#version 420 #extension GL_ARB_texture_gather : enable // shader b253dca415790207 // motion blur fix // To-do, review just hardcoding half length for higher res, probably looks better const float resScale = ; //const float resScale = 3; uniform ivec4 uf_remappedPS[5]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 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: 0 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){ 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 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 = passParameterSem0; // 0 R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale; R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale; R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale; R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale; R5f.w = 1.0; PS0f = R5f.w; // 1 R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale; R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale; R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale; R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale; // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale; R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/resScale; R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); // 0 PV0f.x = R3f.y + -(0.5); PV0f.x *= 2.0; PV0f.y = R3f.x + -(0.5); PV0f.y *= 2.0; R127f.z = R4f.x + -(0.5); R127f.z *= 2.0; R127f.w = R4f.y + -(0.5); R127f.w *= 2.0; PS0f = R3f.z * intBitsToFloat(uf_remappedPS[0].z); // 1 R123f.x = (R4f.z * intBitsToFloat(uf_remappedPS[1].z) + PS0f); PV1f.x = R123f.x; R127f.y = R2f.x + -(0.5); R127f.y *= 2.0; PV1f.z = PV0f.y * intBitsToFloat(uf_remappedPS[0].z); PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].z); R126f.z = R2f.y + -(0.5); R126f.z *= 2.0; PS1f = R126f.z; // 2 R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[1].z) + PV1f.z); PV0f.x = R123f.x; R126f.y = R1f.x + -(0.5); R126f.y *= 2.0; R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[1].z) + PV1f.w); PV0f.z = R123f.z; R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x); PV0f.w = R123f.w; R127f.w = R1f.y + -(0.5); R127f.w *= 2.0; PS0f = R127f.w; // 3 R123f.x = (R126f.z * intBitsToFloat(uf_remappedPS[2].z) + PV0f.z); PV1f.x = R123f.x; R123f.y = (R127f.y * intBitsToFloat(uf_remappedPS[2].z) + PV0f.x); PV1f.y = R123f.y; R126f.z = R0f.x + -(0.5); R126f.z *= 2.0; R123f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w); PV1f.w = R123f.w; R126f.w = R0f.y + -(0.5); R126f.w *= 2.0; PS1f = R126f.w; // 4 R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[4].z) + PV1f.w); PV0f.x = R123f.x; R123f.y = (R126f.y * intBitsToFloat(uf_remappedPS[3].z) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x); PV0f.z = R123f.z; // 5 R123f.y = (R126f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z); PV1f.y = R123f.y; R123f.z = (R126f.z * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y); PV1f.z = R123f.z; R5f.z = PV0f.x; PS1f = R5f.z; // 6 R5f.x = PV1f.z + 1.0; R5f.x /= 2.0; R5f.y = PV1f.y + 1.0; R5f.y /= 2.0; // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); }