#version 420 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. // shader 8a763b05908ba4e8 //Third band horizon const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); #ifdef VULKAN layout(set = 1, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedPS[3]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; #endif layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem4; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; // uf_fragCoordScale was moved to the ufBlock 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 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; R2f = passParameterSem4; // 0 backupReg0f = R0f.w; tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(R2f.x,R2f.y,R2f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.w = backupReg0f; R0f.w = clamp(R0f.w, 0.0, 1.0); PS0f = R0f.w; // 1 R127f.x = -(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y); R127f.y = -(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x); R2f.w = PS0f; PS1f = sqrt(PV0f.x); // 2 R126f.x = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z); R123f.w = (mul_nonIEEE(R1f.x,PS1f) + R1f.y); R123f.w = clamp(R123f.w, 0.0, 1.0); PV0f.w = R123f.w; // 3 PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w); // 4 R0f.x = (mul_nonIEEE(R127f.y,PV1f.z) + intBitsToFloat(uf_remappedPS[0].x)); R0f.y = (mul_nonIEEE(R127f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].y)); R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].z)); // 0 R2f.x = (intBitsToFloat(uf_remappedPS[2].z) * 0.5 + 0.5); // 1 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f); R0f.w = backupReg3f; // 2 R1f.xyz = vec3(R2f.x,R2f.y,R2f.y); R1f.w = R2f.w; // export //passPixelColor0 = vec4(R0f.x, R0f.y*0.75, R0f.z*1.25, R0f.w)*1.2; passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.75, R0f.z*skyboxBlue*1.25, R0f.w)*skyboxMix*1.2; passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }