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scale ui shaders for sonic lost world ultrawide
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 2fc311c50a4dab95
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// text shader
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[9];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem3;
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layout(location = 2) in uvec4 attrDataSem4;
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layout(location = 3) in uvec4 attrDataSem8;
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layout(location = 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 1) out vec4 passParameterSem136;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
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R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
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R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem9.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = intBitsToFloat(uf_remappedVS[0].w) * 1.0;
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PV0f.y = intBitsToFloat(uf_remappedVS[0].z) * 1.0;
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PV0f.z = intBitsToFloat(uf_remappedVS[0].y) * 1.0;
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PV0f.w = intBitsToFloat(uf_remappedVS[0].x) * 1.0;
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R0f.x = mul_nonIEEE(R2f.z, R2f.w);
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PS0f = R0f.x;
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// 1
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R123f.x = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w);
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PV1f.w = R123f.w;
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R0f.y = mul_nonIEEE(R2f.z, R2f.x);
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PS1f = R0f.y;
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// 2
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R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w);
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PV0f.w = R123f.w;
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R0f.z = mul_nonIEEE(R2f.z, R2f.y);
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PS0f = R0f.z;
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// 3
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R123f.x = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.x);
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PV1f.x = R123f.x;
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R127f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.y);
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R127f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z);
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R127f.w = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w);
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R0f.w = 0.0;
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PS1f = R0f.w;
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// 4
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PV0f.x = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedVS[4].w));
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PV0f.y = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedVS[4].z));
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PV0f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedVS[4].y));
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PV0f.w = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedVS[4].x));
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R4f.z = R5f.x;
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PS0f = R4f.z;
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// 5
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R123f.x = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[5].w)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[5].z)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[5].y)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[5].x)) + PV0f.w);
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PV1f.w = R123f.w;
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R4f.w = R5f.y;
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PS1f = R4f.w;
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// 6
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R123f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[6].w)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[6].z)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[6].y)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[6].x)) + PV1f.w);
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PV0f.w = R123f.w;
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// 7
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R5f.x = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[7].x)) + PV0f.w);
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R5f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[7].y)) + PV0f.z);
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R5f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[7].z)) + PV0f.y);
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R5f.w = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[7].w)) + PV0f.x);
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// 8
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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backupReg2f = R1f.z;
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R1f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].y), R1f.w);
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R1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].z), backupReg0f);
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R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].w), backupReg1f);
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R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[8].x), backupReg2f);
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// export
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gl_Position = vec4(R5f.x*(origRatio/newRatio), R5f.y, R5f.z, R5f.w);
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// export
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passParameterSem131 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// 0
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 384f98693cb9d036
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// ui shader 2
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[4];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem3;
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layout(location = 2) in uvec4 attrDataSem4;
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layout(location = 3) in uvec4 attrDataSem8;
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layout(location = 4) in uvec4 attrDataSem9;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem131;
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layout(location = 1) out vec4 passParameterSem132;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
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R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
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R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem9.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = intBitsToFloat(uf_remappedVS[0].w) * 1.0;
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PV0f.y = intBitsToFloat(uf_remappedVS[0].z) * 1.0;
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PV0f.z = intBitsToFloat(uf_remappedVS[0].y) * 1.0;
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PV0f.w = intBitsToFloat(uf_remappedVS[0].x) * 1.0;
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R0f.x = mul_nonIEEE(R2f.z, R2f.w);
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PS0f = R0f.x;
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// 1
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R123f.x = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w);
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PV1f.w = R123f.w;
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R0f.y = mul_nonIEEE(R2f.z, R2f.x);
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PS1f = R0f.y;
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// 2
