Merge pull request #109 from slashiee/fixedRadiusBlur

[BotW] Added fixed radius blur shaders
This commit is contained in:
alexkiri 2017-10-17 12:52:44 +03:00 committed by GitHub
commit 60ee19f9af
154 changed files with 17193 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 4.0;
const float resYScale = 4.0;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 4.0;
const float resYScale = 4.0;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 4.0;
const float resYScale = 4.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 4.0;
const float resYScale = 4.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 4.0;
const float resYScale = 4.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 6.0;
const float resYScale = 6.0;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 6.0;
const float resYScale = 6.0;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 6.0;
const float resYScale = 6.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 6.0;
const float resYScale = 6.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 6.0;
const float resYScale = 6.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 8.0;
const float resYScale = 8.0;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 8.0;
const float resYScale = 8.0;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 8.0;
const float resYScale = 8.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 8.0;
const float resYScale = 8.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 8.0;
const float resYScale = 8.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 1.5;
const float resYScale = 1.5;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 1.5;
const float resYScale = 1.5;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 1.5;
const float resYScale = 1.5;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 1.5;
const float resYScale = 1.5;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 1.5;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 2.0;
const float resYScale = 1.5;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 2.0;
const float resYScale = 1.5;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 2.0;
const float resYScale = 1.5;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 2.0;
const float resYScale = 1.5;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 2.0;
const float resYScale = 1.5;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 2.0;
const float resYScale = 1.5;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 2.0;
const float resYScale = 1.5;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 2.0;
const float resYScale = 1.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 2.0;
const float resYScale = 2.0;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 2.0;
const float resYScale = 2.0;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 2.0;
const float resYScale = 2.0;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 2.0;
const float resYScale = 2.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 2.0;
const float resYScale = 2.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 2.0;
const float resYScale = 2.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 2.0;
const float resYScale = 2.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 2.0;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 2.6875;
const float resYScale = 2.0;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 2a2f55a2b2d64474
// Fixed radius blur
// shadow pass blur h
const float resXScale = 2.6875;
const float resYScale = 2.0;
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 passParameterSem0;
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);
vec4 R3f = vec4(0.0);
vec4 R127f = 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 = -(1.0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R127f.x;
// 1
R3f.x = R2f.x;
R3f.y = R2f.y;
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
R0f.y = R2f.x + -(R127f.x);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360
// Fixed radius blur
// volumetric light blur h
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.z = (PV0f.x > 0.0)?1.0:0.0;
R126f.z /= 2.0;
PS1f = R126f.z;
// 2
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = (0.0 > backupReg0f)?1.0:0.0;
R127f.x /= 2.0;
PS0f = R127f.x;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.w = R127f.y + -(R127f.z);
PS1f = R126f.w;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.z + -(R127f.x);
// 5
PV1f.x = PS0f + 0.5;
PV1f.y = R126f.w + 0.5;
// 6
R1f.x = PV1f.x;
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y);
R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y);
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff
// Fixed radius blur
// fullscreen blur 1-pass h+v
const float resXScale = 2.6875;
const float resYScale = 2.0;
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)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562
// Fixed radius blur
// bloom blur h
const float resXScale = 2.6875;
const float resYScale = 2.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b
// Fixed radius blur
// reflection blur h
const float resXScale = 2.6875;
const float resYScale = 2.0;
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 = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93);
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0);
R0f.y = R2f.x + -(PS0f);
R0f.z = R2f.x + PS0f;
R0f.w = R2f.x;
R0f.x = R2f.y;
PS1f = R0f.x;
// 2
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = PS1f;
R2f.y = backupReg0f + -(PV1f.x);
R2f.z = backupReg0f + PV1f.x;
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074
// Fixed radius blur
// reflection blur v
const float resXScale = 2.6875;
const float resYScale = 2.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 81eb264a750163d9
// Fixed radius blur
// volumetric light blur h
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R126f.y = (0.0 > R1f.x)?1.0:0.0;
R126f.y /= 2.0;
R127f.z = (R1f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.y = (PV0f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(PS0f);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.z + -(R126f.y);
// 5
PV1f.x = R127f.y + 0.5;
R1f.x = PS0f + 0.5;
PS1f = R1f.x;
// 6
R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x);
R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x);
R1f.w = PV1f.x;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2
// Fixed radius blur
// in multi target scene - not sure 2 - h+v
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem2;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R0i.y = 0;
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3d2aaaab;
R1i.x = 0x3e000000;
PS0i = R1i.x;
// 3
R3i.x = uf_remappedVS[1].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
R1i.y = 0;
R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R4i.x;
R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
PV0i.y = R4i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = R2i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
PS0i = R126i.x;
// 1
R125i.x = uf_remappedVS[3].y;
R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
PV1i.y = R126i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
PS1i = R127i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
PS0i = R127i.y;
// 3
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
PV1i.y = R123i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
PS1i = R125i.z;
// 4
R3i.x = PV1i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
R3i.w = R126i.z;
R4i.z = R127i.y;
PS0i = R4i.z;
// 5
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
R1i.z = R127i.z;
R4i.w = R127i.x;
R1i.w = R125i.z;
PS1i = R1i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Fixed radius blur
// in camera dof, samples from 2 mips
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if( (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1
// Fixed radius blur
// in multi target scene - not sure - h+v
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
layout(location = 2) out vec4 passParameterSem6;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = 0x3f800000;
PV0i.y = 0x40400000;
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.w = 0x3f800000;
R127i.x = 0xbf800000;
PS0i = R127i.x;
// 1
R3i.x = uf_remappedVS[0].z;
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
PV1i.z = R123i.z;
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
PV1i.w = R123i.w;
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.y = 0;
PS0i = R0i.y;
// 3
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
R1i.w = 0;
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
PS1i = R0i.x;
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
// export
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// 0
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
PS0i = R0i.x;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R125i.x;
// 2
backupReg0i = R127i.z;
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
PS0i = R126i.z;
// 3
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
PV1i.w = R123i.w;
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
PS0i = R124i.w;
// 5
backupReg0i = R0i.y;
backupReg1i = R125i.z;
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
R3i.w = backupReg1i;
PS1i = R3i.w;
// 6
R3i.x = R127i.y;
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
R2i.w = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
PS0i = R1i.z;
// 7
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
R2i.z = R125i.w;
R0i.w = R127i.x;
R0i.z = R126i.y;
PS1i = R0i.z;
// 8
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
R5i.z = R126i.w;
R5i.w = R124i.w;
// export
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
// export
// skipped export to semanticId 255
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader f69e84515ae56e70
// Fixed radius blur
// bloom blur h
const float resXScale = 2.6875;
const float resYScale = 2.0;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R127f = 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 = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93);
// 1
R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0);
PV1f.x = R127f.x;
R0f.y = R2f.y + -(PS0f);
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.x = R2f.x;
PS1f = R0f.x;
// 2
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R127f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
// Fixed radius blur
// main menu h
const float resXScale = 2.6875;
const float resYScale = 2.0;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
// Fixed radius blur
// main menu v
const float resXScale = 2.5;
const float resYScale = 2.5;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 R126f = vec4(0.0);
vec4 R127f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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@ -0,0 +1,79 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 22c410044398c7af
// Fixed radius blur
// shadow pass blur v
const float resXScale = 2.5;
const float resYScale = 2.5;
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 passParameterSem0;
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 = -(1.0);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72);
// 1
backupReg0f = R2f.y;
R0f.x = R2f.x;
R0f.y = R2f.y;
R2f.z = R2f.y + PS0f;
R2f.w = R2f.y;
R2f.y = backupReg0f + -(PS0f);
PS1f = R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}

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