#version 400 #extension GL_ARB_texture_gather : enable const float overwriteWidth = 2560.0; //overwidth value.0 const float overwriteHeight = 1440.0; // shader 76e37ae2a66fcff2 uniform ivec4 uf_remappedPS[2]; uniform sampler2D textureUnitPS0;// Tex0 addr 0x19fc6000 res 128x128x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 uniform sampler2D textureUnitPS2;// Tex2 addr 0x19fc2000 res 64x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 in Vertex2 { vec4 passG2PParameter0; vec4 passG2PParameter1; vec4 passG2PParameter2; vec4 passG2PParameter3; } g2p; 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 R4i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; 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; int loopStuckCounter = 0; vec3 cubeMapSTM; int cubeMapFaceId; R4i = floatBitsToInt(gl_FragCoord.xyzw); R0i = floatBitsToInt(g2p.passG2PParameter0); R1i = floatBitsToInt(g2p.passG2PParameter1); R2i = floatBitsToInt(g2p.passG2PParameter2); R3i = floatBitsToInt(g2p.passG2PParameter3); vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution R4i.xy = floatBitsToInt(intBitsToFloat(R4i.xy) / scaleFactor); R2i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xy); R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); // 0 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(0x437f0000))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(0x437f0000))); PV0i.z = R3i.x; PV0i.z = clampFI32(PV0i.z); PV0i.w = R3i.y; PV0i.w = clampFI32(PV0i.w); R127i.x = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].x)); PS0i = R127i.x; // 1 R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z))); PV1i.x = R126i.x; R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].z))); PV1i.y = R127i.y; PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3b800000)); PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 2.0); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3b800000)); PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0); PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].y)); // 2 backupReg0i = R0i.x; PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + -(1.0)); PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + -(1.0)); R127i.z = floatBitsToInt(intBitsToFloat(R4i.y) * intBitsToFloat(PS1i)); PV0i.z = R127i.z; R127i.w = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R127i.x)); PV0i.w = R127i.w; R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x))); PS0i = R2i.w; // 3 backupReg0i = R0i.w; R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(uf_remappedPS[1].x))); PV1i.x = R4i.x; R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(uf_remappedPS[1].x))); PV1i.y = R4i.y; PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R127i.y))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R126i.x))); R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R1i.w))); PS1i = R3i.w; // 4 R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.w)); PV0i.x = R0i.x; PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w))); // 5 R0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R127i.z)); PV1i.y = R0i.y; R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz); // 0 backupReg0i = R0i.y; backupReg1i = R0i.x; PV0i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R0i.z)); PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(backupReg0i)); PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(backupReg1i)); // 1 R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(PV0i.z))); PV1i.x = R3i.x; R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); PV1i.y = R3i.y; R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PV0i.x))); PV1i.z = R3i.z; // export passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); }