#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ee4bd70a942d3687 uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f5f4000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x1 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2a7f1000 res 1280x720x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem130; 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); 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 = passParameterSem130; R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt; R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt; // 0 backupReg0f = R0f.y; backupReg1f = R0f.x; PV0f.x = mul_nonIEEE(R1f.w, R0f.w); PV0f.y = mul_nonIEEE(R1f.z, R0f.z); PV0f.z = mul_nonIEEE(R1f.y, backupReg0f); PV0f.w = mul_nonIEEE(R1f.x, backupReg1f); // 1 R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x)); R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y)); R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z)); R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w)); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }