#version 420 #extension GL_ARB_texture_gather : enable // shader 5307d14d04250e61 // Used for: Make stars visible uniform ivec4 uf_remappedPS[4]; layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; 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 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; 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; R1f = passParameterSem2; // 0 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.y = tempf.x; PS0f = abs(R2f.z); // 1 backupReg0f = R0f.y; R123f.x = (PS0f * 2.0 + -(1.0)); PV1f.x = R123f.x; PV1f.y = PV0f.x; PV1f.y = clamp(PV1f.y, 0.0, 1.0); R127f.z = mul_nonIEEE(R0f.x, intBitsToFloat(uf_remappedPS[1].w)); PV1f.w = abs(R2f.w); R125f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].w)); PS1f = R125f.w; // 2 backupReg0f = R127f.y; PV0f.x = mul_nonIEEE(PV1f.x, PV1f.x); R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].w)); PV0f.y = R127f.y; R123f.z = (PV1f.w * 2.0 + -(1.0)); PV0f.z = R123f.z; R127f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y)); R127f.w = clamp(R127f.w, 0.0, 1.0); tempResultf = log2(PV1f.y); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 3 R126f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[2].z); PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), PS0f); R123f.z = (mul_nonIEEE(PV0f.z,PV0f.z) + PV0f.x); PV1f.z = R123f.z; R126f.w = -(intBitsToFloat(uf_remappedPS[2].w)) + 0.0; // 4 R127f.x = -(R127f.z) + intBitsToFloat(uf_remappedPS[2].x); PV0f.y = -(PV1f.z) + 1.0; PV0f.y = clamp(PV0f.y, 0.0, 1.0); R126f.z = -(R125f.w) + intBitsToFloat(uf_remappedPS[2].y); PS0f = exp2(PV1f.y); // 5 PV1f.x = mul_nonIEEE(R127f.w, PV0f.y); R123f.z = (mul_nonIEEE(R126f.w,PS0f) + intBitsToFloat(uf_remappedPS[2].w)); PV1f.z = R123f.z; // 6 backupReg0f = R0f.w; R0f.x = (mul_nonIEEE(R127f.x,PV1f.z) + R127f.z); R0f.y = (mul_nonIEEE(R126f.z,PV1f.z) + R125f.w); R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + R127f.y); R0f.w = mul_nonIEEE(backupReg0f, PV1f.x); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 1.0); }