#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d80a321ea97e9415: text shadow #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.z, 1.0/gl_FragCoord.w) #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 passParameterSem0; layout(location = 1) in vec4 passParameterSem2; 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 R1f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R125f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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; R0f = passParameterSem0; R1f = passParameterSem2; R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw); // 0 PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375; PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375; PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375; PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375; // 1 PV1fx = fract(PV0fw); R127f.y = fract(PV0fx); R127f.z = fract(PV0fy); PV1fw = fract(PV0fz); R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375; // 2 R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375; PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375; PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375; R126f.w = PV1fx * intBitsToFloat(0x3f808081); R126f.x = PV1fw * intBitsToFloat(0x3f808081); // 3 R125f.x = R127f.y * intBitsToFloat(0x3f808081); PV1fy = fract(R127f.w); PV1fz = fract(PV0fz); R127f.w = R127f.z * intBitsToFloat(0x3f808081); PS1f = fract(PV0fy); // 4 PV0fx = fract(R127f.x); R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w); R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x); R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w); // 5 backupReg0f = R123f.y; backupReg1f = R123f.z; R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w; R123f.x = clamp(R123f.x, 0.0, 1.0); R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x); R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w; R123f.z = clamp(R123f.z, 0.0, 1.0); R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x; R123f.w = clamp(R123f.w, 0.0, 1.0); // 6 backupReg0f = R123f.x; R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x; R123f.x = clamp(R123f.x, 0.0, 1.0); R1f.y = mul_nonIEEE(R0f.y, R123f.w); R1f.y = clamp(R1f.y, 0.0, 1.0); R1f.z = mul_nonIEEE(R0f.z, R123f.z); R1f.z = clamp(R1f.z, 0.0, 1.0); R1f.x = mul_nonIEEE(R0f.x, backupReg0f); R1f.x = clamp(R1f.x, 0.0, 1.0); // 7 R1f.w = mul_nonIEEE(R0f.w, R123f.x); R1f.w = clamp(R1f.w, 0.0, 1.0); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); }