2017-12-31 00:06:59 +01:00
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader f1a49f43d95bec30 //skybox
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2019-02-24 03:15:03 +01:00
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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2017-12-31 00:06:59 +01:00
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uniform ivec4 uf_remappedPS[2];
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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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 R3f = 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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// 0
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R1f.x = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R0f.y = intBitsToFloat(uf_remappedPS[1].y);
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R1f.z = 0.0;
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R0f.w = 0.0;
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R0f.x = intBitsToFloat(uf_remappedPS[1].x);
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PS0f = R0f.x;
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// 1
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R0f.z = intBitsToFloat(uf_remappedPS[1].z);
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PV1f.z = R0f.z;
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// 2
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R2f.xyz = vec3(R0f.x,R0f.y,PV1f.z);
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R2f.w = R0f.w;
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// 3
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R3f.xyz = vec3(R1f.x,R1f.y,R1f.y);
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R3f.w = R1f.z;
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// export
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2019-02-24 03:15:03 +01:00
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//passPixelColor0 = vec4(R2f.x*0.92, R2f.y*0.9, R2f.z*1.1, R2f.w)*0.75;
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passPixelColor0 = vec4(R2f.x*skyboxRed*0.92, R2f.y*skyboxGreen*0.9, R2f.z*skyboxBlue*1.1, R2f.w)*skyboxMix*0.75;
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2017-12-31 00:06:59 +01:00
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passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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