#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 5ce4bcf08c2aa688 // Used for: Bloom const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[6]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) noperspective out vec4 passParameterSem1; layout(location = 1) noperspective out vec4 passParameterSem2; layout(location = 2) noperspective out vec4 passParameterSem3; layout(location = 3) noperspective out vec4 passParameterSem4; 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R5i = ivec4(0); ivec4 R6i = ivec4(0); ivec4 R7i = ivec4(0); ivec4 R8i = ivec4(0); ivec4 R9i = ivec4(0); ivec4 R10i = ivec4(0); ivec4 R11i = ivec4(0); ivec4 R12i = ivec4(0); ivec4 R13i = ivec4(0); ivec4 R14i = ivec4(0); ivec4 R15i = ivec4(0); ivec4 R16i = ivec4(0); ivec4 R17i = ivec4(0); ivec4 R18i = ivec4(0); ivec4 R19i = ivec4(0); ivec4 R20i = ivec4(0); ivec4 R21i = ivec4(0); ivec4 R22i = ivec4(0); ivec4 R23i = ivec4(0); ivec4 R24i = ivec4(0); ivec4 R25i = ivec4(0); ivec4 R26i = ivec4(0); ivec4 R27i = ivec4(0); ivec4 R28i = ivec4(0); ivec4 R29i = ivec4(0); ivec4 R30i = ivec4(0); ivec4 R31i = ivec4(0); ivec4 R32i = ivec4(0); ivec4 R33i = ivec4(0); ivec4 R34i = ivec4(0); ivec4 R35i = ivec4(0); ivec4 R36i = ivec4(0); ivec4 R37i = ivec4(0); ivec4 R38i = ivec4(0); ivec4 R39i = ivec4(0); ivec4 R40i = ivec4(0); ivec4 R41i = ivec4(0); ivec4 R42i = ivec4(0); ivec4 R43i = ivec4(0); ivec4 R44i = ivec4(0); ivec4 R45i = ivec4(0); ivec4 R46i = ivec4(0); ivec4 R47i = ivec4(0); ivec4 R48i = ivec4(0); ivec4 R49i = ivec4(0); ivec4 R50i = ivec4(0); ivec4 R51i = ivec4(0); ivec4 R52i = ivec4(0); ivec4 R53i = ivec4(0); ivec4 R54i = ivec4(0); ivec4 R55i = ivec4(0); ivec4 R56i = ivec4(0); ivec4 R57i = ivec4(0); ivec4 R58i = ivec4(0); ivec4 R59i = ivec4(0); ivec4 R60i = ivec4(0); ivec4 R61i = ivec4(0); ivec4 R62i = ivec4(0); ivec4 R63i = ivec4(0); ivec4 R64i = ivec4(0); ivec4 R65i = ivec4(0); ivec4 R66i = ivec4(0); ivec4 R67i = ivec4(0); ivec4 R68i = ivec4(0); ivec4 R69i = ivec4(0); ivec4 R70i = ivec4(0); ivec4 R71i = ivec4(0); ivec4 R72i = ivec4(0); ivec4 R73i = ivec4(0); ivec4 R74i = ivec4(0); ivec4 R75i = ivec4(0); ivec4 R76i = ivec4(0); ivec4 R77i = ivec4(0); ivec4 R78i = ivec4(0); ivec4 R79i = ivec4(0); ivec4 R80i = ivec4(0); ivec4 R81i = ivec4(0); ivec4 R82i = ivec4(0); ivec4 R83i = ivec4(0); ivec4 R84i = ivec4(0); ivec4 R85i = ivec4(0); ivec4 R86i = ivec4(0); ivec4 R87i = ivec4(0); ivec4 R88i = ivec4(0); ivec4 R89i = ivec4(0); ivec4 R90i = ivec4(0); ivec4 R91i = ivec4(0); ivec4 R92i = ivec4(0); ivec4 R93i = ivec4(0); ivec4 R94i = ivec4(0); ivec4 R95i = ivec4(0); ivec4 R96i = ivec4(0); ivec4 R97i = ivec4(0); ivec4 R98i = ivec4(0); ivec4 R99i = ivec4(0); ivec4 R100i = ivec4(0); ivec4 R101i = ivec4(0); ivec4 R102i = ivec4(0); ivec4 R103i = ivec4(0); ivec4 R104i = ivec4(0); ivec4 R105i = ivec4(0); ivec4 R106i = ivec4(0); ivec4 R107i = ivec4(0); ivec4 R108i = ivec4(0); ivec4 R109i = ivec4(0); ivec4 R110i = ivec4(0); ivec4 R111i = ivec4(0); ivec4 R112i = ivec4(0); ivec4 R113i = ivec4(0); ivec4 R114i = ivec4(0); ivec4 R115i = ivec4(0); ivec4 R116i = ivec4(0); ivec4 R117i = ivec4(0); ivec4 R118i = ivec4(0); ivec4 R119i = ivec4(0); ivec4 R120i = ivec4(0); ivec4 R121i = ivec4(0); ivec4 R122i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R124i = ivec4(0); ivec4 R125i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); uvec4 attrDecoder; 