2017-06-25 02:48:17 +02:00
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#version 420
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#extension GL_ARB_texture_gather : enable
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2017-06-25 08:48:21 +02:00
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const float bloomFactor = 1.75;
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2017-06-25 02:48:17 +02:00
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// shader e1d2a971c93cd82a
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uniform ivec4 uf_remappedPS[8];
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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
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 1) in vec4 passParameterSem137;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem136;
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R1f = passParameterSem137;
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R0f.z = (texture(textureUnitPS1, R1f.xy).x);
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R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
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// 0
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R1f.x = intBitsToFloat(0x3f000000);
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PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
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// 1
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R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
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PV1f.x = R123f.x;
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R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
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PV1f.z = R123f.z;
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// 2
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R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
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R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
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R1f.x = (texture(textureUnitPS4, R1f.xx).x);
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// 0
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R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
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R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
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R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
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PV0f.z = R123f.z;
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// 1
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R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
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PV1f.x = R126f.x;
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PS1f = 1.0 / PV0f.z;
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// 2
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PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
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PV0f.w = R127f.x * PS1f;
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PS0f = 1.0 / R127f.y;
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// 3
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PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
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PV1f.w = -(PV0f.w) + -(R126f.x);
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PS1f = 1.0 / PV0f.z;
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// 4
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R126f.x = mul_nonIEEE(PS1f, PV1f.w);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV0f.x = R126f.x;
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PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
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// 5
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R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
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PV1f.x = R127f.x;
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R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
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R123f.z = clamp(R123f.z, 0.0, 1.0);
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PV1f.z = R123f.z;
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// 6
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R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
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R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
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R123f.y = clamp(R123f.y, 0.0, 1.0);
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PV0f.y = R123f.y;
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PV0f.z = -(PV1f.z) + 1.0;
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R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
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PS0f = R0f.y;
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// 7
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R0f.z = mul_nonIEEE(R2f.z, R127f.x);
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PV1f.w = min(PV0f.y, PV0f.z);
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// 8
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R0f.w = R127f.w + PV1f.w;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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