#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #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 SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. // shader b4196905d6fff2bb // Used for: Fixing high-res shadows on models at end-screen of campaign/matches const float resScale = $shadowRes; #ifdef VULKAN layout(set = 1, binding = 3) uniform ufBlock { uniform ivec4 uf_remappedPS[12]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[12]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2DArrayShadow textureUnitPS1; TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; layout(location = 0) noperspective in vec4 passParameterSem0; layout(location = 1) noperspective in vec4 passParameterSem4; layout(location = 0) out vec4 passPixelColor0; // uf_fragCoordScale was moved to the ufBlock 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 R6f = 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 = passParameterSem0; R1f = passParameterSem4; R0f.w = (texture(textureUnitPS0, R1f.xy).x); // 0 R125f.x = 1.0; PV0f.y = 0.0; // = "fix" PV0f.y /= 2.0; PV0f.z = intBitsToFloat(uf_remappedPS[0].z); PV0f.z /= 2.0; R123f.w = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[1].y)) + 1.0); PV0f.w = R123f.w; R127f.x = -(intBitsToFloat(uf_remappedPS[0].z)/resScale); R127f.x /= 2.0; PS0f = R127f.x; // 1 R126f.x = 0.0; R127f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x)/resScale, PV0f.y); R126f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x)/resScale, PV0f.z); PV1f.w = -(intBitsToFloat(uf_remappedPS[0].w)/resScale); PV1f.w /= 2.0; PS1f = 1.0 / PV0f.w; // 2 backupReg0f = R127f.x; R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x)/resScale, backupReg0f); PV0f.y = -(intBitsToFloat(uf_remappedPS[1].x)) * PS1f; R1f.z = roundEven(0.0); PV0f.z = R1f.z; R126f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x)/resScale, PV1f.w); // 3 R5f.x = mul_nonIEEE(R0f.x, PV0f.y); PV1f.x = R5f.x; R5f.y = mul_nonIEEE(R0f.y, PV0f.y); PV1f.y = R5f.y; R124f.z = PV0f.y; PV1f.z = R124f.z; R125f.w = -(PV0f.y) + -(intBitsToFloat(uf_remappedPS[2].x)); R2f.z = PV0f.z; PS1f = R2f.z; // 4 tempf.x = dot(vec4(PV1f.x,PV1f.y,PV1f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R3f.z = R1f.z; PS0f = R3f.z; // 5 tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R125f.z = 1.0 / PV0f.x; PS1f = R125f.z; // 6 tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.z = 1.0 / PV1f.x; PS0f = R127f.z; // 7 tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),intBitsToFloat(uf_remappedPS[6].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R127f.w = PV0f.x * R125f.z; PS1f = R127f.w; // 8 tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),intBitsToFloat(uf_remappedPS[7].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.x = mul_nonIEEE(PV1f.x, R127f.z); PS0f = R0f.x; // 9 backupReg0f = R127f.x; R127f.x = mul_nonIEEE(R127f.w, R127f.y); PV1f.x = R127f.x; R0f.y = mul_nonIEEE(PV0f.x, R127f.z); R127f.z = R127f.w + R126f.x; R124f.w = mul_nonIEEE(R127f.w, R126f.z); R126f.x = mul_nonIEEE(R127f.w, backupReg0f); PS1f = R126f.x; // 10 tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),intBitsToFloat(uf_remappedPS[8].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R126f.z = PV1f.x; PS0f = R126f.z; // 11 tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),intBitsToFloat(uf_remappedPS[9].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R127f.y = PV0f.x * R125f.z; PS1f = R127f.y; // 12 R124f.x = PV1f.x * R125f.z; PV0f.x = R124f.x; R126f.y = mul_nonIEEE(R127f.w, R126f.w); R4f.z = R1f.z; R127f.w = R127f.z; R127f.w = clamp(R127f.w, 0.0, 1.0); PV0f.w = R127f.w; R1f.x = PS1f + R124f.w; PS0f = R1f.x; // 13 R2f.x = R127f.y + R126f.x; R1f.y = PV0f.x + R126f.z; R5f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R125f.w); R5f.z = clamp(R5f.z, 0.0, 1.0); R1f.w = PV0f.w; R2f.y = PV0f.x + R127f.x; PS1f = R2f.y; // 14 R3f.x = R127f.y + R124f.w; R3f.y = R124f.x + R126f.y; PV0f.z = mul_nonIEEE(R125f.x, intBitsToFloat(uf_remappedPS[10].w)); R2f.w = R127f.w; R3f.w = R127f.w; PS0f = R3f.w; // 15 R4f.x = R127f.y + R126f.x; R4f.y = R124f.x + R126f.y; R0f.z = (mul_nonIEEE(R124f.z,intBitsToFloat(uf_remappedPS[10].z)) + PV0f.z); R4f.w = R127f.w; R6f.x = intBitsToFloat(uf_remappedPS[11].x); PS1f = R6f.x; R0f.xy = (texture(textureUnitPS2, R0f.xy).xy); R1f.z = (texture(textureUnitPS1, vec4(R1f.x,R1f.y,R1f.z,R1f.w))); R2f.y = (texture(textureUnitPS1, vec4(R2f.x,R2f.y,R2f.z,R2f.w))); R3f.x = (texture(textureUnitPS1, vec4(R3f.x,R3f.y,R3f.z,R3f.w))); R4f.w = (texture(textureUnitPS1, vec4(R4f.x,R4f.y,R4f.z,R4f.w))); // 0 backupReg0f = R0f.z; backupReg1f = R0f.x; backupReg1f = R0f.x; backupReg2f = R0f.y; tempf.x = dot(vec4(R5f.x,R5f.y,backupReg0f,0.0),vec4(intBitsToFloat(uf_remappedPS[10].x),intBitsToFloat(uf_remappedPS[10].y),1.0,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.w = (mul_nonIEEE(-(backupReg1f),backupReg1f) + backupReg2f); PS0f = R127f.w; // 1 PV1f.z = R1f.z + R2f.y; PV1f.z /= 2.0; PV1f.w = min(PV0f.x, 1.0); R6f.w = intBitsToFloat(uf_remappedPS[11].w); PS1f = R6f.w; // 2 R123f.y = (R3f.x * 0.5 + PV1f.z); PV0f.y = R123f.y; PV0f.z = PV1f.w + -(R0f.x); // 3 R123f.x = (R4f.w * 0.5 + PV0f.y)/2.0; PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(PV0f.z,PV0f.z) + R127f.w); PV1f.y = R123f.y; R124f.z = (0.0 >= PV0f.z)?1.0:0.0; // 4 R6f.y = R5f.z + PV1f.x; PS0f = 1.0 / PV1f.y; // 5 PV1f.w = R127f.w * PS0f; // 6 PV0f.y = max(PV1f.w, R124f.z); // 7 PV1f.x = min(PV0f.y, 1.0); // 8 R6f.z = R5f.z + PV1f.x; // export passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); }