2019-10-09 18:55:39 +02:00
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#else
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#endif
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// shader 03c0659aacda420a
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// Used for: Removing the position number from the HUD, black undertext
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uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
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2019-11-29 04:36:05 +01:00
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(binding = 1) uniform sampler2D textureUnitPS1;
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2019-10-09 18:55:39 +02:00
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
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R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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// 0
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R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.z)),intBitsToFloat(R1i.w)) + 1.0));
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R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.y)),intBitsToFloat(R1i.w)) + 1.0));
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R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.x)),intBitsToFloat(R1i.w)) + 1.0));
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PV0i.z = R123i.z;
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R127i.w = uf_remappedPS[0].x & 0x00000080;
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R127i.z = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w)));
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PS0i = R127i.z;
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// 1
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PV1i.y = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w)));
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z));
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// 2
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backupReg0i = R0i.x;
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backupReg1i = R127i.y;
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PV0i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
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R127i.y = ((R127i.w == 0)?(R127i.z):(PV1i.y));
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg1i));
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// 3
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backupReg0i = R0i.y;
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PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), 1.0));
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PV1i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS0i));
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
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// 4
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backupReg0i = R0i.z;
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PV0i.x = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
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R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x)));
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PS0i = R0i.x;
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// 5
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R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y)));
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PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.z), 1.0));
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// 6
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R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z)));
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R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w)));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
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}
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