#version 420 #extension GL_ARB_texture_gather : enable // shader 5661793d88425685 // Used for: First glitter bloom pass const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight); uniform ivec4 uf_remappedPS[7]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; layout(location = 4) out vec4 passPixelColor4; layout(location = 5) out vec4 passPixelColor5; 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } 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 R6f = vec4(0.0); vec4 R7f = vec4(0.0); vec4 R8f = vec4(0.0); vec4 R9f = vec4(0.0); vec4 R10f = vec4(0.0); vec4 R11f = vec4(0.0); vec4 R12f = vec4(0.0); vec4 R13f = vec4(0.0); vec4 R14f = vec4(0.0); vec4 R15f = vec4(0.0); vec4 R16f = vec4(0.0); vec4 R17f = vec4(0.0); vec4 R18f = vec4(0.0); vec4 R122f = 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 = passParameterSem0; R8f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); // 0 R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale; R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale; R2f.z = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); R4f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); PV0f.w = R4f.w; R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); PS0f = R2f.y; // 1 R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R9f.z = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; // 2 R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/resXScale; R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/resYScale; R0f.z = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); R0f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS0f = R5f.x; R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz); // 0 backupReg0f = R1f.y; R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R8f.z); PV0f.x = R123f.x; R1f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R8f.x); R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y); PV0f.z = R123f.z; R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.x + R8f.x); PV0f.w = R123f.w; R1f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R8f.y); PS0f = R1f.w; // 1 R123f.x = (R4f.w * R2f.z + PV0f.x); PV1f.x = R123f.x; R6f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R8f.z); R123f.z = (R4f.w * R2f.y + PV0f.z); PV1f.z = R123f.z; R123f.w = (R4f.w * R2f.x + PV0f.w); PV1f.w = R123f.w; R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS1f = R5f.y; // 2 R12f.x = (R9f.z * R3f.x + PV1f.w); R12f.y = (R9f.z * R3f.y + PV1f.z); R12f.z = (R9f.z * R3f.z + PV1f.x); R3f.w = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/resXScale; R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/resYScale; PS0f = R3f.y; // 3 R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); R6f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R6f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R7f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x)/resXScale; PS1f = R7f.x; R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.wy).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); // 0 R123f.x = (R4f.w * R4f.z + R6f.y); PV0f.x = R123f.x; R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x); PV0f.y = R123f.y; R123f.z = (R4f.w * R4f.x + R1f.y); PV0f.z = R123f.z; R123f.w = (R4f.w * R4f.y + R1f.w); PV0f.w = R123f.w; R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z); PS0f = R122f.x; // 1 R11f.x = (R9f.z * R5f.x + PV0f.z); R11f.y = (R9f.z * R5f.y + PV0f.w); R11f.z = (R9f.z * R5f.z + PV0f.x); R1f.w = (R4f.w * R2f.x + PV0f.y); R0f.w = (R4f.w * R2f.z + PS0f); PS1f = R0f.w; // 2 R3f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x); R7f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y)/resYScale; R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y); PV0f.z = R123f.z; R3f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y); R5f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS0f = R5f.x; // 3 R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale; R5f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R2f.z = (R4f.w * R2f.y + PV0f.z); R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale; R1f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x); PS1f = R1f.x; R6f.xyz = (texture(textureUnitPS0, R6f.zw).xyz); R7f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.xw).xyz); R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); // 0 R10f.x = (R9f.z * R6f.x + R1f.w); R10f.y = (R9f.z * R6f.y + R2f.z); R10f.z = (R9f.z * R6f.z + R0f.w); R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.x + R8f.x); PV0f.w = R123f.w; R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.y + R8f.y); PS0f = R122f.x; // 1 R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.z + R8f.z); PV1f.x = R123f.x; R1f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y); R123f.z = (R4f.w * R3f.y + PS0f); PV1f.z = R123f.z; R123f.w = (R4f.w * R3f.x + PV0f.w); PV1f.w = R123f.w; R7f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS1f = R7f.x; // 2 R4f.x = (R9f.z * R5f.x + PV1f.w); R4f.y = (R9f.z * R5f.y + PV1f.z); R7f.z = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R123f.w = (R4f.w * R3f.z + PV1f.x); PV0f.w = R123f.w; R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale; PS0f = R3f.x; // 3 R5f.x = (intBitsToFloat(uf_remappedPS[6].x) * 2.0 + R0f.x); R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale; R4f.z = (R9f.z * R5f.z + PV0f.w); R5f.w = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); R6f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS1f = R6f.x; R2f.xyz = (texture(textureUnitPS0, R2f.xw).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R7f.xyz = (texture(textureUnitPS0, R7f.xz).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); // 0 backupReg0f = R2f.y; R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.z + R8f.z); PV0f.x = R123f.x; R2f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x); R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y); PV0f.z = R123f.z; R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.x + R8f.x); PV0f.w = R123f.w; R2f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y); PS0f = R2f.x; // 1 backupReg0f = R0f.y; R123f.x = (R4f.w * R1f.z + PV0f.x); PV1f.x = R123f.x; R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z); R123f.z = (R4f.w * R1f.y + PV0f.z); PV1f.z = R123f.z; R123f.w = (R4f.w * R1f.x + PV0f.w); PV1f.w = R123f.w; R6f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + backupReg0f); PS1f = R6f.y; // 2 backupReg0f = R7f.x; backupReg1f = R7f.y; backupReg2f = R7f.z; R7f.x = (R9f.z * backupReg0f + PV1f.w); R7f.y = (R9f.z * backupReg1f + PV1f.z); R7f.z = (R9f.z * backupReg2f + PV1f.x); R5f.xyz = (texture(textureUnitPS0, R5f.xw).xyz); R6f.xyz = (texture(textureUnitPS0, R6f.xy).xyz); // 0 R123f.x = (R4f.w * R5f.z + R0f.y); PV0f.x = R123f.x; R123f.z = (R4f.w * R5f.y + R2f.x); PV0f.z = R123f.z; R123f.w = (R4f.w * R5f.x + R2f.y); PV0f.w = R123f.w; // 1 backupReg0f = R6f.x; backupReg1f = R6f.y; backupReg2f = R6f.z; R6f.x = (R9f.z * backupReg0f + PV0f.w); PV1f.x = R6f.x; R6f.y = (R9f.z * backupReg1f + PV0f.z); PV1f.y = R6f.y; R6f.z = (R9f.z * backupReg2f + PV0f.x); PV1f.z = R6f.z; // 2 R18f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); R18f.w = R6f.w; // 3 R17f.xyz = vec3(R7f.x,R7f.y,R7f.z); R17f.w = R7f.w; // 4 R16f.xyz = vec3(R4f.x,R4f.y,R4f.z); R16f.w = R4f.w; // 5 R15f.xyz = vec3(R10f.x,R10f.y,R10f.z); R15f.w = R10f.w; // 6 R14f.xyz = vec3(R11f.x,R11f.y,R11f.z); R14f.w = R11f.w; // 7 R13f.xyz = vec3(R12f.x,R12f.y,R12f.z); R13f.w = R12f.w; // export passPixelColor0 = vec4(R13f.x, R13f.y, R13f.z, R13f.w); passPixelColor1 = vec4(R14f.x, R14f.y, R14f.z, R14f.w); passPixelColor2 = vec4(R15f.x, R15f.y, R15f.z, R15f.w); passPixelColor3 = vec4(R16f.x, R16f.y, R16f.z, R16f.w); passPixelColor4 = vec4(R17f.x, R17f.y, R17f.z, R17f.w); passPixelColor5 = vec4(R18f.x, R18f.y, R18f.z, R18f.w); }