#version 420 #extension GL_ARB_texture_gather : enable // shader 90ed656e9c17616b //make second gradient more white blue uniform ivec4 uf_remappedPS[3]; layout(location = 0) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; 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 R3f = 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; // 0 PV0f.x = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].x)); PV0f.x = clamp(PV0f.x, 0.0, 1.0); R1f.y = (intBitsToFloat(uf_remappedPS[1].z) * 0.5 + 0.5); // 1 R0f.xyz = vec3(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z)); PV1f.x = R0f.x; PV1f.y = R0f.y; PV1f.z = R0f.z; R0f.w = PV0f.x; PV1f.w = R0f.w; R1f.w = PV0f.x; PS1f = R1f.w; // 2 R2f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); R2f.w = PV1f.w; // 3 R3f.xyz = vec3(R1f.y,R1f.y,R1f.y); R3f.w = R1f.w; // export passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.2; passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }