#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 161904c2816b059d // Used for: Horizontal & Vertical Bloom Blur Pass float resScale = ($width/$gameWidth); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem129; layout(location = 1) out vec4 passParameterSem130; layout(location = 2) out vec4 passParameterSem131; layout(location = 3) out vec4 passParameterSem132; layout(location = 4) out vec4 passParameterSem133; 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() { 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); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder = attrDataSem0; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); attrDecoder.xy = attrDataSem8.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 R0f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)); R0f.w = R1f.x + intBitsToFloat(uf_remappedVS[0].w)/resScale; // 1 R3f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z)); R3f.w = R1f.x + intBitsToFloat(uf_remappedVS[1].w)/resScale; // 2 R4f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z)); R4f.w = R1f.x + intBitsToFloat(uf_remappedVS[2].w)/resScale; // 3 R5f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z)); R5f.w = R1f.x + intBitsToFloat(uf_remappedVS[3].w)/resScale; // 4 backupReg0f = R1f.x; backupReg1f = R1f.y; backupReg1f = R1f.y; backupReg0f = R1f.x; R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg1f) + vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z)); R1f.w = backupReg0f + intBitsToFloat(uf_remappedVS[4].w)/resScale; // export gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem130 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem131 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); // export passParameterSem132 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); // export passParameterSem133 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // 0 }