#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 92e5b6dffd1d9b9b const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[30]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[30]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; // 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 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R123f = 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 = passParameterSem136; // 0 R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x); R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y); R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x) / resXScale; R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y) / resYScale; // 1 R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x) / resXScale; R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y) / resYScale; R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x) / resXScale; R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y) / resYScale; R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R4f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); // 0 R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[4].y)) + 0.0); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[4].x)) + 0.0); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[4].w)) + 0.0); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[4].z)) + 0.0); PV0f.w = R123f.w; // 1 R123f.x = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[5].y)) + PV0f.x); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[5].x)) + PV0f.y); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[5].w)) + PV0f.z); PV1f.z = R123f.z; R123f.w = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[5].z)) + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[6].w)) + PV1f.z); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[6].z)) + PV1f.w); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[6].y)) + PV1f.x); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[6].x)) + PV1f.y); PV0f.w = R123f.w; // 3 R4f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[7].z)) + PV0f.y); R4f.y = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[7].w)) + PV0f.x); R4f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[7].y)) + PV0f.z); R4f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[7].x)) + PV0f.w); // 4 R1f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[8].x) / resXScale,intBitsToFloat(uf_remappedPS[8].y) / resYScale,intBitsToFloat(uf_remappedPS[9].x) / resXScale); R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[9].y) / resYScale; // 5 R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[10].x) / resXScale,intBitsToFloat(uf_remappedPS[10].y) / resYScale,intBitsToFloat(uf_remappedPS[11].x) / resXScale); R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[11].y) / resYScale; R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); R5f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); // 0 R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[12].y)) + R4f.z); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[12].x)) + R4f.w); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[12].w)) + R4f.y); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[12].z)) + R4f.x); PV0f.w = R123f.w; // 1 R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[13].y)) + PV0f.x); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[13].x)) + PV0f.y); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[13].w)) + PV0f.z); PV1f.z = R123f.z; R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[13].z)) + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[14].w)) + PV1f.z); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[14].z)) + PV1f.w); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[14].y)) + PV1f.x); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[14].x)) + PV1f.y); PV0f.w = R123f.w; // 3 R1f.x = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[15].z)) + PV0f.y); R1f.y = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[15].w)) + PV0f.x); R1f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[15].y)) + PV0f.z); R1f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[15].x)) + PV0f.w); // 4 R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[16].x) / resXScale,intBitsToFloat(uf_remappedPS[16].y) / resYScale,intBitsToFloat(uf_remappedPS[17].x) / resXScale); R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[17].y) / resYScale; // 5 R5f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[18].x) / resXScale,intBitsToFloat(uf_remappedPS[18].y) / resYScale,intBitsToFloat(uf_remappedPS[19].x) / resXScale); R5f.w = R0f.y + intBitsToFloat(uf_remappedPS[19].y) / resYScale; R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); R4f.xyzw = (texture(textureUnitPS0, R5f.xy).xyzw); R5f.xyzw = (texture(textureUnitPS0, R5f.zw).xyzw); // 0 R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[20].y)) + R1f.z); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[20].x)) + R1f.w); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[20].w)) + R1f.y); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[20].z)) + R1f.x); PV0f.w = R123f.w; // 1 R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[21].y)) + PV0f.x); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[21].x)) + PV0f.y); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[21].w)) + PV0f.z); PV1f.z = R123f.z; R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[21].z)) + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[22].w)) + PV1f.z); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[22].z)) + PV1f.w); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[22].y)) + PV1f.x); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[22].x)) + PV1f.y); PV0f.w = R123f.w; // 3 R4f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[23].z)) + PV0f.y); R4f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[23].w)) + PV0f.x); R4f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[23].y)) + PV0f.z); R4f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[23].x)) + PV0f.w); // 4 R5f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[24].x) / resXScale,intBitsToFloat(uf_remappedPS[24].y) / resYScale,intBitsToFloat(uf_remappedPS[25].x) / resXScale); R5f.w = R0f.y + intBitsToFloat(uf_remappedPS[25].y) / resYScale; // 5 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[26].x); R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[26].y); R2f.xyzw = (texture(textureUnitPS0, R5f.xy).xyzw); R5f.xyzw = (texture(textureUnitPS0, R5f.zw).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[27].y)) + R4f.z); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[27].x)) + R4f.w); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[27].w)) + R4f.y); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[27].z)) + R4f.x); PV0f.w = R123f.w; // 1 R123f.x = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[28].y)) + PV0f.x); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[28].x)) + PV0f.y); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[28].w)) + PV0f.z); PV1f.z = R123f.z; R123f.w = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[28].z)) + PV0f.w); PV1f.w = R123f.w; // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; R0f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[29].x)) + PV1f.y); R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[29].y)) + PV1f.x); R0f.z = (mul_nonIEEE(backupReg2f,intBitsToFloat(uf_remappedPS[29].z)) + PV1f.w); R0f.w = (mul_nonIEEE(backupReg3f,intBitsToFloat(uf_remappedPS[29].w)) + PV1f.z); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }