#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 79183302695ea935 const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 passParameterSem136; 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 R2f = vec4(0.0); vec4 R3f = 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 = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * intBitsToFloat(0xbe800000) + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * intBitsToFloat(0xbe800000) + R0f.y); R0f.z = (0.25 * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x); R0f.w = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y); R2f.x = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x); PS0f = R2f.x; // 1 R3f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * 0.25 + R0f.x); R2f.y = (0.25 * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y); R3f.z = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * 0.25 + R0f.y); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.xz).xyz); // 0 PV0f.y = R1f.z * 0.25; PV0f.z = R1f.y * 0.25; PV0f.w = R1f.x * 0.25; // 1 R123f.x = (R0f.x * 0.25 + PV0f.w); PV1f.x = R123f.x; R123f.z = (R0f.z * 0.25 + PV0f.y); PV1f.z = R123f.z; R123f.w = (R0f.y * 0.25 + PV0f.z); PV1f.w = R123f.w; // 2 R123f.x = (R2f.y * 0.25 + PV1f.w); PV0f.x = R123f.x; R123f.y = (R2f.x * 0.25 + PV1f.x); PV0f.y = R123f.y; R123f.w = (R2f.z * 0.25 + PV1f.z); PV0f.w = R123f.w; // 3 backupReg0f = R3f.x; backupReg1f = R3f.y; backupReg2f = R3f.z; R3f.x = (backupReg0f * 0.25 + PV0f.y); R3f.y = (backupReg1f * 0.25 + PV0f.x); R3f.z = (backupReg2f * 0.25 + PV0f.w); // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }