extension GL_ARB_texture_gather : enable
// shader 83f42767ee584d5a
// Used for: Third glitter bloom pass
const float resXScale = ($width/$gameWidth); 
const float resYScale = ($height/$gameHeight); 

uniform ivec4 uf_remappedPS[5];
layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4fb1000 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R122f = 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;
// 0
R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x);
R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y);
R0f.z = roundEven(0.0);
PV0f.z = R0f.z;
R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
PV0f.w = R1f.w;
R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
PS0f = R2f.x;
// 1
R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
R1f.z = PV0f.z;
R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w;
R2f.z = PV0f.z;
PS1f = R2f.z;
// 2
R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x);
R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
R3f.z = R0f.z;
R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y);
R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
PS0f = R6f.x;
R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz);
// 0
backupReg0f = R1f.x;
R1f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.y + R4f.y);
PV0f.y = R123f.y;
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R4f.x);
PV0f.z = R123f.z;
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R4f.z);
PV0f.w = R123f.w;
R0f.z = roundEven(1.0);
PS0f = R0f.z;
// 1
R123f.x = (R1f.w * R2f.x + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (R1f.w * R2f.z + PV0f.w);
PV1f.y = R123f.y;
R5f.z = PS0f;
R123f.w = (R1f.w * R2f.y + PV0f.y);
PV1f.w = R123f.w;
R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
PS1f = R6f.y;
// 2
R11f.x = (R2f.w * R3f.x + PV1f.x);
R11f.y = (R2f.w * R3f.y + PV1f.w);
R11f.z = (R2f.w * R3f.z + PV1f.y);
R6f.w = R0f.z;
R1f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
PS0f = R1f.y;
// 3
R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y);
R1f.z = R0f.z;
R4f.w = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x);
R8f.z = roundEven(2.0);
PS1f = R8f.z;
// 4
R8f.x = R0f.x;
R8f.y = R0f.y;
R2f.z = PS1f;
R9f.w = R0f.y;
R9f.z = roundEven(intBitsToFloat(0x40400000));
PS0f = R9f.z;
// 5
R9f.x = R0f.x;
R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R7f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.y,R8f.z)).xyz);
R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz);
R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz);
// 0
backupReg0f = R3f.x;
R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.z + R3f.z);
R4f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y);
R3f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.y + R3f.y);
R5f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.x + backupReg0f);
R4f.z = R8f.z;
PS0f = R4f.z;
R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz);
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz);
// 0
R123f.x = (R1f.w * R6f.y + R3f.z);
PV0f.x = R123f.x;
R123f.y = (R1f.w * R6f.z + R3f.x);
PV0f.y = R123f.y;
R127f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.y + R7f.y);
R123f.w = (R1f.w * R6f.x + R5f.w);
PV0f.w = R123f.w;
R3f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
PS0f = R3f.x;
// 1
backupReg0f = R2f.x;
backupReg1f = R2f.z;
R2f.x = (R2f.w * R1f.x + PV0f.w);
R2f.y = (R2f.w * R1f.y + PV0f.x);
R2f.z = (R2f.w * R1f.z + PV0f.y);
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R7f.x);
PV1f.w = R123f.w;
R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg1f + R7f.z);
PS1f = R122f.x;
// 2
R8f.x = (R1f.w * R4f.y + R127f.z);
R1f.y = (R1f.w * R4f.z + PS1f);
R3f.z = R8f.z;
R5f.w = (R1f.w * R4f.x + PV1f.w);
R3f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
PS0f = R3f.y;
// 3
R4f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 1.0 + R0f.x);
R4f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 1.0 + R0f.y);
R4f.z = R9f.z;
R8f.w = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x);
R8f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y);
PS1f = R8f.y;
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
R0f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
R8f.z = R9f.z;
R0f.w = R9f.z;
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz);
R4f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.y,R4f.z)).xyz);
R9f.xyz = (texture(textureUnitPS1, vec3(R8f.w,R8f.y,R8f.z)).xyz);
R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.w)).xyz);
// 0
backupReg0f = R1f.y;
R1f.x = (R2f.w * R3f.x + R5f.w);
R1f.y = (R2f.w * R3f.y + R8f.x);
R1f.z = (R2f.w * R3f.z + backupReg0f);
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R10f.z);
PV0f.w = R123f.w;
// 1
R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R10f.y);
PV1f.y = R123f.y;
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R10f.x);
PV1f.z = R123f.z;
R123f.w = (R1f.w * R9f.z + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R1f.w * R9f.x + PV1f.z);
PV0f.x = R123f.x;
R9f.z = (R2f.w * R0f.z + PV1f.w);
R123f.w = (R1f.w * R9f.y + PV1f.y);
PV0f.w = R123f.w;
// 3
R9f.x = (R2f.w * R0f.x + PV0f.x);
PV1f.x = R9f.x;
R9f.y = (R2f.w * R0f.y + PV0f.w);
PV1f.y = R9f.y;
// 4
R6f.xyz = vec3(PV1f.x,PV1f.y,R9f.z);
R6f.w = R9f.w;
// 5
R5f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R5f.w = R1f.w;
// 6
R4f.xyz = vec3(R2f.x,R2f.y,R2f.z);
R4f.w = R2f.w;
// 7
R3f.xyz = vec3(R11f.x,R11f.y,R11f.z);
R3f.w = R11f.w;
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
passPixelColor1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor2 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
}
