#version 420 #extension GL_ARB_texture_gather : enable // shader cc5b29e8cb801fb8 // Used for: First glitter bloom pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[5]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e0c000 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; 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 R123f = vec4(0.0); vec4 R124f = vec4(0.0); vec4 R125f = 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 = passParameterSem0; R10f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); // 0 R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale* 1.0 + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y); R0f.z = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 1.0 + R0f.x); R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 1.0 + R0f.y); R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); PS0f = R3f.x; // 1 R2f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y); R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x); R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y); R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); PS1f = R5f.x; // 2 R4f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 2.0 + R0f.x); R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); R4f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 2.0 + R0f.y); R4f.w = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R4f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS0f = R4f.y; // 3 R6f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); R6f.z = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); R6f.w = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS1f = R6f.y; R7f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R8f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R9f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); R11f.xyz = (texture(textureUnitPS0, R4f.xz).xyz); R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); R12f.xyz = (texture(textureUnitPS0, R6f.xz).xyz); // 0 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); // 1 backupReg0f = R7f.x; backupReg1f = R7f.y; backupReg2f = R7f.z; R7f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg0f + R10f.x); R7f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(uf_remappedPS[4].y); R7f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg1f + R10f.y); R0f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg2f + R10f.z); R2f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.x + R10f.x); PS1f = R2f.w; R4f.xyz = (texture(textureUnitPS0, R4f.wy).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R6f.xyz = (texture(textureUnitPS0, R6f.wy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); // 0 R127f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.x + R10f.x); R127f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.y + R10f.y); R127f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y + R10f.y); R127f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.z + R10f.z); R126f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.z + R10f.z); PS0f = R126f.w; // 1 R126f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.y + R10f.y); R126f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.x + R10f.x); R126f.z = (R7f.y * R3f.z + R0f.w); R125f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.z + R10f.z); R124f.w = (R7f.y * R11f.x + R2f.w); PS1f = R124f.w; // 2 backupReg0f = R127f.w; R125f.x = (R7f.y * R11f.y + R127f.z); R125f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R7f.y; PV0f.y = R125f.y; R127f.z = (R7f.y * R3f.y + R7f.z); R123f.w = (R7f.y * R3f.x + R7f.x); PV0f.w = R123f.w; R127f.w = (R7f.y * R11f.z + backupReg0f); PS0f = R127f.w; // 3 backupReg0f = R127f.y; backupReg1f = R127f.x; R127f.x = (R7f.y * R5f.z + R126f.w); R127f.y = (R7f.y * R12f.z + R125f.w); R125f.z = (R7f.y * R5f.y + backupReg0f); R126f.w = (R7f.y * R5f.x + backupReg1f); R5f.x = (PV0f.y * R4f.x + PV0f.w); PS1f = R5f.x; // 4 R124f.z = (R7f.y * R12f.y + R126f.x); R123f.w = (R7f.y * R12f.x + R126f.y); PV0f.w = R123f.w; // 5 R7f.x = (R125f.y * R0f.x + R124f.w); R5f.y = (R125f.y * R4f.y + R127f.z); R5f.z = (R125f.y * R4f.z + R126f.z); R12f.w = (R125f.y * R6f.x + R126f.w); R4f.x = (R125f.y * R1f.x + PV0f.w); PS1f = R4f.x; // 6 R12f.x = (R125f.y * R6f.y + R125f.z); R7f.y = (R125f.y * R0f.y + R125f.x); R7f.z = (R125f.y * R0f.z + R127f.w); R12f.z = (R125f.y * R6f.z + R127f.x); PS0f = R12f.z; // 7 R4f.y = (R125f.y * R1f.y + R124f.z); PV1f.y = R4f.y; R4f.z = (R125f.y * R1f.z + R127f.y); PV1f.z = R4f.z; // 8 R3f.xyz = vec3(R4f.x,PV1f.y,PV1f.z); R3f.w = R4f.w; // 9 R2f.xyz = vec3(R12f.w,R12f.x,R12f.z); R2f.w = R12f.w; // 10 R1f.xyz = vec3(R7f.x,R7f.y,R7f.z); R1f.w = R7f.w; // 11 R0f.xyz = vec3(R5f.x,R5f.y,R5f.z); R0f.w = R5f.w; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); passPixelColor2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); passPixelColor3 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }