#version 400 #extension GL_ARB_texture_gather : enable //DOF light bath scene const float overwriteWidth = 3200.0; //overwidth value.0 const float overwriteHeight = 1800.0; // shader 5c8493f4fb8147f3 uniform ivec4 uf_remappedPS[4]; uniform sampler3D textureUnitPS1;// Tex1 addr 0x3dd9c800 res 32x32x32 dim 2 tm: 7 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x20) Sampler1 ClampX/Y/Z: 0 0 0 border: 1 in vec4 passParameter0; in vec4 passParameter1; 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){ 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 R123i = ivec4(0); ivec4 R126i = 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[3]; bool activeMaskStackC[4]; activeMaskStack[0] = false; activeMaskStack[1] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStackC[2] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(gl_FragCoord.xyzw); R1i = floatBitsToInt(passParameter1); vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution // //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy); //vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y)); R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor); if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 backupReg0i = R1i.y; backupReg1i = R1i.z; backupReg2i = R1i.x; R1i.x = floatBitsToInt(1.0); PV0i.x = R1i.x; R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[0].x))); PV0i.y = R1i.y; R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[0].x))); PV0i.z = R1i.z; PV0i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(0x3f59999a)); R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(uf_remappedPS[0].x))); PS0i = R3i.x; // 1 R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3f969696))); R0i.z = clampFI32(R0i.z); PV1i.z = R0i.z; // 2 predResult = (1.0 > intBitsToFloat(uf_remappedPS[1].w)); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(uf_remappedPS[2].z))); PV0i.x = R2i.x; R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[2].z))); PV0i.y = R2i.y; R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_remappedPS[2].z))); PV0i.z = R2i.z; R3i.y = R1i.z; R3i.y = floatBitsToInt(intBitsToFloat(R3i.y) / 2.0); PS0i = R3i.y; } if( activeMaskStackC[2] == true ) { R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x); } if( activeMaskStackC[2] == true ) { // 0 R2i.x = R3i.x; R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0); PV0i.x = R2i.x; R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[2].y))); PV0i.y = R2i.y; R2i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].w) * intBitsToFloat(R0i.w) + intBitsToFloat(R3i.y))); PV0i.z = R2i.z; } if( activeMaskStackC[2] == true ) { R1i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x); } if( activeMaskStackC[2] == true ) { // 0 if( (intBitsToFloat(R0i.z) > intBitsToFloat(R1i.z))) discard; } if( activeMaskStackC[2] == true ) { activeMaskStack[2] = activeMaskStack[1]; activeMaskStackC[3] = activeMaskStackC[2]; // 0 predResult = (intBitsToFloat(R0i.z) > intBitsToFloat(R1i.z)); activeMaskStack[2] = predResult; activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; } else { activeMaskStack[2] = false; activeMaskStackC[3] = false; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 predResult = (intBitsToFloat(uf_remappedPS[1].w) >= 1.0); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 backupReg0i = R0i.x; backupReg1i = R0i.y; PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3e800000))); PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) + intBitsToFloat(uf_remappedPS[3].w)); PV0i.y = clampFI32(PV0i.y); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(0x3e800000))); // 1 PV1i.y = floatBitsToInt(fract(intBitsToFloat(PV0i.w))); PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 4.0); PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.x))); PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 4.0); R123i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40e00000) + 1.0)); PV1i.w = R123i.w; // 2 PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.y)); R127i.z = int(intBitsToFloat(PV1i.w)); PS0i = R127i.z; // 3 R127i.x = int(intBitsToFloat(PV0i.y)); PS1i = R127i.x; // 4 R127i.w = floatBitsToInt(float(R127i.z)); PS0i = R127i.w; // 5 R127i.z = floatBitsToInt(abs(intBitsToFloat(PS0i))); PV1i.z = R127i.z; R126i.z = floatBitsToInt(float(R127i.x)); PS1i = R126i.z; // 6 R127i.y = floatBitsToInt(abs(intBitsToFloat(PS1i))); PV0i.y = R127i.y; PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(R127i.w))); // 7 PV1i.x = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R126i.z)), intBitsToFloat(PS0i))); // 8 PV0i.w = floatBitsToInt(trunc(intBitsToFloat(PV1i.x))); // 9 R127i.x = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(R127i.z) + intBitsToFloat(R127i.y))); PV1i.x = R127i.x; // 10 PV0i.z = floatBitsToInt((intBitsToFloat(PV1i.x) >= abs(intBitsToFloat(R127i.w)))?1.0:0.0); PV0i.w = floatBitsToInt(-(abs(intBitsToFloat(R127i.w))) + intBitsToFloat(PV1i.x)); // 11 R127i.y = ((intBitsToFloat(PV0i.z) == 0.0)?(R127i.x):(PV0i.w)); PV1i.y = R127i.y; // 12 PV0i.x = floatBitsToInt(abs(intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.y)); // 13 R123i.w = ((-(intBitsToFloat(R127i.y)) > 0.0)?(PV0i.x):(R127i.y)); PV1i.w = R123i.w; // 14 R123i.z = ((-(intBitsToFloat(R126i.z)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.w)))):(PV1i.w)); PV0i.z = R123i.z; // 15 R123i.y = ((intBitsToFloat(R127i.w) == 0.0)?(R126i.z):(PV0i.z)); PV1i.y = R123i.y; // 16 PS0i = int(intBitsToFloat(PV1i.y)); // 17 if( (PS0i == 0)) discard; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.x)); }