#version 420 #extension GL_ARB_texture_gather : enable // shader 7cd338ce4c6ea935 // cutscene ps uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xac200800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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; 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 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; R1f = passParameterSem0; R1f.x = (R1f.x - 0.5)*1.3125+0.5; if (R1f.x>0.0 && R1f.x<1.0) R0f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); // 0 backupReg0f = R0f.x; tempResultf = log2(backupReg0f); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 1 R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x)); tempResultf = log2(R0f.y); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 2 R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x)); tempResultf = log2(R0f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 3 R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x)); PS1f = exp2(R127f.z); // 4 R0f.x = PS1f; PS0f = exp2(R127f.w); // 5 R0f.y = PS0f; PS1f = exp2(R127f.x); // 6 R0f.z = PS1f; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }