#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f6e03fd012597dda // Used for: Removing even more text from HUD #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[2]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} void main() { vec4 R0f = vec4(0.0); vec4 R122f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R124f = vec4(0.0); vec4 R125f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); 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 = passParameterSem1; R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 backupReg0f = R0f.x; PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); R126f.w = backupReg0f; R126f.w = clamp(R126f.w, 0.0, 1.0); PS0f = R126f.w; // 1 PV1f.x = fract(PV0f.w); R127f.y = fract(PV0f.x); R127f.z = fract(PV0f.y); PV1f.w = fract(PV0f.z); R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); PS1f = R127f.w; // 2 R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); R125f.w = PV1f.x * intBitsToFloat(0x3f808081); R126f.x = PV1f.w * intBitsToFloat(0x3f808081); PS0f = R126f.x; // 3 backupReg0f = R127f.z; R125f.x = R127f.y * intBitsToFloat(0x3f808081); PV1f.y = fract(R127f.w); R127f.z = fract(PV0f.z); R127f.w = backupReg0f * intBitsToFloat(0x3f808081); R126f.z = fract(PV0f.y); PS1f = R126f.z; // 4 PV0f.x = fract(R127f.x); R127f.y = R0f.z; R127f.y = clamp(R127f.y, 0.0, 1.0); R125f.z = R0f.y; R125f.z = clamp(R125f.z, 0.0, 1.0); R124f.w = R0f.w; R124f.w = clamp(R124f.w, 0.0, 1.0); R122f.x = (PV1f.y * intBitsToFloat(0x3f808081) + -(R125f.w)); PS0f = R122f.x; // 5 R123f.x = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); PV1f.x = R123f.x; R123f.y = (R126f.z * intBitsToFloat(0x3f808081) + -(R127f.w)); PV1f.y = R123f.y; R123f.z = (R127f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); PV1f.z = R123f.z; R0f.x = (mul_nonIEEE(PS0f,R126f.w) + R125f.w); R0f.x = clamp(R0f.x, 0.0, 1.0); PS1f = R0f.x; // 6 R0f.y = (mul_nonIEEE(PV1f.z,R125f.z) + R126f.x); R0f.y = clamp(R0f.y, 0.0, 1.0); R0f.z = (mul_nonIEEE(PV1f.y,R127f.y) + R127f.w); R0f.z = clamp(R0f.z, 0.0, 1.0); R0f.w = (mul_nonIEEE(PV1f.x,R124f.w) + R125f.x); R0f.w = clamp(R0f.w, 0.0, 1.0); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); }