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R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w);
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PV0f.w = R123f.w;
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R0f.z = mul_nonIEEE(R2f.z, R2f.y);
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PS0f = R0f.z;
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// 3
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w);
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R3f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z);
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R3f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.y);
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R3f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.x);
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R0f.w = 0.0;
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PS1f = R0f.w;
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// 4
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R4f.z = R5f.x;
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R4f.w = R5f.y;
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// export
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gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
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// export
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passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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// skipped export to semanticId 255
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// 0
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 384f98696d1a1236
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// ui shader 1
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[4];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem3;
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layout(location = 2) in uvec4 attrDataSem4;
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layout(location = 3) in uvec4 attrDataSem8;
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layout(location = 4) in uvec4 attrDataSem9;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem131;
|
||||
layout(location = 1) out vec4 passParameterSem132;
|
||||
layout(location = 2) out vec4 passParameterSem136;
|
||||
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 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = 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;
|
||||
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
|
||||
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
|
||||
attrDecoder.xy = attrDataSem8.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem9.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
PV0f.x = intBitsToFloat(uf_remappedVS[0].w) * 1.0;
|
||||
PV0f.y = intBitsToFloat(uf_remappedVS[0].z) * 1.0;
|
||||
PV0f.z = intBitsToFloat(uf_remappedVS[0].y) * 1.0;
|
||||
PV0f.w = intBitsToFloat(uf_remappedVS[0].x) * 1.0;
|
||||
R0f.x = mul_nonIEEE(R2f.z, R2f.w);
|
||||
PS0f = R0f.x;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.y = mul_nonIEEE(R2f.z, R2f.x);
|
||||
PS1f = R0f.y;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.z = mul_nonIEEE(R2f.z, R2f.y);
|
||||
PS0f = R0f.z;
|
||||
// 3
|
||||
backupReg0f = R3f.x;
|
||||
backupReg0f = R3f.x;
|
||||
backupReg0f = R3f.x;
|
||||
backupReg0f = R3f.x;
|
||||
R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w);
|
||||
R3f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z);
|
||||
R3f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.y);
|
||||
R3f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.x);
|
||||
R0f.w = 0.0;
|
||||
PS1f = R0f.w;
|
||||
// 4
|
||||
R4f.z = R5f.x;
|
||||
R4f.w = R5f.y;
|
||||
// export
|
||||
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
|
||||
// export
|
||||
passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
// 0
|
||||
}
|
@ -0,0 +1,61 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 3952c3a52c87ad30
|
||||
// video shader
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height));
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
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 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;
|
||||
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 = attrDataSem8.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 = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = backupReg0f;
|
||||
R2f.y = backupReg1f;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*(origRatio/newRatio), R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
||||
// 0
|
||||
}
|
@ -0,0 +1,106 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 419dbf0c732a4fe2
|
||||
// ui shader 3
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height));
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem3;
|
||||
layout(location = 2) in uvec4 attrDataSem4;
|
||||
layout(location = 3) in uvec4 attrDataSem8;
|
||||
layout(location = 4) in uvec4 attrDataSem9;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem131;
|
||||
layout(location = 1) out vec4 passParameterSem132;
|
||||
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 R4f = vec4(0.0);
|
||||
vec4 R5f = 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;
|
||||
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
|
||||
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
|
||||
attrDecoder.xy = attrDataSem8.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem9.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R3f.z;
|
||||
R127f.x = R3f.x + 0.5;
|
||||
R0f.y = mul_nonIEEE(R2f.z, R2f.x);
|
||||
R127f.z = R3f.y + 0.5;
|
||||
R3f.w = 1.0;
|
||||
R3f.z = backupReg0f;
|
||||
PS0f = R3f.z;
|
||||
// 1
|
||||
R0f.x = mul_nonIEEE(R2f.z, R2f.w);
|
||||
R0f.z = mul_nonIEEE(R2f.z, R2f.y);
|
||||
R0f.w = 0.0;
|
||||
PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y);
|
||||
// 2
|
||||
PV0f.y = R127f.z * PS1f;
|
||||
PV0f.y *= 2.0;
|
||||
R4f.z = R5f.x;
|
||||
R4f.w = R5f.y;
|
||||
PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x);
|
||||
// 3
|
||||
PV1f.x = PV0f.y + -(1.0);
|
||||
PV1f.w = R127f.x * PS0f;
|
||||
PV1f.w *= 2.0;
|
||||
// 4
|
||||
R3f.x = PV1f.w + -(1.0);
|
||||
R3f.y = -(PV1f.x);
|
||||
// export
|
||||
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
|
||||
// export
|
||||
passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
// skipped export to semanticId 255
|
||||
// 0
|
||||
}
|
@ -0,0 +1,107 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 419dbf0ca38a91e2
|
||||
// ui shader 4
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height));
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem3;
|
||||
layout(location = 2) in uvec4 attrDataSem4;
|
||||
layout(location = 3) in uvec4 attrDataSem8;
|
||||
layout(location = 4) in uvec4 attrDataSem9;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem131;
|
||||
layout(location = 1) out vec4 passParameterSem132;
|
||||
layout(location = 2) out vec4 passParameterSem136;
|
||||
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 R4f = vec4(0.0);
|
||||
vec4 R5f = 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;
|
||||
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0);
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
|
||||
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0);
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x)));
|
||||
attrDecoder.xy = attrDataSem8.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem9.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R3f.z;
|
||||
R127f.x = R3f.x + 0.5;
|
||||
R0f.y = mul_nonIEEE(R2f.z, R2f.x);
|
||||
R127f.z = R3f.y + 0.5;
|
||||
R3f.w = 1.0;
|
||||
R3f.z = backupReg0f;
|
||||
PS0f = R3f.z;
|
||||
// 1
|
||||
R0f.x = mul_nonIEEE(R2f.z, R2f.w);
|
||||
R0f.z = mul_nonIEEE(R2f.z, R2f.y);
|
||||
R0f.w = 0.0;
|
||||
PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y);
|
||||
// 2
|
||||
PV0f.y = R127f.z * PS1f;
|
||||
PV0f.y *= 2.0;
|
||||
R4f.z = R5f.x;
|
||||
R4f.w = R5f.y;
|
||||
PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x);
|
||||
// 3
|
||||
PV1f.x = PV0f.y + -(1.0);
|
||||
PV1f.w = R127f.x * PS0f;
|
||||
PV1f.w *= 2.0;
|
||||
// 4
|
||||
R3f.x = PV1f.w + -(1.0);
|
||||
R3f.y = -(PV1f.x);
|
||||
// export
|
||||
gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z);
|
||||
// export
|
||||
passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
// 0
|
||||
}
|
Loading…
Reference in New Issue
Block a user