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; vec3 cubeMapSTM; int cubeMapFaceId; R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); attrDecoder = attrDataSem1; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); // 0 PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedVS[0].y))); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedVS[0].x))); R5i.w = 0x3f800000; R127i.x = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedVS[1].y)); PS0i = R127i.x; // 1 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[2].x)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedVS[2].y)); PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedVS[1].x)); // 2 R1i.x = uf_remappedVS[3].x; PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PS1i)); PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); R5i.z = uf_remappedVS[2].z; PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(R127i.x)); PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); R1i.y = uf_remappedVS[3].y; PS0i = R1i.y; // 3 R5i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(1.0)); R0i.y = uf_remappedVS[3].w; PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0)); R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w) * 1.0); R0i.x = uf_remappedVS[3].z; PS1i = R0i.x; // 4 R2i.x = uf_remappedVS[5].x; R5i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z))); R1i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * 1.0); R1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w) * -(1.0)); R2i.y = uf_remappedVS[5].y; PS0i = R2i.y; // 5 R3i.x = uf_remappedVS[5].z; R3i.y = uf_remappedVS[5].w; R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * 1.0); R3i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * -(1.0)); PS1i = int(intBitsToFloat(R2i.w)); // 6 R4i.x = PS1i + 0x00000018; R2i.z = R0i.w; R2i.w = R1i.w; // 7 R33i.x = R1i.x; R33i.y = R1i.y; // 8 R34i.x = R0i.x; R34i.y = R0i.y; // 9 R35i.x = R2i.x; R35i.y = R2i.y; // 10 R36i.x = R3i.x; R36i.y = R3i.y; // 11 tempResulti = R4i.x; tempResulti = clamp(tempResulti, -256, 255); ARi.x = tempResulti; PV1i.x = tempResulti; // 12 R4i.x = ((ARi.x==0)?R9i.x:(ARi.x==24)?R33i.x:(ARi.x==25)?R34i.x:(ARi.x==26)?R35i.x:(ARi.x==27)?R36i.x:(ARi.x==118)?R127i.x:0); R4i.y = ((ARi.x==0)?R9i.y:(ARi.x==24)?R33i.y:(ARi.x==25)?R34i.y:(ARi.x==26)?R35i.y:(ARi.x==27)?R36i.y:(ARi.x==118)?R127i.y:0); // export gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); // 0 R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x))); R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y))); R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x))); R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y))); R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x))); PS0i = R3i.x; // 1 backupReg0i = R2i.z; R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x))); R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y))); R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y))); // export passParameterSem1 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.z)); // export passParameterSem2 = vec4(intBitsToFloat(R0i.z), intBitsToFloat(R0i.w), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z)); // export passParameterSem3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); // export passParameterSem4 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)); }