2018-10-31 18:48:11 +01:00
|
|
|
#version 420
|
|
|
|
#extension GL_ARB_texture_gather : enable
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
#extension GL_ARB_shading_language_packing : enable
|
|
|
|
// shader ec4a85d51e778437
|
|
|
|
//box blur fix
|
|
|
|
|
2018-12-14 04:34:26 +01:00
|
|
|
float resScale = float($width)/float($gameWidth);
|
2018-10-31 18:48:11 +01:00
|
|
|
|
|
|
|
uniform ivec4 uf_remappedVS[1];
|
|
|
|
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 passParameterSem3;
|
|
|
|
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);
|
|
|
|
uvec4 attrDecoder;
|
|
|
|
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 = floatBitsToInt(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;
|
|
|
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(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;
|
|
|
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
|
|
// 0
|
|
|
|
backupReg0f = R1f.x;
|
|
|
|
backupReg1f = R1f.y;
|
|
|
|
R1f.x = backupReg0f;
|
|
|
|
R1f.x *= 2.0;
|
|
|
|
R1f.y = backupReg1f;
|
|
|
|
R1f.y *= 2.0;
|
|
|
|
R1f.z = intBitsToFloat(0xbf800000);
|
|
|
|
R1f.w = 1.0;
|
|
|
|
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resScale);
|
|
|
|
// 1
|
|
|
|
backupReg0f = R2f.y;
|
|
|
|
backupReg1f = R2f.x;
|
|
|
|
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
|
2018-11-16 03:08:14 +01:00
|
|
|
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resScale;
|
2018-10-31 18:48:11 +01:00
|
|
|
R2f.z = PS0f;
|
2018-11-16 03:08:14 +01:00
|
|
|
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resScale;
|
2018-10-31 18:48:11 +01:00
|
|
|
PS1f = R2f.x;
|
|
|
|
// 2
|
|
|
|
R2f.w = PV1f.x;
|
|
|
|
// export
|
|
|
|
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
|
|
// export
|
|
|
|
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
|
|
|
// 0
|
|
|
|
}
|